warfare

Last-modified: 2011-02-26 (土) 16:49:07

目次

Warfare - Benny Edition

Editing

Adding new units [#k5eb0f14]

  • Adding new units to barracks/lights/heavy/air or just resistance is now done in 2 steps.
    1.Core Definition, the unit is defined within those files, you can create your own, those files assign an array of values to the unit like:
    _c = _c + ['classname'];
    _i = _i + [ [,,price,time,manned,upgrade level, factory type, skill] ];
    _c = _c + ['US_Soldier_Light_EP1'];
    _i = _i + [ [,,130,4,-1,0,0,0.82] ];
    2.Config Definition, only the unit classname is required there:
    _u = ['US_Soldier_Light_EP1'];
    _u = _u + ['US_Soldier_EP1'];
    ...
    Decreasing/Increasing the players slots
  • In order to decrease or increase the player slots, there is a few steps to do:
    1.In the editor, remove or add slots with the corresponding name (WestSlot17 after WestSlot16), note that the slots shall always be the same on each side (WestSlot17 & EastSlot17 = OK, WestSlot17 & EastSlot 20 = NOT OK).
    2.in initJIPCompatible.sqf, add or remove the slots that you've added previously in eastTeams / westTeams and in eastSlotNames / westSlotNames.
    3.in Rsc\Header.hpp, edit the maximum amount of players possible in maxPlayers.
    Changing the mission name
  • In order to change the mission name:
    1.In mission.sqm, change briefingName
    2.In version.sqf change WF_MISSIONNAME
    Changing the mission from Vanilla to Arrowhead or vice versa
  • In order to change the mission content:
    1.In version.sqf comment out VANILLA and comment in ARROWHEAD to play over Vanilla mode or comment out ARROWHEAD and comment in VANILLA to play over Arrowhead mode.
    Running in Debug mode
  • In order to run the mission in debug mode:
    1.In version.sqf comment out WF_DEBUG and reload the mission, you'll be able to teleport over the map and you'll be in god mode.
    Gameplay:
    Artillery
  • Artillery can only be used with your own squad members, you have to assign your squad members as gunner of the desired artillery vehicle, Artillery can be called in Options >> Commanding Menu >> Special Menu. Your team need a Command Center in order to be able to use the artillery calls, the artillery can be disabled in the parameters.

Build Menu

  • The build menu is available to all players on different levels, while the commander can use both the repair truck and the HeadQuarters menu, the other players can only use the repair truck, whenever a factory is being previewed, a symbol will help the commander to display the position at which the units will spawn from the factory. The build menu has several hotkeys like:
    1.Ctrl + L = Preview last defense built.
    2.Ctrl + M = Toggle on/off the Defense Auto-manning feature.
    3.Ctrl + K = (Commander Only) Sell defenses.
    Buying Units
  • Players and AI Leaders can both purchase units at different factories, by default, you have to be near a factory in order to use it, the Command Center will extend the purchase range, units can be queued but keep in mind that if the factory is destroyed then the units queu will be canceled. It's also possible to purchase different vehicles or units from a friendly depot. you can purchase in the buy menu (Options >> Buy Units).

Camps

  • The camps may allow the players to purchase any loadouts after being captured, those are located around the town Depot, capturing them will increase the speed at which a town is being neutralized. They may provide a respawn if the player die near the town and if the Camp Respawn parameter is enabled.

Commander

  • The commander has the key role of the team, he's the one who build the base and lead the army, he can give different orders/tasks, set the AI Buy types or their respawn location, sell buildings, from Options >> Commanding Menu >> Team Orders. A commander is automatically elected at the beginning of the round, you can also vote for another one at any time via Options >> Commander Vote. The commander need to upgrade different technologies from the Tech Tree to unlock some new vehicles or features (Options >> Commanding Menu >> Upgrade Menu).

Depots

  • A Depot is the core of the town, after the capture of a town, the players can purchase civilian vehicles from it via the Buy Menu, It's also possible to buy low end soldiers from it if the Towns: Purchase Milita parameter is enabled. Whenever a Depot is captured, the camps will be automatically assigned to the side which neutralized the town.

EASA (Exchangeable Armament System for Aircraft)

  • EASA is available through the support menu after it's upgrade, EASA allows you to customize your aircraft loadout at a service point, this means that it's possible to load an A10 with 8 Maverick or a similar loadout with 4 Mavericks, 2 Sidewinders and 2 Mk82, note that it can be disabled via the parameters.

Gear Menu

  • The Gear Menu is used to equip yourself or your AI's, it's possible to save/load custom templates. This menu has several hotkeys like:
    1.Ctrl + A = Swap to the 'All' Filter.
    2.Ctrl + T = Swap to the 'Template' Filter.
    3.Ctrl + P = Swap to the 'Primary' Filter.
    4.Ctrl + S = Swap to the 'Sidearm' Filter.
    5.Ctrl + L = Swap to the 'Secondary' Filter.
    6.Ctrl + P = Swap to the 'Misc' Filter.
    Fast Travel
  • Fast travel can be enabled within the parameters, this allows the players to fast travel from a point to another, this feature has to be upgraded by the commander in the upgrade menu, by then, any players can fast travel with/without vehicle and with/without nearby AI's from a deployed HQ / Command Center / Friendly Town to another location, fast travel cannot be used in a friendly town if a camp is currently being controlled by the enemy. Fast Travel is available in the Special Menu (Options >> Commanding Menu >> Special Menu). In order to use Fast travel you have to:
    1.Click on the Fast Travel button.
    2.Click on a Green Circle on the map.
    Missions
  • Task or Missions will be assigned to you by default, those can be changed later on via the mission menu (Options >> Commanding Menu >> Mission Menu), if you have a mission assigned and if you are capturing a town, you'll get more money from it.

Paratroopers

  • Paratroopers can be used after being upgraded, they can be called with a sum of money in the Special Menu (Options >> Commanding Menu >> Special Menu), depending on the current upgrade level, different units will be called. Paratroopers will override the player groups limit. After calling the paratroopers once, you'll have to wait before being able to use them again. In order to use the Paratroopers you have to:
    1.Click on the Paratroopers Button.
    2.Click on the map for a paradrop location.
    Repair Truck
  • The repair truck is used to perform re-supply operation over the team, it can be used to repair owned or non-owned vehicle, it behave like a service point which allows Repair/Rearm/Refuel/Heal via the menu (Options >> Commanding Menu >> Support Menu), whenever a repair or another option is performed, you need to wait a few moments before being able to use the same action again. The repair truck can be used to Repair the Mobile HQ aswell.

Respawning

  • It's possible to respawn at different locations:
    1.Base Respawn: By default, it's possible to respawn at every base buildings (Note that you can't respawn at HQ if it's destroyed).
    2.Camp Respawn: Whenever a camp is captured in a town, you can select to respawn there, you won't be able to respawn there if the town is enemy and if one of those enemy is near this camp.
    3.MASH Respawn: The Officer (Slot 11) can deploy a MASH in order to create a respawn point, the team members will be able to respawn there as long as they've died nearby.
    4.Mobile Respawn: Mobile respawn can either be ambulances or others vehicles, it's possible to respawn there as long as it's alive.
    Supply Value
  • The Supply Value (SV) is used to either build a base or upgrade technologies, the SV is added to the team ressources each minute, in order to increase it, you'll have to takes and defend towns against the enemy. Depending on the parameters, the SV system can either be Supply Trucks or Time Based.

Support

  • Repairing, Refueling, Rearming or Healing can be performed via the Support Menu (Options >> Commanding Menu >> Support Menu), in order to perform those actions, you or your AIs need to be either near a Repair Truck, a Town Depot or a Service Point. A timer is applied after each actions performed to prevent any exploits. Note that those price are relative to the unit price and status.

Towns

  • The towns are the most important elements in warfare, they're used to increase the income/supply, by default, resistance will control those towns, they will try to stop you from taking them, Blue towns represent resistance controlled towns, green are friendly and red are enemies, most of the towns have camps, those camps will allow you to respawn or swap your gear if they're controlled by your team. The higher the default Supply Value (SV) is, the harder the neutralization of the town will be, teamwork is essential in order to capture the towns faster. The Supply Value of a town will drop during it's capture, once that it's captured, it will go back to it's defaut value. If enemies are detected around the town you've captured, some squads will spawn to defend it.

UAV

  • UAV can be used in Operation Arrowhead or in Vanilla quite easily (Takistanies don't have any UAV), upgrading the UAV feature is required before being able to use it. Once that it's upgraded, UAV will be available for a sum of money in the special menu (Options >> Commanding Menu >> Special Menu), It's possible to destroy an existing UAV too. Here's several keys/hints like:
    1.Click on map to give a waypoint to the UAV while being in control of the UAV.
    2.You can either use a Laser designator or Hellfires (If the UAV is controlled by the US).
    3.TAB is used to lock target with Hellfires.
    4.Vehicle forward key is used to increase the UAV speed (backward slows it).
    5.Helicopter/Plane thrust is used to increase/decrease the height.
    6.NVG button is used to toggle up the FLIR view.
    Installation:
    Installing the mission
  • In order to install the mission you have to put the mission.pbo file (where mission.pbo is the desired mission) in your ArmA 2\MPMissions folder.

Parameters:

AI

  • AI: Group Size (AI Teams) Define how many units will AI Teams Leader be able to have in their squads.
  • AI: Group Size (Player) Define how many units will Players be able to have in their squads.
  • AI: Keep units on JIP Decide whether units shall be kept over Join in Progress or not.
  • AI: Teams Decide whether AI Teams Leader shall be operational or not.

Artillery

  • Artillery: Calls Decide whether Artillery Calls (Special Menu) is enabled or not.
  • Artillery: Interface Decide whether Artillery Interface is enabled on Artillery units or not.
  • Artillery: Range Define the Artillery firing range.

Base

  • Base: AI Commander Decide whether AI Commander shall be enabled or not.
  • Base: Allies Decide whether Allies base shall be spawned at start or not.
  • Base: Anti-Air Radar Decide whether Anti-air radar shall be enabled or not, this will spot enemy air units above x meters.
  • Base: Areas Limit Decide whether bases shall be restricted to x areas or not.
  • Base: Areas Limit Max. Define the amount of possible base areas.
  • Base: Auto Defenses Decide whether defenses shall be automatically manned in range of a barrack or not.
  • Base: Buildings Limit Define the maximum buildings limit per type (Service Points = Limit * 2).
  • Base: HQ Deployment Cost Define the HQ Deployment cost.
  • Base: Start Near towns Decide whether East or West shall use spawn points near towns (spawn points further than 2km of a town range won't be used).
  • Base: Starting Distance Define the minimal distance between East and West spawn points.
  • Base: Starting Locations Define a special spawn scenario (West north | East south...).

Economy

  • Economy: Income System Decide whether the income shall be full or half.
  • Economy: Starting Funds Define the starting funds.
  • Economy: Starting Supply Define the starting supply.
  • Economy: Supply System Decide whether the game shall be using Supply Trucks or a Time-based supply system.

Environment

  • Environment: Fast Time Decide whether the game shall be running fast or not (Day-Night cycle within 4 hours).
  • Environment: Time of Day Define the starting Time of Day.
  • Environment: Weather Decide whether weather shall be enabled or not.

Gameplay

  • Gameplay: Airport Hangars Decide whether Airport hangars shall be available or not.
  • Gameplay: Balancing Decide whether the game shall use a balance system or not.
  • Gameplay: Bodies deletion Delay Define the amount of time required to delete an object (units/vehicles) after it's death.
  • Gameplay: Empty Vehicles Lifespan Define the amount of time that a vehicle can remain alive before being destroyed.
  • Gameplay: Fast Travel Decide whether fast travel from town/base to town/base shall be available or not.
  • Gameplay: Friendly Fire (Buildings) Decide whether base buildings shall be sensitive to friendly fire or not.
  • Gameplay: Grass Distance Define the Maximum Grass clutter distance.
  • Gameplay: Kick Teamswappers Decide whether teamswappers shall be kicked or not.
  • Gameplay: Limited Boundaries Decide whether the players can go outside of the map borders or not.
  • Gameplay: Show Player UID Decide whether player UID shall be shown upon Teamswap / Base Teamkills.
  • Gameplay: Spacebar Scanning Decide whether spacebar identification shall be available or not.
  • Gameplay: Track AI on Map Decide whether AI purchased units shall be displayed on map (Beside your owns).
  • Gameplay: Track Players on Map Decide whether AI Team leaders or Players shall be displayed on map.
  • Gameplay: Upgrades Decide whether upgrades shall be enabled or not.
  • Gameplay: Victory Condition Define the victory condition (Assassination = HQ Killed / All Towns, Annihilation = Total destruction, Supremacy = All factories destroyed / All Towns).
  • Gameplay: View Distance Define the maximum player view distance.

Module

  • Module: High Command Decide whether High Command module shall be available or not for commanders.
  • Module: ICBM Decide whether Nuke shall be available or not.
  • Module: Injury System (ISIS) Decide whether the Injury System shall be available or not.
  • Module: Volumetric Clouds Decide whether the Volumetric clouds shall be available or not.

Respawn

  • Respawn: Camps Decide whether camp respawn shall be eanbled or not.
  • Respawn: Camps Rule Decide if someone is able to respawn after being killed near a camp while an enemy was near or not.
  • Respawn: Delay Define the respawn delay.
  • Respawn: Gear Remains Decide whether the player shall keep it's loadout after respawning or not.
  • Respawn: MASH Decide whether MASH Respawn / Deployment shall be available.
  • Respawn: Mobile Decide whether mobile respawn shall be enabled or not (Ambulance).
  • Respawn: Towns Range Define the range needed to respawn in a friendly town.
  • Restriction: Advanced Aircraft Decide whether Advanced aircraft shall be enabled or not.
  • Restriction: Camp Gear Decide whether some gear shall be restricted or not in camps.
  • Restriction: Kamov Decide whether Kamov shall be available or not.

Towns

  • Towns: Amount Define the towns amount.
  • Towns: Assault Teams Decide whether Assault Teams shall be enabled or not (They'll attack both east and west bases, they spawn in resistance towns).
  • Towns: Assault Teams Max. Define the maximum amount of Assault Teams to be spawned.
  • Towns: Occupation Decide whether east or west town shall be defended or not.
  • Towns: Occupation Difficulty Define the difficulty of the occupation forces spawned in towns (Also affect the amount).
  • Towns: Occupation Reinforcements Decide whether occupied towns shall be reinforced or not.
  • Towns: Patrols Decide whether resistance patrols shall be spawned or not (patrols will spawn in resistance towns and patrol from town to town).
  • Towns: Patrols Max. Define the maximum amount of resistance patrols.
  • Towns: Protection Range Define the range in which HQ cannot be deployed from the depot.
  • Towns: Purchase Militia Decide whether Militia units shall be available to purchase in depots or not.
  • Towns: Resistance Define whether resistance shall be available in towns or not.
  • Towns: Resistance Difficulty Define the difficulty of the resistance forces spawned in towns (Also affect the amount).
  • Towns: Resistance Reinforcements Decide whether resistance towns shall be reinforced or not.
  • Towns: Starting Mode Define the town starting mode, it can either be normal, splitted or nearby.