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thnaks for your feedbac, I'll really appreciate !
1: you can use your server.cfg to set all your parrams you want
(or in solo, edit the defaulty value in params.hpp)
2: only weapons are saved (in vehicle or box) only the personal player box can store equipment / ammo
3: there is a preset you can like, I call it 'hard mode', try these settings:
Difficulty = 1.25;
Aggressivity = 1.25;
MaximumFobs = 3;
Weather = 2;
Whitelist = 1;
FancyInfo = 1;
DayDuration = 2;
NightDuration = 10;
ForcedLoadout = 1;
HideOpfor = 1;
MaxSquadSize = 5;
EnableArsenal = 0;
BluforDefenders = 0;
btw, update your pbo from github (the steam version is a little outdated!)
be ready for the PvP version incoming !!
I have brought several friends into my server and we have figured out how you have configured item saving. But there are a few things I don't fully understand yet.
1) If you capture a vehicle and bring it back to the FOB, someone needs to load it into their garage in order to keep it [true]; But if you dont and you just leave that captured vehicle at the FOB for anyone to use at any time, the vehicle is somehow locked or disabled when the server is restarted the next day, and no one can use it.
2) while I am slowly weaning my buddies off of the arsenal boob, they have gotten good at scavenging ammo for the gear we have. The problem is their personal box is used for their loadout gear (and a little ammo) so it doesn't cost them. We will then stockpile (lets say rpg rounds) for a major assault the next day. We dont have a way of saving that rpg ammo stockpile. I tried to zeus in an ammo cache or a cargo net object, but it is not saved.
We need to somehow figure out how to leave a vehicle at the FOB with all of its contents still intact, or perhaps have a very large storage container that is buildable (that costs resoures).
Storyline read:
Day 06 in the campaign to free Stratis. FOB Alpha is fully operational and barricaded. It wont be long before we need to setup static HMG defenses. The AAF are bound to figure out that we are a full blow operation rather than an insurgency, and may be honing in on our exact location. The have not discovered ooutpost Bravo south of Mike-26 yet, and it was crucial to capturing Camp Maxwell. The medics worked overtime that day I can tell you, and command was pissed when both AT specialists lost their lives during Maxwell. despite our success, the top brass deems it unnecessary for us to keep and mobilize several captured AAF vehicles, one being a tank. On inspection of the FOB they found the time to weld the doors shut on these vehicles, denying us access to the medical supplies and mines we dug up after the raid. Combat Medic sgt Abbey came up with some rather unique names for the CO that day. On a brighter note, we were rewarded with an ammo budget for these vehicles (but not their content), which of course, cmd Evans believes we are not worthy of an APC yet (strangely).
it is 15:00 game-time. We plan on quietly commandeering all of the radio towers this evening. This is a mandatory step in the aquisition of Stratis Airbase. We will need to move quietly throughout the island to each tower, touching off charges at each location in rapid sequence once everything is placed. I personally plan on doing this on a quadbike with Abbey to assist. From there, we will execute a night operation, placing recovered mines in key areas around the airbase, inserting off the south tip near Radio Tower 016049.
We will let the AAF maintain Mike-26 for the time being, that way they have the duty to explain in real time, how they are completely losing control of the island in one night.
This will push the alert level over the edge. We expect a full assault on FOB alpha, and Outpost Bravo. But they can have them. My team an I agree that a couple of FOBs are a good trade for a full blown military air base.
1) I simply do not understand how the RX arsenal loadout interface selects which pre-saved loadouts appear on the list. I have tried all of the filter modes and I dont see the pattern. They appear to be randomly selected with a cap of, say 20 loadouts.
2)The arsenal blacklist and whitelist is an awesome idea to keep people from abusing arsenal for mortars, uav etc. But there might be an issue with the way it works.
a] arsenal disabled-works great, you have to ["Open", true] spawn BIS_fnc_arsenal; via debug menu in order to use VA-BUT the LAR blacklist and whitelist functions still apply-this may be intentional.
b]Arsenal enabled, no filter: full LAR filters still apply strangely. Loading presets in BI arsenal causes full naked. You can still manually build the loadout in BI interface though which does not cost you ammo.
Full Explanation of 2) b]. I make a very simple 100% vanilla rifleman save in BI VA. I can load this via the RX interface in game and it costs ammo. But when I click "edit Loadout" in RX interface, the preset is yellowed out and selecting it causes you to be fully naked. NEXT, I select this same loadout via RX interface, pay for it (awesome), and now it is selectable via the BI VA interface (which does not cost you). IN THIS STATE, if you throw your gear on the ground, you can buy it again at the RX interface (perfect), but you cannot load it via BI VA interface (causes nakedness) when you click the "edit loadout".
3) We still need a way to save collected ammo in vehicles and various crates available for players to use. By disabling arsenal, we can buy ammo/weapons/support crates (awesome, command won't just authorize the expenditure of this equipment without you doing your job), but their contents are reset when the server is reset. Perhaps just allow save of the vehicle (and whatever is in it) or have a high capacity purchasable crate early in game that has all content saved, whereby we will just make sure to empty the vehicles when we shut down. The personal player box is just too small. The players use it to store their weapons, and hard to come by ammo (RGNs, 100rnd mags), but everyone I played with insists on being able to persistently stockpile, say MAAWs rounds, for use in a specific operation later. Again, this is for when people play without arsenal, but this mechanic can/should be universal.
4) Allowing zeused-in objects to be saved: After reading the code I realize how difficult this would be. Using Zeus was an attempt at solving the previous issues (result failure), and may not be necessary if the previous restrictions are altered or relived.
Final solution: It may just be easier to set up in parameters "allow full zeus yes/no" and "allow full arsenal yes/no". If arsenal is used, it costs you ammo no matter what.