STEAM GROUP
vio-community V_I_O_C
STEAM GROUP
vio-community V_I_O_C
2
IN-GAME
25
ONLINE
Founded
22 June, 2014
Language
German
Location
Germany 
All Discussions > VIO-BECTI Wiki > Topic Details
dukee02 26 Jan, 2022 @ 5:34am
ArmA 3 WW2 BECTI
Info about our WW2 BECTIS:
The WW2 version needs one of the 4 mods (IFA3, CSA38, Northern Fronts, Faces of War) to work at all.
CTI features:
  • Classic Team vs Team (TvT) max. 16vs16
  • Warfare on all levels (on foot, in the vehicle, in the air).
  • Free choice of units, put your team together yourself.
  • Free base construction, several bases also possible.
  • Researchable technology tree. Research for better units, thus earlier Tankrush not possible.
  • No fixed script, every game can run differently.
BECTI special features:
  • Large WW2 mod support: IFA3, CSA38, Northern Fronts, Faces of War, Bystrokhodny BT7, SAB secret weapons, Flying Legends, Naval Legends
  • Mission designed for PvP, but also Coop possible.
  • New start modes for Coop, where the own side holds an adjustable small radius to start.
  • AI group leader nation adjustable.
  • The nations side can be changed.
  • Defender nation for cities adjustable.
  • Maximum possible technology level is calculated automatically based on the activated mods
  • Maximum technology level can restricted.
  • Research cost and time can be set.
  • Free choice of depot flags.
  • Freely adjustable costs for the units, equipment and weapons.
  • Adjustable skill of the AI.
  • Adjustable damage system for base building.
  • New weather script.
  • Optional field repair for players.
  • igiload rewritten for most WW2 vehicles and statics.
  • Adjustable cool-down for CTI artillery strikes.
  • HQ gives artillery warning with rough direction (ballance).
Switching nations to other sites works without our Side-Patch, but can lead to display errors and other misbehavior. We advise everyone to use the needed Side-Patch together with the mission.
Our Side-Patches for World-War 2:
Please note with the Sidepatchs!
  • If Sidepatch AIO - only add Sidepatch SAB (others are included)
  • if Sidepatch WW2 - Sidepatch IFA3 not needed, its included
Help and player search:
If you want to know more about the mission, find servers on which the mission is running or find other players to play together/against each other, our discord[discord.gg] is a good address.

--------------------------------German part--------------------------

Infos zu unseren WW2 BECTIS:
Die WW2 Version benötigt einen der 4 Mods (IFA3, CSA38, Northern Fronts, Faces of War) um überhaupt zu funktioniern zu können.
CTI features:
  • Klassisches Team gegen Team (TvT) max. 16vs16
  • Warfare auf allen Ebenen (zu Fuß, im Fahrzeug, in der Luft).
  • Freie Einheitenwahl, stelle dir dein Team selbst zusammen.
  • Freier Basisbau, auch mehere Basen möglich.
  • Erforschbarer Technologiebaum. Forschung für bessere Einheiten, somit früher Tankrush nicht möglich.
  • Kein festes Script, jede Partie kann anders verlaufen.
BECTI special features:
  • Große WW2 Mod-Unterstützung: IFA3, CSA38, Northern Fronts, Faces of War, Bystrokhodny BT7, SAB secret weapons, Flying Legends, Naval Legends
  • Mission zwar für PvP ausgelegt, aber auch Coop möglich.
  • Neue Startmodis für Coop, bei der die eigene Seite einen einstellbaren kleinen Radius hällt zum Start.
  • Nation der KI-Gruppenführer einstellbar.
  • Die Seite der Nationen kann geändert werden.
  • Verteidiger Nation für Städte einstellbar.
  • Maximal mögliche Technologiestufe wird anhand der aktivierten Mods automatisch berechnet.
  • Maximale Technologiestufe kann begrenzt werden.
  • Forschungskosten und Zeit kann eingestellt werden.
  • Freie Auswahl der Depot-Flaggen.
  • Frei einstellbare Kosten für die Einheiten, Equipment und Waffen.
  • Einstellbarer Skill der AI.
  • Einstellbares Schadenssystem für Basisgebäude.
  • Neues Wetter-skript.
  • Optionale Feldreparatur für Spieler.
  • igiload für die meisten WW2 Fahrzeuge und Geschütze umgeschrieben.
  • Einstellbarer Cool-Down für CTI-Artillerieschläge.
  • HQ gibt Artillerie-Warnung mit grober Richtung an (ballance).
Switchen der Nationen auf andere Seiten funktioniert auch ohne Side-Patch, kann aber zu Anzeigefehlern und anderem Fehlverhalten führen. Wir raten jedem, den Side-Patch zusammen mit der Mission zu nutzen.
Unsere Side-Patches für World-War 2:
Hilfe und Spielersuche:
Willst du mehr über die Mission wissen, Server finden auf denen die Mission läuft oder andere Spieler finden fürs gemeinsame miteinander/gegeneinander ist unser discord [discord.gg] eine gute Adresse.

Happy fighting
dukee
Last edited by dukee02; 15 Feb, 2022 @ 5:29am
< >
Showing 1-5 of 5 comments
dukee02 26 Jan, 2022 @ 5:34am 
Our main WW2 server-setup, for all free to use in your server.cfg class Missions part.
class MAP_Baranow { template = "VIO-BECTI-WW2.Baranow"; difficulty = "Custom"; //"Custom"; // "Recruit", "Regular", "Veteran", "Mercenary" class Params { CTI_PERSISTANT = 3; CTI_SAVE_PERIODE = 1200; CTI_GER_SIDE = 0; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_SOV_SIDE = 1; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_US_SIDE = 1; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_UK_SIDE = 1; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_JPN_SIDE = 0; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_CZ_SIDE = 2; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_FIN_SIDE = 0; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_GUER_TOWNS = 2; //0: FFI, 1: Polish Units, 2: 3rd Party CTI_WEST_TOWNS = -1; //-1: no changes, 0: Germany, 1: Soviet Red Army, 2: US Army, 3: UK Army, 4: Germany FoW, 5: Japain FoW, 6: US FoW, 7: UK FoW, 8: Germany CSA, 9: Czech CSA, 10: UK CSA, 11: Finnish Army FN, 12: Soviet Red Army FN CTI_EAST_TOWNS = 2; //-1: no changes, 0: Germany, 1: Soviet Red Army, 2: US Army, 3: UK Army, 4: Germany FoW, 5: Japain FoW, 6: US FoW, 7: UK FoW, 8: Germany CSA, 9: Czech CSA, 10: UK CSA, 11: Finnish Army FN, 12: Soviet Red Army FN CTI_WEST_AI = -1; //-1: no changes, 0: Germany, 1: Soviet Red Army, 2: US Army, 3: UK Army, 4: Germany FoW, 5: Japain FoW, 6: US FoW, 7: UK FoW, 8: Germany CSA, 9: Czech CSA, 10: UK CSA, 11: Finnish Army FN, 12: Soviet Red Army FN CTI_EAST_AI = 1; CTI_CAMO_ACTIVATION = 0; //0: Standard, 1: Winter, 2: Desert, 3: All active (Main = Standard) CTI_WEST_FLAG = 1; // 0: Standard Blue/Red/Green, 1: German Wehrmacht, 2: USSR, 3: USA, 4: Great Britain, 5: Germany (FOW), 6: USA (FOW), 7: Japan02 (FOW), 8: Japan01 (FOW), CTI_EAST_FLAG = 4; // 9: Australia (FOW), 10: Canada (FOW), 11: New Zealand (FOW), 12: Horizon Islands Colonial (FOW), 13: Netherlands (FOW), 14: Czech (CSA), CTI_GUER_FLAG = 14; // 15: East Karelia (NF), 16: Finnish Military (NF), 17: Finnish State (NF), 18: Finnish (NF), 19: Norway Military (NF), 20: Norway (NF), 21: USSR (NF) CTI_ECONOMY_LEVEL_GEAR = 10; //cap max gear level CTI_ECONOMY_LEVEL_INFANTRY = 10; //cap max infantry level CTI_ECONOMY_LEVEL_WHEELED = 10; //cap max light wheeled unts level CTI_ECONOMY_LEVEL_TRACKED = 10; //cap max heavy tracked units level CTI_ECONOMY_LEVEL_NAVAL = 10; //cap max ship level CTI_ECONOMY_LEVEL_AIR = 10; //cap max aircraft level CTI_ECONOMY_UPGRADE_TIMECAP = 300; //Max Time needed for upgrades CTI_ECONOMY_TIME_MULTI = 2; //multiplier for unit buildtime CTI_AI_TEAMS_JIP_PRESERVE = 0; //remove Units from leader before, when leadership was transfered @new-join CTI_AI_COMMANDER_ENABLED = 1; //sets an AI-Commander for setup the base and researching (perfect for new players) CTI_AI_PLAYER_TEAMS_GROUPSIZE = 20; //sets the max teamsize CTI_AI_SKILL_BASE = 2; //0: Novice, 1: Rookie, 2: Recruit, 3: Veteran, 4: Expert CTI_BASE_AREA_MAX = 5; //max amount of owned bases CTI_BASE_DEFENSES_AUTO_LIMIT = 20; //max amount of defenses will be manned CTI_BASE_DEFENSES_AUTO_RANGE = 500; //max distance from HQ the defenses will be manned CTI_BASE_HQ_DEPLOY_COST = 500; //amount of SV needed to deploy the HQ CTI_BASE_HQ_REPAIR = 1; //repairing the HQ allowed or not CTI_BASE_BUILDING_DAMAGE_SYSTEM = 0;//Handle Building destruction CTI_BASE_FOB_MAX = 10; //max amount of FOBs CTI_BASE_STARTUP_PLACEMENT = 6000; //min distance between the startpositions - 1000M 2KM 4KM 6KM 8KM 10KM CTI_BASE_WORKERS_LIMIT = 20; //max amount of workers for each side CTI_ECONOMY_INCOME_CYCLE = 300; //time between townpayments to your side CTI_ECONOMY_CURRENCY_SYSTEM = 0; //money and supply or money only CTI_ECONOMY_STARTUP_FUNDS_EAST_COMMANDER = 60000; //10K 15K - 45K 50K 60K 80K 100K - 800K CTI_ECONOMY_STARTUP_FUNDS_EAST = 40000; // 4K - 6K 8K 10K 12,5K 15K 20K 30K 35K 40K 45K 50K 60K - 100K CTI_ECONOMY_STARTUP_SUPPLY_EAST = 25000; //3K 5K 7K 9K 10K 20K 25K 50K 75K 110K 130K 150K 170K 200K 300K CTI_ECONOMY_STARTUP_FUNDS_WEST_COMMANDER = 60000; //10K 15K - 45K 50K 60K 80K 100K - 800K CTI_ECONOMY_STARTUP_FUNDS_WEST = 40000; // 4K - 6K 8K 10K 12,5K 15K 20K 30K 35K 40K 45K 50K 60K - 100K CTI_ECONOMY_STARTUP_SUPPLY_WEST = 25000; //3K 5K 7K 9K 10K 20K 25K 50K 75K 110K 130K 150K 170K 200K 300K CTI_ECONOMY_TOWNS_OCCUPATION = 0; //can you get supply/money from occupied towns or not CTI_ECONOMY_PRIZE_WEAPONS = 75; //base prize for WEAPONS CTI_ECONOMY_PRIZE_EQUIPMENT = 50; //base prize for EQUIPMENT CTI_ECONOMY_PRIZE_INFANTRY = 100; //base prize for INFANTRY CTI_ECONOMY_PRIZE_WHEELED = 500; //base prize for WHEELED units CTI_ECONOMY_PRIZE_TRACKED = 5000; //base prize for TRACKED CTI_ECONOMY_PRIZE_AIR = 5000; //base prize for AIR CTI_ECONOMY_PRIZE_NAVAL = 500; //base prize for NAVAL CTI_ECONOMY_LEVEL_MULTI = 400; //multilpier for weapons, equipments, ... (CTI_ECONOMY_PRIZE_XXX*(((_tech_level+1)*CTI_ECONOMY_LEVEL_MULTI)/100)) CTI_ECONOMY_RESEARCH_MULTI = 1000; //mulitlpier for every research CTI_ECONOMY_PRIZE_ARMED = 2000; //additional prize for special armed units ((CTI_ECONOMY_PRIZE_XXX*(((_tech_level+1)*CTI_ECONOMY_LEVEL_MULTI)/100))+(CTI_ECONOMY_PRIZE_ARMED*(_tech_level+1))) CTI_WEATHER_INITIAL = -1; //Mission start hour CTI_WEATHER_FAST = 12; //Fasttime day CTI_WEATHER_FAST_NIGHT = 0.5; //fasttime Night CTI_WEATHER_CHANGES = 1; //0)Sunny start, random normal weather 1)Sunny 2)normal light weather 3)complete random CTI_ARTILLERY_SETUP = 2; //Arty-system -2) Disabled; -1) Ballistic Computer; 0) Short; 1) Medium; 2) Long; 3) Extreme CTI_ARTILLERY_TIMEOUT = 300; //Delay between each fire mission 0) Disabled; 60; 120; 180; 240; 300; 600; CTI_GAMEPLAY_TEAMSTACK_DISABLE = 0; //max unbalanced players count for the side CTI_GAMEPLAY_TEAMSWAP_DISABLE = 0; //teamswap allowed or not CTI_FIELDREPAIR_ENABLED = 1; //Fieldrepair on/off REVIVE_MODE = 0; //Arma3 standard revive mode UNCONSCIOUS_STATE_MODE = 1; //Arma3 standard unconscious state mode CTI_RESPAWN_AI = 1; //sets if you can respawn as AI-teammember CTI_RESPAWN_CAMPS_MODE = 1; //0: Disabled, 1: Classic, 2: Nearby Camps, 3: Occupation Only CTI_RESPAWN_CAMPS_RULE_MODE = 2; //0: Disabled, 1: West | East, 2: West | East | Resistance --- is respawn allowed when enemy is near CTI_RESPAWN_PENALTY = 3; //penalty player needs to pay after death CTI_RESPAWN_FOB_RANGE = 2000; //range for respawning on a FOB CTI_RESPAWN_MOBILE = 1; //is respawning on a medic-truck allowed or not CTI_RESPAWN_CAMPS_RANGE = 2000; //range for respawning on a camp CTI_TOWNS_AMOUNT = 3; //amount of active towns to fight for CTI_TOWNS_CAMPS_CREATE = 1; //enable towncamps or not CTI_TOWNS_CAPTURE_MODE = 0; //0: Classic, 1: Threshold, 2: All Camps are Required - how capturing towns works CTI_TOWNS_GEAR = 2; //setup the town purchase for gear CTI_TOWNS_BUILD_PROTECTION_RANGE = 0; //min distance from towns for buildings CTI_TOWNS_OCCUPATION = 2; //town defenders strength BLU/OPF CTI_TOWNS_RESISTANCE = 1; //town defenders strength IND CTI_UNITS_TOWN_PURCHASE = 1; //can you buy units at towns CTI_TOWNS_CAPTURED_DISTANCE = 2000; //Distance of precaptured Towns CTI_TOWNS_STARTING_MODE = 1; //-1)pre defined, 0)Resistance, 1)50% East, 50% West, 2)Nearby Towns, 3)Random Towns (25% East, 25% West, 50% Res), 4)Coop at East side [Border], 5)Coop at East side, rest 50:50 [Border], //6)Coop at East side, rest 50:50 shuffled [Border], 7)Coop at West side [Border], 8)Coop at West side, rest 50:50 [Border], 9)Coop at West side, rest 50:50 shuffled [Border] CTI_TOWNS_VEHICLES_LOCK = 3; //Town Vehicles locked or not (locking prevents stealing enemy vehicles) CTI_MARKERS_INFANTRY = 0; //Show Map Infantry CTI_UNITS_FATIGUE = 0; //Fatigue CTI_VEHICLES_SALVAGE_INDEPENDENT_MAX = 2; //Independent Salvager Limit CTI_VEHICLES_EMPTY_TIMEOUT = 1200; //Vehicles Reycling Delay CTI_GRAPHICS_TG_MAX = 50; //over all video settings for all clients CTI_GRAPHICS_VD_MAX = 5000; //over all video settings for all clients CTI_IFA3_NEW = 0; //Addon -1: disabled, 0: enabled (has more states automated in background) CTI_FOW_ADDON = 0; //Addon 0: disabled, 1: enabled CTI_CSA_ADDON = 1; //Addon 0: disabled, 1: enabled CTI_NF_ADDON = 1; //Addon 0: disabled, 1: enabled CTI_Log_Level = 0; //logging CTI_AI_TEAMS_ENABLED = 1; //enables AI-Groupleaders CTI_AI_TEAMS_GROUPSIZE = 10; //sets the max teamsize CTI_AI_VEHICLE_LOCK = 0; CTI_STREAM_BLOCK = 1; //0: no changes, 1: deactivates NF nazi symbolics }; };
Last edited by dukee02; 18 Aug, 2022 @ 5:00am
dukee02 26 Jan, 2022 @ 5:35am 
Our Server config for IFA3 + some mods, we call it our WW2 main config:
class MAP_Baranow { template = "VIO-BECTI-WW2.Baranow"; difficulty = "Custom"; //"Custom"; // "Recruit", "Regular", "Veteran", "Mercenary" class Params { CTI_PERSISTANT = 3; CTI_SAVE_PERIODE = 1200; CTI_GER_SIDE = 0; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_SOV_SIDE = 1; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_US_SIDE = 2; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_UK_SIDE = 2; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_JPN_SIDE = -1; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_CZ_SIDE = -1; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_FIN_SIDE = -1; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_GUER_TOWNS = 2; //0: FFI, 1: Polish Units, 2: 3rd Party CTI_WEST_TOWNS = -1; //-1: no changes, 0: Germany, 1: Soviet Red Army, 2: US Army, 3: UK Army, 4: Germany FoW, 5: Japain FoW, 6: US FoW, 7: UK FoW, 8: Germany CSA, 9: Czech CSA, 10: UK CSA, 11: Finnish Army FN, 12: Soviet Red Army FN CTI_EAST_TOWNS = -1; //-1: no changes, 0: Germany, 1: Soviet Red Army, 2: US Army, 3: UK Army, 4: Germany FoW, 5: Japain FoW, 6: US FoW, 7: UK FoW, 8: Germany CSA, 9: Czech CSA, 10: UK CSA, 11: Finnish Army FN, 12: Soviet Red Army FN CTI_WEST_AI = -1; //-1: no changes, 0: Germany, 1: Soviet Red Army, 2: US Army, 3: UK Army, 4: Germany FoW, 5: Japain FoW, 6: US FoW, 7: UK FoW, 8: Germany CSA, 9: Czech CSA, 10: UK CSA, 11: Finnish Army FN, 12: Soviet Red Army FN CTI_EAST_AI = -1; //-1: no changes, 0: Germany, 1: Soviet Red Army, 2: US Army, 3: UK Army, 4: Germany FoW, 5: Japain FoW, 6: US FoW, 7: UK FoW, 8: Germany CSA, 9: Czech CSA, 10: UK CSA, 11: Finnish Army FN, 12: Soviet Red Army FN CTI_CAMO_ACTIVATION = 0; //0: Standard, 1: Winter, 2: Desert, 3: All active (Main = Standard) CTI_STREAM_BLOCK = 0; //0: no changes, 1: deactivate all nazi symbolics CTI_WEST_FLAG = 1; // 0: Standard Blue/Red/Green, 1: German Wehrmacht, 2: USSR, 3: USA, 4: Great Britain, 5: Germany (FOW), 6: USA (FOW), 7: Japan02 (FOW), 8: Japan01 (FOW), CTI_EAST_FLAG = 2; // 9: Australia (FOW), 10: Canada (FOW), 11: New Zealand (FOW), 12: Horizon Islands Colonial (FOW), 13: Netherlands (FOW), 14: Czech (CSA), CTI_GUER_FLAG = 3; // 15: East Karelia (NF), 16: Finnish Military (NF), 17: Finnish State (NF), 18: Finnish (NF), 19: Norway Military (NF), 20: Norway (NF), 21: USSR (NF) CTI_ECONOMY_LEVEL_GEAR = 10; //cap max gear level CTI_ECONOMY_LEVEL_INFANTRY = 10; //cap max infantry level CTI_ECONOMY_LEVEL_WHEELED = 10; //cap max light wheeled unts level CTI_ECONOMY_LEVEL_TRACKED = 10; //cap max heavy tracked units level CTI_ECONOMY_LEVEL_NAVAL = 10; //cap max ship level CTI_ECONOMY_LEVEL_AIR = 10; //cap max aircraft level CTI_ECONOMY_UPGRADE_TIMECAP = 300; //Max Time needed for upgrades CTI_ECONOMY_TIME_MULTI = 2; //multiplier for unit buildtime CTI_AI_TEAMS_JIP_PRESERVE = 0; //remove Units from leader before, when leadership was transfered @new-join CTI_AI_COMMANDER_ENABLED = 1; //sets an AI-Commander for setup the base and researching (perfect for new players) CTI_AI_PLAYER_TEAMS_GROUPSIZE = 20; //sets the max teamsize CTI_AI_SKILL_BASE = 1; //0: Novice, 1: Rookie, 2: Recruit, 3: Veteran, 4: Expert CTI_BASE_AREA_MAX = 4; //max amount of owned bases CTI_BASE_DEFENSES_AUTO_LIMIT = 40; //max amount of defenses will be manned CTI_BASE_DEFENSES_AUTO_RANGE = 500; //max distance from HQ the defenses will be manned CTI_BASE_HQ_DEPLOY_COST = 1000; //amount of SV needed to deploy the HQ CTI_BASE_HQ_REPAIR = 1; //repairing the HQ allowed or not CTI_BASE_BUILDING_DAMAGE_SYSTEM = 0;//Handle Building destruction CTI_BASE_FOB_MAX = 10; //max amount of FOBs CTI_BASE_STARTUP_PLACEMENT = 6000; //min distance between the startpositions - 1000M 2KM 4KM 6KM 8KM 10KM CTI_BASE_WORKERS_LIMIT = 20; //max amount of workers for each side CTI_ECONOMY_INCOME_CYCLE = 120; //time between townpayments to your side CTI_ECONOMY_CURRENCY_SYSTEM = 0; //money and supply or money only CTI_ECONOMY_STARTUP_FUNDS_EAST_COMMANDER = 60000; //10K 15K - 45K 50K 60K 80K 100K - 800K CTI_ECONOMY_STARTUP_FUNDS_EAST = 40000; // 4K - 6K 8K 10K 12,5K 15K 20K 30K 35K 40K 45K 50K 60K - 100K CTI_ECONOMY_STARTUP_SUPPLY_EAST = 25000; //3K 5K 7K 9K 10K 20K 25K 50K 75K 110K 130K 150K 170K 200K 300K CTI_ECONOMY_STARTUP_FUNDS_WEST_COMMANDER = 60000; //10K 15K - 45K 50K 60K 80K 100K - 800K CTI_ECONOMY_STARTUP_FUNDS_WEST = 40000; // 4K - 6K 8K 10K 12,5K 15K 20K 30K 35K 40K 45K 50K 60K - 100K CTI_ECONOMY_STARTUP_SUPPLY_WEST = 25000; //3K 5K 7K 9K 10K 20K 25K 50K 75K 110K 130K 150K 170K 200K 300K CTI_ECONOMY_TOWNS_OCCUPATION = 0; //can you get supply/money from occupied towns or not CTI_ECONOMY_PRIZE_WEAPONS = 75; //base prize for WEAPONS CTI_ECONOMY_PRIZE_EQUIPMENT = 50; //base prize for EQUIPMENT CTI_ECONOMY_PRIZE_INFANTRY = 100; //base prize for INFANTRY CTI_ECONOMY_PRIZE_WHEELED = 500; //base prize for WHEELED units CTI_ECONOMY_PRIZE_TRACKED = 5000; //base prize for TRACKED CTI_ECONOMY_PRIZE_AIR = 3000; //base prize for AIR CTI_ECONOMY_PRIZE_NAVAL = 500; //base prize for NAVAL CTI_ECONOMY_LEVEL_MULTI = 400; //multilpier for weapons, equipments, ... (CTI_ECONOMY_PRIZE_XXX*(((_tech_level+1)*CTI_ECONOMY_LEVEL_MULTI)/100)) CTI_ECONOMY_RESEARCH_MULTI = 1000; //mulitlpier for every research CTI_ECONOMY_PRIZE_ARMED = 5000; //additional prize for special armed units ((CTI_ECONOMY_PRIZE_XXX*(((_tech_level+1)*CTI_ECONOMY_LEVEL_MULTI)/100))+(CTI_ECONOMY_PRIZE_ARMED*(_tech_level+1))) CTI_WEATHER_INITIAL = -1; //Mission start hour CTI_WEATHER_FAST = 12; //Fasttime day CTI_WEATHER_FAST_NIGHT = 0.5; //fasttime Night CTI_WEATHER_CHANGES = 1; //simple weather system CTI_ARTILLERY_SETUP = 1; //Arty-system -2) Disabled; -1) Ballistic Computer; 0) Short; 1) Medium; 2) Long; 3) Extreme CTI_ARTILLERY_TIMEOUT = 180; //Delay between each fire mission 0) Disabled; 60; 120; 180; 240; 300; 600; CTI_GAMEPLAY_TEAMSTACK_DISABLE = 0; //max unbalanced players count for the side CTI_GAMEPLAY_TEAMSWAP_DISABLE = 0; //teamswap allowed or not CTI_FIELDREPAIR_ENABLED = 1; //Fieldrepair on/off REVIVE_MODE = 1; //Arma3 standard revive mode UNCONSCIOUS_STATE_MODE = 1; //Arma3 standard unconscious state mode CTI_RESPAWN_AI = 1; //sets if you can respawn as AI-teammember CTI_RESPAWN_CAMPS_MODE = 1; //0: Disabled, 1: Classic, 2: Nearby Camps, 3: Occupation Only CTI_RESPAWN_CAMPS_RULE_MODE = 2; //0: Disabled, 1: West | East, 2: West | East | Resistance --- is respawn allowed when enemy is near CTI_RESPAWN_PENALTY = 3; //penalty player needs to pay after death CTI_RESPAWN_FOB_RANGE = 2000; //range for respawning on a FOB CTI_RESPAWN_MOBILE = 1; //is respawning on a medic-truck allowed or not CTI_RESPAWN_CAMPS_RANGE = 1000; //range for respawning on a camp CTI_TOWNS_AMOUNT = 3; //amount of active towns to fight for CTI_TOWNS_CAMPS_CREATE = 1; //enable towncamps or not CTI_TOWNS_CAPTURE_MODE = 0; //0: Classic, 1: Threshold, 2: All Camps are Required - how capturing towns works CTI_TOWNS_GEAR = 2; //setup the town purchase for gear CTI_TOWNS_BUILD_PROTECTION_RANGE = 0; //min distance from towns for buildings CTI_TOWNS_OCCUPATION = 2; //town defenders strength BLU/OPF CTI_TOWNS_RESISTANCE = 1; //town defenders strength IND CTI_UNITS_TOWN_PURCHASE = 1; //can you buy units at towns CTI_TOWNS_CAPTURED_DISTANCE = 2000; //Distance of precaptured Towns CTI_TOWNS_STARTING_MODE = 1; //-1)pre defined, 0)Resistance, 1)50% East, 50% West, 2)Nearby Towns, 3)Random Towns (25% East, 25% West, 50% Res), 4)Coop at East side [Border], 5)Coop at East side, rest 50:50 [Border], //6)Coop at East side, rest 50:50 shuffled [Border], 7)Coop at West side [Border], 8)Coop at West side, rest 50:50 [Border], 9)Coop at West side, rest 50:50 shuffled [Border] CTI_TOWNS_VEHICLES_LOCK = 3; //Town Vehicles locked or not (locking prevents stealing enemy vehicles) CTI_MARKERS_INFANTRY = 0; //Show Map Infantry CTI_UNITS_FATIGUE = 0; //Fatigue CTI_VEHICLES_SALVAGE_INDEPENDENT_MAX = 2; //Independent Salvager Limit CTI_VEHICLES_EMPTY_TIMEOUT = 1200; //Vehicles Reycling Delay CTI_GRAPHICS_TG_MAX = 50; //over all video settings for all clients CTI_GRAPHICS_VD_MAX = 5000; //over all video settings for all clients CTI_IFA3_NEW = 0; //Addon -1: disabled, 0: enabled (has more states automated in background) CTI_FOW_ADDON = 0; //Addon 0: disabled, 1: enabled CTI_CSA_ADDON = 0; //Addon 0: disabled, 1: enabled CTI_NF_ADDON = 0; //Addon 0: disabled, 1: enabled CTI_Log_Level = 0; //logging CTI_AI_TEAMS_ENABLED = 1; //enables AI-Groupleaders CTI_AI_TEAMS_GROUPSIZE = 10; //sets the max teamsize CTI_AI_VEHICLE_LOCK = 0; //AI vehicles locked or unlocked (needen if you want to store them in ships) CTI_STREAM_BLOCK = 1; //0: no changes, 1: deactivates NF nazi symbolics }; };
Last edited by dukee02; 18 Aug, 2022 @ 5:10am
dukee02 26 Jan, 2022 @ 5:35am 
Our Server config for CSA38
class MAP_Baranow { template = "VIO-BECTI-WW2.Baranow"; difficulty = "Custom"; //"Custom"; // "Recruit", "Regular", "Veteran", "Mercenary" class Params { CTI_PERSISTANT = 3; CTI_SAVE_PERIODE = 1200; CTI_GER_SIDE = 1; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_SOV_SIDE = -1; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_US_SIDE = -1; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_UK_SIDE = 2; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_JPN_SIDE = -1; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_CZ_SIDE = 0; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_FIN_SIDE = -1; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_GUER_TOWNS = 2; //0: FFI, 1: Polish Units, 2: 3rd Party CTI_WEST_TOWNS = -1; //-1: no changes, 0: Germany, 1: Soviet Red Army, 2: US Army, 3: UK Army, 4: Germany FoW, 5: Japain FoW, 6: US FoW, 7: UK FoW, 8: Germany CSA, 9: Czech CSA, 10: UK CSA, 11: Finnish Army FN, 12: Soviet Red Army FN CTI_EAST_TOWNS = -1; //-1: no changes, 0: Germany, 1: Soviet Red Army, 2: US Army, 3: UK Army, 4: Germany FoW, 5: Japain FoW, 6: US FoW, 7: UK FoW, 8: Germany CSA, 9: Czech CSA, 10: UK CSA, 11: Finnish Army FN, 12: Soviet Red Army FN CTI_WEST_AI = -1; //-1: no changes, 0: Germany, 1: Soviet Red Army, 2: US Army, 3: UK Army, 4: Germany FoW, 5: Japain FoW, 6: US FoW, 7: UK FoW, 8: Germany CSA, 9: Czech CSA, 10: UK CSA, 11: Finnish Army FN, 12: Soviet Red Army FN CTI_EAST_AI = -1; //-1: no changes, 0: Germany, 1: Soviet Red Army, 2: US Army, 3: UK Army, 4: Germany FoW, 5: Japain FoW, 6: US FoW, 7: UK FoW, 8: Germany CSA, 9: Czech CSA, 10: UK CSA, 11: Finnish Army FN, 12: Soviet Red Army FN CTI_CAMO_ACTIVATION = 0; //0: Standard, 1: Winter, 2: Desert, 3: All active (Main = Standard) CTI_STREAM_BLOCK = 0; //0: no changes, 1: deactivate all nazi symbolics CTI_WEST_FLAG = 1; // 0: Standard Blue/Red/Green, 1: German Wehrmacht, 2: USSR, 3: USA, 4: Great Britain, 5: Germany (FOW), 6: USA (FOW), 7: Japan02 (FOW), 8: Japan01 (FOW), CTI_EAST_FLAG = 2; // 9: Australia (FOW), 10: Canada (FOW), 11: New Zealand (FOW), 12: Horizon Islands Colonial (FOW), 13: Netherlands (FOW), 14: Czech (CSA), CTI_GUER_FLAG = 3; // 15: East Karelia (NF), 16: Finnish Military (NF), 17: Finnish State (NF), 18: Finnish (NF), 19: Norway Military (NF), 20: Norway (NF), 21: USSR (NF) CTI_ECONOMY_LEVEL_GEAR = 10; //cap max gear level CTI_ECONOMY_LEVEL_INFANTRY = 10; //cap max infantry level CTI_ECONOMY_LEVEL_WHEELED = 10; //cap max light wheeled unts level CTI_ECONOMY_LEVEL_TRACKED = 10; //cap max heavy tracked units level CTI_ECONOMY_LEVEL_NAVAL = 10; //cap max ship level CTI_ECONOMY_LEVEL_AIR = 10; //cap max aircraft level CTI_ECONOMY_UPGRADE_TIMECAP = 300; //Max Time needed for upgrades CTI_ECONOMY_TIME_MULTI = 2; //multiplier for unit buildtime CTI_AI_TEAMS_JIP_PRESERVE = 0; //remove Units from leader before, when leadership was transfered @new-join CTI_AI_COMMANDER_ENABLED = 1; //sets an AI-Commander for setup the base and researching (perfect for new players) CTI_AI_PLAYER_TEAMS_GROUPSIZE = 20; //sets the max teamsize CTI_AI_SKILL_BASE = 1; //0: Novice, 1: Rookie, 2: Recruit, 3: Veteran, 4: Expert CTI_BASE_AREA_MAX = 4; //max amount of owned bases CTI_BASE_DEFENSES_AUTO_LIMIT = 40; //max amount of defenses will be manned CTI_BASE_DEFENSES_AUTO_RANGE = 500; //max distance from HQ the defenses will be manned CTI_BASE_HQ_DEPLOY_COST = 1000; //amount of SV needed to deploy the HQ CTI_BASE_HQ_REPAIR = 1; //repairing the HQ allowed or not CTI_BASE_BUILDING_DAMAGE_SYSTEM = 0;//Handle Building destruction CTI_BASE_FOB_MAX = 10; //max amount of FOBs CTI_BASE_STARTUP_PLACEMENT = 6000; //min distance between the startpositions - 1000M 2KM 4KM 6KM 8KM 10KM CTI_BASE_WORKERS_LIMIT = 20; //max amount of workers for each side CTI_ECONOMY_INCOME_CYCLE = 120; //time between townpayments to your side CTI_ECONOMY_CURRENCY_SYSTEM = 0; //money and supply or money only CTI_ECONOMY_STARTUP_FUNDS_EAST_COMMANDER = 60000; //10K 15K - 45K 50K 60K 80K 100K - 800K CTI_ECONOMY_STARTUP_FUNDS_EAST = 40000; // 4K - 6K 8K 10K 12,5K 15K 20K 30K 35K 40K 45K 50K 60K - 100K CTI_ECONOMY_STARTUP_SUPPLY_EAST = 25000; //3K 5K 7K 9K 10K 20K 25K 50K 75K 110K 130K 150K 170K 200K 300K CTI_ECONOMY_STARTUP_FUNDS_WEST_COMMANDER = 60000; //10K 15K - 45K 50K 60K 80K 100K - 800K CTI_ECONOMY_STARTUP_FUNDS_WEST = 40000; // 4K - 6K 8K 10K 12,5K 15K 20K 30K 35K 40K 45K 50K 60K - 100K CTI_ECONOMY_STARTUP_SUPPLY_WEST = 25000; //3K 5K 7K 9K 10K 20K 25K 50K 75K 110K 130K 150K 170K 200K 300K CTI_ECONOMY_TOWNS_OCCUPATION = 0; //can you get supply/money from occupied towns or not CTI_ECONOMY_PRIZE_WEAPONS = 75; //base prize for WEAPONS CTI_ECONOMY_PRIZE_EQUIPMENT = 50; //base prize for EQUIPMENT CTI_ECONOMY_PRIZE_INFANTRY = 100; //base prize for INFANTRY CTI_ECONOMY_PRIZE_WHEELED = 500; //base prize for WHEELED units CTI_ECONOMY_PRIZE_TRACKED = 5000; //base prize for TRACKED CTI_ECONOMY_PRIZE_AIR = 3000; //base prize for AIR CTI_ECONOMY_PRIZE_NAVAL = 500; //base prize for NAVAL CTI_ECONOMY_LEVEL_MULTI = 400; //multilpier for weapons, equipments, ... (CTI_ECONOMY_PRIZE_XXX*(((_tech_level+1)*CTI_ECONOMY_LEVEL_MULTI)/100)) CTI_ECONOMY_RESEARCH_MULTI = 1000; //mulitlpier for every research CTI_ECONOMY_PRIZE_ARMED = 5000; //additional prize for special armed units ((CTI_ECONOMY_PRIZE_XXX*(((_tech_level+1)*CTI_ECONOMY_LEVEL_MULTI)/100))+(CTI_ECONOMY_PRIZE_ARMED*(_tech_level+1))) CTI_WEATHER_INITIAL = -1; //Mission start hour CTI_WEATHER_FAST = 12; //Fasttime day CTI_WEATHER_FAST_NIGHT = 0.5; //fasttime Night CTI_WEATHER_CHANGES = 1; //simple weather system CTI_ARTILLERY_SETUP = 1; //Arty-system -2) Disabled; -1) Ballistic Computer; 0) Short; 1) Medium; 2) Long; 3) Extreme CTI_ARTILLERY_TIMEOUT = 180; //Delay between each fire mission 0) Disabled; 60; 120; 180; 240; 300; 600; CTI_GAMEPLAY_TEAMSTACK_DISABLE = 0; //max unbalanced players count for the side CTI_GAMEPLAY_TEAMSWAP_DISABLE = 0; //teamswap allowed or not CTI_FIELDREPAIR_ENABLED = 1; //Fieldrepair on/off REVIVE_MODE = 1; //Arma3 standard revive mode UNCONSCIOUS_STATE_MODE = 1; //Arma3 standard unconscious state mode CTI_RESPAWN_AI = 1; //sets if you can respawn as AI-teammember CTI_RESPAWN_CAMPS_MODE = 1; //0: Disabled, 1: Classic, 2: Nearby Camps, 3: Occupation Only CTI_RESPAWN_CAMPS_RULE_MODE = 2; //0: Disabled, 1: West | East, 2: West | East | Resistance --- is respawn allowed when enemy is near CTI_RESPAWN_PENALTY = 3; //penalty player needs to pay after death CTI_RESPAWN_FOB_RANGE = 2000; //range for respawning on a FOB CTI_RESPAWN_MOBILE = 1; //is respawning on a medic-truck allowed or not CTI_RESPAWN_CAMPS_RANGE = 1000; //range for respawning on a camp CTI_TOWNS_AMOUNT = 3; //amount of active towns to fight for CTI_TOWNS_CAMPS_CREATE = 1; //enable towncamps or not CTI_TOWNS_CAPTURE_MODE = 0; //0: Classic, 1: Threshold, 2: All Camps are Required - how capturing towns works CTI_TOWNS_GEAR = 2; //setup the town purchase for gear CTI_TOWNS_BUILD_PROTECTION_RANGE = 0; //min distance from towns for buildings CTI_TOWNS_OCCUPATION = 2; //town defenders strength BLU/OPF CTI_TOWNS_RESISTANCE = 1; //town defenders strength IND CTI_UNITS_TOWN_PURCHASE = 1; //can you buy units at towns CTI_TOWNS_CAPTURED_DISTANCE = 2000; //Distance of precaptured Towns CTI_TOWNS_STARTING_MODE = 1; //-1)pre defined, 0)Resistance, 1)50% East, 50% West, 2)Nearby Towns, 3)Random Towns (25% East, 25% West, 50% Res), 4)Coop at East side [Border], 5)Coop at East side, rest 50:50 [Border], //6)Coop at East side, rest 50:50 shuffled [Border], 7)Coop at West side [Border], 8)Coop at West side, rest 50:50 [Border], 9)Coop at West side, rest 50:50 shuffled [Border] CTI_TOWNS_VEHICLES_LOCK = 3; //Town Vehicles locked or not (locking prevents stealing enemy vehicles) CTI_MARKERS_INFANTRY = 0; //Show Map Infantry CTI_UNITS_FATIGUE = 0; //Fatigue CTI_VEHICLES_SALVAGE_INDEPENDENT_MAX = 2; //Independent Salvager Limit CTI_VEHICLES_EMPTY_TIMEOUT = 1200; //Vehicles Reycling Delay CTI_GRAPHICS_TG_MAX = 50; //over all video settings for all clients CTI_GRAPHICS_VD_MAX = 5000; //over all video settings for all clients CTI_IFA3_NEW = -1; //Addon -1: disabled, 0: enabled (has more states automated in background) CTI_FOW_ADDON = 0; //Addon 0: disabled, 1: enabled CTI_CSA_ADDON = 1; //Addon 0: disabled, 1: enabled CTI_NF_ADDON = 0; //Addon 0: disabled, 1: enabled CTI_Log_Level = 0; //logging CTI_AI_TEAMS_ENABLED = 1; //enables AI-Groupleaders CTI_AI_TEAMS_GROUPSIZE = 10; //sets the max teamsize CTI_AI_VEHICLE_LOCK = 0; //AI vehicles locked or unlocked (needen if you want to store them in ships) CTI_STREAM_BLOCK = 1; //0: no changes, 1: deactivates NF nazi symbolics }; };
Last edited by dukee02; 18 Aug, 2022 @ 5:08am
dukee02 26 Jan, 2022 @ 5:35am 
Our Server config for Northern Fronts
class MAP_Baranow { template = "VIO-BECTI-WW2.Baranow"; difficulty = "Custom"; //"Custom"; // "Recruit", "Regular", "Veteran", "Mercenary" class Params { CTI_PERSISTANT = 3; CTI_SAVE_PERIODE = 1200; CTI_GER_SIDE = -1; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_SOV_SIDE = 1; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_US_SIDE = -1; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_UK_SIDE = -1; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_JPN_SIDE = -1; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_CZ_SIDE = -1; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_FIN_SIDE = 0; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_GUER_TOWNS = 1; //0: FFI, 1: Polish Units, 2: 3rd Party CTI_WEST_TOWNS = -1; //-1: no changes, 0: Germany, 1: Soviet Red Army, 2: US Army, 3: UK Army, 4: Germany FoW, 5: Japain FoW, 6: US FoW, 7: UK FoW, 8: Germany CSA, 9: Czech CSA, 10: UK CSA, 11: Finnish Army FN, 12: Soviet Red Army FN CTI_EAST_TOWNS = -1; //-1: no changes, 0: Germany, 1: Soviet Red Army, 2: US Army, 3: UK Army, 4: Germany FoW, 5: Japain FoW, 6: US FoW, 7: UK FoW, 8: Germany CSA, 9: Czech CSA, 10: UK CSA, 11: Finnish Army FN, 12: Soviet Red Army FN CTI_WEST_AI = -1; //-1: no changes, 0: Germany, 1: Soviet Red Army, 2: US Army, 3: UK Army, 4: Germany FoW, 5: Japain FoW, 6: US FoW, 7: UK FoW, 8: Germany CSA, 9: Czech CSA, 10: UK CSA, 11: Finnish Army FN, 12: Soviet Red Army FN CTI_EAST_AI = -1; //-1: no changes, 0: Germany, 1: Soviet Red Army, 2: US Army, 3: UK Army, 4: Germany FoW, 5: Japain FoW, 6: US FoW, 7: UK FoW, 8: Germany CSA, 9: Czech CSA, 10: UK CSA, 11: Finnish Army FN, 12: Soviet Red Army FN CTI_CAMO_ACTIVATION = 0; //0: Standard, 1: Winter, 2: Desert, 3: All active (Main = Standard) CTI_STREAM_BLOCK = 0; //0: no changes, 1: deactivate all nazi symbolics CTI_WEST_FLAG = 1; // 0: Standard Blue/Red/Green, 1: German Wehrmacht, 2: USSR, 3: USA, 4: Great Britain, 5: Germany (FOW), 6: USA (FOW), 7: Japan02 (FOW), 8: Japan01 (FOW), CTI_EAST_FLAG = 2; // 9: Australia (FOW), 10: Canada (FOW), 11: New Zealand (FOW), 12: Horizon Islands Colonial (FOW), 13: Netherlands (FOW), 14: Czech (CSA), CTI_GUER_FLAG = 3; // 15: East Karelia (NF), 16: Finnish Military (NF), 17: Finnish State (NF), 18: Finnish (NF), 19: Norway Military (NF), 20: Norway (NF), 21: USSR (NF) CTI_ECONOMY_LEVEL_GEAR = 10; //cap max gear level CTI_ECONOMY_LEVEL_INFANTRY = 10; //cap max infantry level CTI_ECONOMY_LEVEL_WHEELED = 10; //cap max light wheeled unts level CTI_ECONOMY_LEVEL_TRACKED = 10; //cap max heavy tracked units level CTI_ECONOMY_LEVEL_NAVAL = 10; //cap max ship level CTI_ECONOMY_LEVEL_AIR = 10; //cap max aircraft level CTI_ECONOMY_UPGRADE_TIMECAP = 300; //Max Time needed for upgrades CTI_ECONOMY_TIME_MULTI = 2; //multiplier for unit buildtime CTI_AI_TEAMS_JIP_PRESERVE = 0; //remove Units from leader before, when leadership was transfered @new-join CTI_AI_COMMANDER_ENABLED = 1; //sets an AI-Commander for setup the base and researching (perfect for new players) CTI_AI_PLAYER_TEAMS_GROUPSIZE = 20; //sets the max teamsize CTI_AI_SKILL_BASE = 1; //0: Novice, 1: Rookie, 2: Recruit, 3: Veteran, 4: Expert CTI_BASE_AREA_MAX = 4; //max amount of owned bases CTI_BASE_DEFENSES_AUTO_LIMIT = 40; //max amount of defenses will be manned CTI_BASE_DEFENSES_AUTO_RANGE = 500; //max distance from HQ the defenses will be manned CTI_BASE_HQ_DEPLOY_COST = 1000; //amount of SV needed to deploy the HQ CTI_BASE_HQ_REPAIR = 1; //repairing the HQ allowed or not CTI_BASE_BUILDING_DAMAGE_SYSTEM = 0;//Handle Building destruction CTI_BASE_FOB_MAX = 10; //max amount of FOBs CTI_BASE_STARTUP_PLACEMENT = 6000; //min distance between the startpositions - 1000M 2KM 4KM 6KM 8KM 10KM CTI_BASE_WORKERS_LIMIT = 20; //max amount of workers for each side CTI_ECONOMY_INCOME_CYCLE = 120; //time between townpayments to your side CTI_ECONOMY_CURRENCY_SYSTEM = 0; //money and supply or money only CTI_ECONOMY_STARTUP_FUNDS_EAST_COMMANDER = 60000; //10K 15K - 45K 50K 60K 80K 100K - 800K CTI_ECONOMY_STARTUP_FUNDS_EAST = 40000; // 4K - 6K 8K 10K 12,5K 15K 20K 30K 35K 40K 45K 50K 60K - 100K CTI_ECONOMY_STARTUP_SUPPLY_EAST = 25000; //3K 5K 7K 9K 10K 20K 25K 50K 75K 110K 130K 150K 170K 200K 300K CTI_ECONOMY_STARTUP_FUNDS_WEST_COMMANDER = 60000; //10K 15K - 45K 50K 60K 80K 100K - 800K CTI_ECONOMY_STARTUP_FUNDS_WEST = 40000; // 4K - 6K 8K 10K 12,5K 15K 20K 30K 35K 40K 45K 50K 60K - 100K CTI_ECONOMY_STARTUP_SUPPLY_WEST = 25000; //3K 5K 7K 9K 10K 20K 25K 50K 75K 110K 130K 150K 170K 200K 300K CTI_ECONOMY_TOWNS_OCCUPATION = 0; //can you get supply/money from occupied towns or not CTI_ECONOMY_PRIZE_WEAPONS = 75; //base prize for WEAPONS CTI_ECONOMY_PRIZE_EQUIPMENT = 50; //base prize for EQUIPMENT CTI_ECONOMY_PRIZE_INFANTRY = 100; //base prize for INFANTRY CTI_ECONOMY_PRIZE_WHEELED = 500; //base prize for WHEELED units CTI_ECONOMY_PRIZE_TRACKED = 5000; //base prize for TRACKED CTI_ECONOMY_PRIZE_AIR = 3000; //base prize for AIR CTI_ECONOMY_PRIZE_NAVAL = 500; //base prize for NAVAL CTI_ECONOMY_LEVEL_MULTI = 400; //multilpier for weapons, equipments, ... (CTI_ECONOMY_PRIZE_XXX*(((_tech_level+1)*CTI_ECONOMY_LEVEL_MULTI)/100)) CTI_ECONOMY_RESEARCH_MULTI = 1000; //mulitlpier for every research CTI_ECONOMY_PRIZE_ARMED = 5000; //additional prize for special armed units ((CTI_ECONOMY_PRIZE_XXX*(((_tech_level+1)*CTI_ECONOMY_LEVEL_MULTI)/100))+(CTI_ECONOMY_PRIZE_ARMED*(_tech_level+1))) CTI_WEATHER_INITIAL = -1; //Mission start hour CTI_WEATHER_FAST = 12; //Fasttime day CTI_WEATHER_FAST_NIGHT = 0.5; //fasttime Night CTI_WEATHER_CHANGES = 1; //simple weather system CTI_ARTILLERY_SETUP = 1; //Arty-system -2) Disabled; -1) Ballistic Computer; 0) Short; 1) Medium; 2) Long; 3) Extreme CTI_ARTILLERY_TIMEOUT = 180; //Delay between each fire mission 0) Disabled; 60; 120; 180; 240; 300; 600; CTI_GAMEPLAY_TEAMSTACK_DISABLE = 0; //max unbalanced players count for the side CTI_GAMEPLAY_TEAMSWAP_DISABLE = 0; //teamswap allowed or not CTI_FIELDREPAIR_ENABLED = 1; //Fieldrepair on/off REVIVE_MODE = 1; //Arma3 standard revive mode UNCONSCIOUS_STATE_MODE = 1; //Arma3 standard unconscious state mode CTI_RESPAWN_AI = 1; //sets if you can respawn as AI-teammember CTI_RESPAWN_CAMPS_MODE = 1; //0: Disabled, 1: Classic, 2: Nearby Camps, 3: Occupation Only CTI_RESPAWN_CAMPS_RULE_MODE = 2; //0: Disabled, 1: West | East, 2: West | East | Resistance --- is respawn allowed when enemy is near CTI_RESPAWN_PENALTY = 3; //penalty player needs to pay after death CTI_RESPAWN_FOB_RANGE = 2000; //range for respawning on a FOB CTI_RESPAWN_MOBILE = 1; //is respawning on a medic-truck allowed or not CTI_RESPAWN_CAMPS_RANGE = 1000; //range for respawning on a camp CTI_TOWNS_AMOUNT = 3; //amount of active towns to fight for CTI_TOWNS_CAMPS_CREATE = 1; //enable towncamps or not CTI_TOWNS_CAPTURE_MODE = 0; //0: Classic, 1: Threshold, 2: All Camps are Required - how capturing towns works CTI_TOWNS_GEAR = 2; //setup the town purchase for gear CTI_TOWNS_BUILD_PROTECTION_RANGE = 0; //min distance from towns for buildings CTI_TOWNS_OCCUPATION = 2; //town defenders strength BLU/OPF CTI_TOWNS_RESISTANCE = 1; //town defenders strength IND CTI_UNITS_TOWN_PURCHASE = 1; //can you buy units at towns CTI_TOWNS_CAPTURED_DISTANCE = 2000; //Distance of precaptured Towns CTI_TOWNS_STARTING_MODE = 1; //-1)pre defined, 0)Resistance, 1)50% East, 50% West, 2)Nearby Towns, 3)Random Towns (25% East, 25% West, 50% Res), 4)Coop at East side [Border], 5)Coop at East side, rest 50:50 [Border], //6)Coop at East side, rest 50:50 shuffled [Border], 7)Coop at West side [Border], 8)Coop at West side, rest 50:50 [Border], 9)Coop at West side, rest 50:50 shuffled [Border] CTI_TOWNS_VEHICLES_LOCK = 3; //Town Vehicles locked or not (locking prevents stealing enemy vehicles) CTI_MARKERS_INFANTRY = 0; //Show Map Infantry CTI_UNITS_FATIGUE = 0; //Fatigue CTI_VEHICLES_SALVAGE_INDEPENDENT_MAX = 2; //Independent Salvager Limit CTI_VEHICLES_EMPTY_TIMEOUT = 1200; //Vehicles Reycling Delay CTI_GRAPHICS_TG_MAX = 50; //over all video settings for all clients CTI_GRAPHICS_VD_MAX = 5000; //over all video settings for all clients CTI_IFA3_NEW = -1; //Addon -1: disabled, 0: enabled (has more states automated in background) CTI_FOW_ADDON = 0; //Addon 0: disabled, 1: enabled CTI_CSA_ADDON = 0; //Addon 0: disabled, 1: enabled CTI_NF_ADDON = 1; //Addon 0: disabled, 1: enabled CTI_Log_Level = 0; //logging CTI_AI_TEAMS_ENABLED = 1; //enables AI-Groupleaders CTI_AI_TEAMS_GROUPSIZE = 10; //sets the max teamsize CTI_AI_VEHICLE_LOCK = 0; //AI vehicles locked or unlocked (needen if you want to store them in ships) CTI_STREAM_BLOCK = 1; //0: no changes, 1: deactivates NF nazi symbolics }; };
Last edited by dukee02; 18 Aug, 2022 @ 5:09am
dukee02 15 Feb, 2022 @ 5:24am 
Our Server config for Faces of War
class MAP_Baranow { template = "VIO-BECTI-WW2.Baranow"; difficulty = "Custom"; //"Custom"; // "Recruit", "Regular", "Veteran", "Mercenary" class Params { CTI_PERSISTANT = 3; CTI_SAVE_PERIODE = 1200; CTI_GER_SIDE = 1; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_SOV_SIDE = -1; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_US_SIDE = 0; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_UK_SIDE = -1; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_JPN_SIDE = 2; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_CZ_SIDE = -1; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_FIN_SIDE = -1; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_GUER_TOWNS = 2; //0: FFI, 1: Polish Units, 2: 3rd Party CTI_WEST_TOWNS = -1; //-1: no changes, 0: Germany, 1: Soviet Red Army, 2: US Army, 3: UK Army, 4: Germany FoW, 5: Japain FoW, 6: US FoW, 7: UK FoW, 8: Germany CSA, 9: Czech CSA, 10: UK CSA, 11: Finnish Army FN, 12: Soviet Red Army FN CTI_EAST_TOWNS = -1; //-1: no changes, 0: Germany, 1: Soviet Red Army, 2: US Army, 3: UK Army, 4: Germany FoW, 5: Japain FoW, 6: US FoW, 7: UK FoW, 8: Germany CSA, 9: Czech CSA, 10: UK CSA, 11: Finnish Army FN, 12: Soviet Red Army FN CTI_WEST_AI = -1; //-1: no changes, 0: Germany, 1: Soviet Red Army, 2: US Army, 3: UK Army, 4: Germany FoW, 5: Japain FoW, 6: US FoW, 7: UK FoW, 8: Germany CSA, 9: Czech CSA, 10: UK CSA, 11: Finnish Army FN, 12: Soviet Red Army FN CTI_EAST_AI = -1; //-1: no changes, 0: Germany, 1: Soviet Red Army, 2: US Army, 3: UK Army, 4: Germany FoW, 5: Japain FoW, 6: US FoW, 7: UK FoW, 8: Germany CSA, 9: Czech CSA, 10: UK CSA, 11: Finnish Army FN, 12: Soviet Red Army FN CTI_CAMO_ACTIVATION = 0; //0: Standard, 1: Winter, 2: Desert, 3: All active (Main = Standard) CTI_STREAM_BLOCK = 0; //0: no changes, 1: deactivate all nazi symbolics CTI_WEST_FLAG = 1; // 0: Standard Blue/Red/Green, 1: German Wehrmacht, 2: USSR, 3: USA, 4: Great Britain, 5: Germany (FOW), 6: USA (FOW), 7: Japan02 (FOW), 8: Japan01 (FOW), CTI_EAST_FLAG = 2; // 9: Australia (FOW), 10: Canada (FOW), 11: New Zealand (FOW), 12: Horizon Islands Colonial (FOW), 13: Netherlands (FOW), 14: Czech (CSA), CTI_GUER_FLAG = 3; // 15: East Karelia (NF), 16: Finnish Military (NF), 17: Finnish State (NF), 18: Finnish (NF), 19: Norway Military (NF), 20: Norway (NF), 21: USSR (NF) CTI_ECONOMY_LEVEL_GEAR = 10; //cap max gear level CTI_ECONOMY_LEVEL_INFANTRY = 10; //cap max infantry level CTI_ECONOMY_LEVEL_WHEELED = 10; //cap max light wheeled unts level CTI_ECONOMY_LEVEL_TRACKED = 10; //cap max heavy tracked units level CTI_ECONOMY_LEVEL_NAVAL = 10; //cap max ship level CTI_ECONOMY_LEVEL_AIR = 10; //cap max aircraft level CTI_ECONOMY_UPGRADE_TIMECAP = 300; //Max Time needed for upgrades CTI_ECONOMY_TIME_MULTI = 2; //multiplier for unit buildtime CTI_AI_TEAMS_JIP_PRESERVE = 0; //remove Units from leader before, when leadership was transfered @new-join CTI_AI_COMMANDER_ENABLED = 1; //sets an AI-Commander for setup the base and researching (perfect for new players) CTI_AI_PLAYER_TEAMS_GROUPSIZE = 20; //sets the max teamsize CTI_AI_SKILL_BASE = 1; //0: Novice, 1: Rookie, 2: Recruit, 3: Veteran, 4: Expert CTI_BASE_AREA_MAX = 4; //max amount of owned bases CTI_BASE_DEFENSES_AUTO_LIMIT = 40; //max amount of defenses will be manned CTI_BASE_DEFENSES_AUTO_RANGE = 500; //max distance from HQ the defenses will be manned CTI_BASE_HQ_DEPLOY_COST = 1000; //amount of SV needed to deploy the HQ CTI_BASE_HQ_REPAIR = 1; //repairing the HQ allowed or not CTI_BASE_BUILDING_DAMAGE_SYSTEM = 0;//Handle Building destruction CTI_BASE_FOB_MAX = 10; //max amount of FOBs CTI_BASE_STARTUP_PLACEMENT = 6000; //min distance between the startpositions - 1000M 2KM 4KM 6KM 8KM 10KM CTI_BASE_WORKERS_LIMIT = 20; //max amount of workers for each side CTI_ECONOMY_INCOME_CYCLE = 120; //time between townpayments to your side CTI_ECONOMY_CURRENCY_SYSTEM = 0; //money and supply or money only CTI_ECONOMY_STARTUP_FUNDS_EAST_COMMANDER = 60000; //10K 15K - 45K 50K 60K 80K 100K - 800K CTI_ECONOMY_STARTUP_FUNDS_EAST = 40000; // 4K - 6K 8K 10K 12,5K 15K 20K 30K 35K 40K 45K 50K 60K - 100K CTI_ECONOMY_STARTUP_SUPPLY_EAST = 25000; //3K 5K 7K 9K 10K 20K 25K 50K 75K 110K 130K 150K 170K 200K 300K CTI_ECONOMY_STARTUP_FUNDS_WEST_COMMANDER = 60000; //10K 15K - 45K 50K 60K 80K 100K - 800K CTI_ECONOMY_STARTUP_FUNDS_WEST = 40000; // 4K - 6K 8K 10K 12,5K 15K 20K 30K 35K 40K 45K 50K 60K - 100K CTI_ECONOMY_STARTUP_SUPPLY_WEST = 25000; //3K 5K 7K 9K 10K 20K 25K 50K 75K 110K 130K 150K 170K 200K 300K CTI_ECONOMY_TOWNS_OCCUPATION = 0; //can you get supply/money from occupied towns or not CTI_ECONOMY_PRIZE_WEAPONS = 75; //base prize for WEAPONS CTI_ECONOMY_PRIZE_EQUIPMENT = 50; //base prize for EQUIPMENT CTI_ECONOMY_PRIZE_INFANTRY = 100; //base prize for INFANTRY CTI_ECONOMY_PRIZE_WHEELED = 500; //base prize for WHEELED units CTI_ECONOMY_PRIZE_TRACKED = 5000; //base prize for TRACKED CTI_ECONOMY_PRIZE_AIR = 3000; //base prize for AIR CTI_ECONOMY_PRIZE_NAVAL = 500; //base prize for NAVAL CTI_ECONOMY_LEVEL_MULTI = 400; //multilpier for weapons, equipments, ... (CTI_ECONOMY_PRIZE_XXX*(((_tech_level+1)*CTI_ECONOMY_LEVEL_MULTI)/100)) CTI_ECONOMY_RESEARCH_MULTI = 1000; //mulitlpier for every research CTI_ECONOMY_PRIZE_ARMED = 5000; //additional prize for special armed units ((CTI_ECONOMY_PRIZE_XXX*(((_tech_level+1)*CTI_ECONOMY_LEVEL_MULTI)/100))+(CTI_ECONOMY_PRIZE_ARMED*(_tech_level+1))) CTI_WEATHER_INITIAL = -1; //Mission start hour CTI_WEATHER_FAST = 12; //Fasttime day CTI_WEATHER_FAST_NIGHT = 0.5; //fasttime Night CTI_WEATHER_CHANGES = 1; //simple weather system CTI_ARTILLERY_SETUP = 1; //Arty-system -2) Disabled; -1) Ballistic Computer; 0) Short; 1) Medium; 2) Long; 3) Extreme CTI_ARTILLERY_TIMEOUT = 180; //Delay between each fire mission 0) Disabled; 60; 120; 180; 240; 300; 600; CTI_GAMEPLAY_TEAMSTACK_DISABLE = 0; //max unbalanced players count for the side CTI_GAMEPLAY_TEAMSWAP_DISABLE = 0; //teamswap allowed or not CTI_FIELDREPAIR_ENABLED = 1; //Fieldrepair on/off REVIVE_MODE = 1; //Arma3 standard revive mode UNCONSCIOUS_STATE_MODE = 1; //Arma3 standard unconscious state mode CTI_RESPAWN_AI = 1; //sets if you can respawn as AI-teammember CTI_RESPAWN_CAMPS_MODE = 1; //0: Disabled, 1: Classic, 2: Nearby Camps, 3: Occupation Only CTI_RESPAWN_CAMPS_RULE_MODE = 2; //0: Disabled, 1: West | East, 2: West | East | Resistance --- is respawn allowed when enemy is near CTI_RESPAWN_PENALTY = 3; //penalty player needs to pay after death CTI_RESPAWN_FOB_RANGE = 2000; //range for respawning on a FOB CTI_RESPAWN_MOBILE = 1; //is respawning on a medic-truck allowed or not CTI_RESPAWN_CAMPS_RANGE = 1000; //range for respawning on a camp CTI_TOWNS_AMOUNT = 3; //amount of active towns to fight for CTI_TOWNS_CAMPS_CREATE = 1; //enable towncamps or not CTI_TOWNS_CAPTURE_MODE = 0; //0: Classic, 1: Threshold, 2: All Camps are Required - how capturing towns works CTI_TOWNS_GEAR = 2; //setup the town purchase for gear CTI_TOWNS_BUILD_PROTECTION_RANGE = 0; //min distance from towns for buildings CTI_TOWNS_OCCUPATION = 2; //town defenders strength BLU/OPF CTI_TOWNS_RESISTANCE = 1; //town defenders strength IND CTI_UNITS_TOWN_PURCHASE = 1; //can you buy units at towns CTI_TOWNS_CAPTURED_DISTANCE = 2000; //Distance of precaptured Towns CTI_TOWNS_STARTING_MODE = 1; //-1)pre defined, 0)Resistance, 1)50% East, 50% West, 2)Nearby Towns, 3)Random Towns (25% East, 25% West, 50% Res), 4)Coop at East side [Border], 5)Coop at East side, rest 50:50 [Border], //6)Coop at East side, rest 50:50 shuffled [Border], 7)Coop at West side [Border], 8)Coop at West side, rest 50:50 [Border], 9)Coop at West side, rest 50:50 shuffled [Border] CTI_TOWNS_VEHICLES_LOCK = 3; //Town Vehicles locked or not (locking prevents stealing enemy vehicles) CTI_MARKERS_INFANTRY = 0; //Show Map Infantry CTI_UNITS_FATIGUE = 0; //Fatigue CTI_VEHICLES_SALVAGE_INDEPENDENT_MAX = 2; //Independent Salvager Limit CTI_VEHICLES_EMPTY_TIMEOUT = 1200; //Vehicles Reycling Delay CTI_GRAPHICS_TG_MAX = 50; //over all video settings for all clients CTI_GRAPHICS_VD_MAX = 5000; //over all video settings for all clients CTI_IFA3_NEW = -1; //Addon -1: disabled, 0: enabled (has more states automated in background) CTI_FOW_ADDON = 1; //Addon 0: disabled, 1: enabled CTI_CSA_ADDON = 0; //Addon 0: disabled, 1: enabled CTI_NF_ADDON = 0; //Addon 0: disabled, 1: enabled CTI_Log_Level = 0; //logging CTI_AI_TEAMS_ENABLED = 1; //enables AI-Groupleaders CTI_AI_TEAMS_GROUPSIZE = 10; //sets the max teamsize CTI_AI_VEHICLE_LOCK = 0; //AI vehicles locked or unlocked (needen if you want to store them in ships) CTI_STREAM_BLOCK = 1; //0: no changes, 1: deactivates NF nazi symbolics }; };
Last edited by dukee02; 18 Aug, 2022 @ 5:10am
< >
Showing 1-5 of 5 comments
Per page: 1530 50

All Discussions > VIO-BECTI Wiki > Topic Details
Date Posted: 26 Jan, 2022 @ 5:34am
Posts: 5