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Mission Parameter Settings
class Missions {
class Mission_deadsotrhsaltis_altis {
template = "deadsotrhsaltis.altis";
difficulty = "Custom";
class Params {
ot_start_autoload = 0;
ot_start_difficulty = 1;
ot_start_fasttravel = 1;
ot_start_popModifier = 1;
ot_start_tutorial = 1;
ot_showplayermarkers = 1;
ot_showenemygroup = 1;
ot_armedres = 1;
ace_medical_blood_enabledFor = 1;
AutoDespawnBodies = 1;
headlessClient = 0;
IDAPAirdrops = 0;
IncreasedPlayerDamage = 1;
};
};
};
These settings are identical to the ones found in the Start Game UI, in fact changing those settings will overwrite the mission parameter file where appropriate.
Controls whether or not a new game will be started automatically, skipping over the main menu. If enabled and there is no current persistent save on the server profile, a new game will be started using the other parameter settings. If set as 0, the main menu will be shown to the "bigboss" player as normal.
Description: "Autoload a save or start a new game"
Accepted Values = [0 (yes), 1 (no)]
NOTE: loading a game will overwrite certain settings with the settings used when that game was started. Changing settings in new game option menu will also overwrite the values set in the mission parameters.
Sets the difficulty for the same when creating a new game via autoload. Difficulty effects taxes in shops, money and influence lost on death, random search chance, NATO units skill and accuracy, fast travel cost, NATO AI resources and aggressiveness, and more.
Description: "Game difficulty (Only with autoload)"
Accepted Values = [0 (easy),1 (normal), 2 (hard)]
Default Value = 1
Description: "Fast Travel (Only with autoload)" Controls restrictions/ requirements for fast travel. Rules for fast travel based off setting are as follows:
Assume "Vehicle" references the vehicle the player is currently the driver of (if applicable). Crew refers to all passengers of a vehicle which the player is the driver of.
An exception to these rules is with airplanes, which can always be fast traveled in (so they can be teleported to a runway.) Note that attempting to exploit this will most likely end in a fiery death.
- The player and crew must not be holding a weapon.
- The player must have a map in their inventory.
- The player, vehicle, and crew must not be wanted.
- The player must not be holding a tow rope, or the vehicle must not be attached to a tow rope.
- The player must not have any drugs in their inventory.
- The vehicle must not have any cargo in its inventory, or any ACE cargo loaded.
- The vehicle must not be a military vehicle.
- The current location and target location must be connected by land bridge. (For Malden and Tanoa.)
- The distance to fast travel must be greater than 150m. (This both to prevent exploitation, and a bug with the ARMA 3 engine.)
- Players can only fast travel on foot
- Same rules from above "Open" apply
- Players are completely unable to fast travel
Regardless of the fast travel setting, players can only fast travel to owned GUER assets. Objects that can be fast travel to include:
- Placeable camps
- GUER FOBs
- Controlled towns
- Controlled bases
- Owned houses
- Owned businesses
- The factory if owned
Fast travel price costs an amount based off distance, difficulty, and the weight of the vehicle. The calculation for fast travel cost is:
On Foot:
_Cost = (Distance_In_Meters/1000) * Fast_Travel_Rate
In Vehicle:
(Distance_In_Meters/1000) * (Mass_Of_Vehicle / 1000) * Fast_Travel_Rate
Where Fast_Travel_Rate = 100$ on Easy, 250$ on Normal, and 500$ on Hard.
Accepted Values = [0 (open), 1 (restricted), 2 (disabled)]
Default Value = 1