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STEAM GROUP
vio-community V_I_O_C
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ArmA3 CTI Server GlobalMobilization
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Arma3 WW2 Server
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Arma 3 Cold-War BECTI
Cold-War RHS server config
class Missions { class MissionChernaSummer_RHS { template = "VIO-BECTI-CW.Chernarus_summer"; difficulty = "Custom"; // "Recruit", "Regular", "Veteran", "Mercenary" class Params { CTI_PERSISTANT = 3; CTI_SAVE_PERIODE = 1200; CTI_PERFORMANCE_CHECK = 1; //On active Persistence, log unit infos to .rpt and maybe disband stuck AI teams //mod support, activated or not CTI_GM_DLC = 0; //0: Disabled, 1: Enabled, 2: set as main CTI_CUP_ADDON = 0; //0: Disabled, 1: Enabled, 2: set as main CTI_CWR3_ADDON = 0; //0: Disabled, 1: Enabled, 2: set as main CTI_RHS_ADDON = 1; //0: Disabled, 1: Enabled, 2: set as main CTI_AIR_ADDON = 0; //-1: DISABLED: ignore loaded plane addons, 0: ACTIVE: Only planes that match the side, 1: ACTIVE: I will all planes (only some skins each type), 2: ACTIVE: more skins each type, 3: ACTIVE: without restrictions !!can result in a large list in the factory!!" //Setup for the side each nation will join CTI_US_SIDE = 0; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent) CTI_SOV_SIDE = 1; //deactivated-1; OPFOR (East)=1; CTI_RACS_SIDE = -1; //deactivated-1; GUER (independent)=2; CTI_BW_SIDE = -1; //deactivated-1; BLUFOR (West)=0; CTI_NVA_SIDE = -1; //deactivated-1; OPFOR (East)=1; CTI_CDF_SIDE = -1; //deactivated-1; BLUFOR (West)=0; GUER (independent)=2; CTI_CHDKZ_SIDE = 2; //deactivated-1; OPFOR (East)=1; GUER (independent)=2; //Setting up which units defending the towns CTI_GUER_TOWNS = -1; //-1)GUER Factions from above 0)National Party of Chernarus (NPoC) [CUP needed] 1) FIA [CWR3 needed] CTI_WEST_TOWNS = -1; //-1)no changes(units gets merged); 0) Bundeswehr (West Germany); 2) USA; 8) CDF CTI_EAST_TOWNS = -1; //-1)no changes(units gets merged); 1)NVA (East Germany); 3) Soviet; 7) CHDKZ //Setting up which allied AI units will spawn CTI_WEST_AI = -1; //-1)no changes(units gets merged); 0) Bundeswehr (West Germany); 2) USA; 8) CDF CTI_EAST_AI = -1; //-1)no changes(units gets merged); 1)NVA (East Germany); 3) Soviet; 7) CHDKZ //Set up the weared main camo CTI_CAMO_ACTIVATION = -1; //-1) auto 0) Standard,1) Winter,2) Desert,3) Jungle,4) Urban,5) Maritim,6) Special,7) All active (Main = Standard) //Sets the campflag texture //0)Standard Blue/Red/Green; 1)NATO (ArmA); 2)USA (ArmA); 3)UNO (ArmA); 4)Germany (CUP); 5)Russia (CUP); 6)NPoC (CUP); 7)RACS (CUP) //8)USA (CUP); 9)US Army (CUP); 10)UK (CUP); 11)West Germany (GM); 12)East Germany (GM); 13)Denmark (GM); 14)Poland (GM) //15)USSR (GM); 16)GER BUND (BW); 17)Russia (RHS); 18)VDV (RHS); 19)chdkz (RHS); CTI_WEST_FLAG = 2; CTI_EAST_FLAG = 17; CTI_GUER_FLAG = 19; //Sets the max tech-tier 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_VEHICLES_AIR_FFAR = 10; //-1)disable 0-9)restrict if above 10)autodetect CTI_VEHICLES_AIR_AA = 10; //-1)disable 0-9)restrict if above 10)autodetect CTI_VEHICLES_AIR_AT = 10; //-1)disable 0-9)restrict if above 10)autodetect CTI_ECONOMY_LEVEL_DEFENSE = 10; //0-9)restrict if above 10)autodetect CTI_FACTORY_LEVEL_PRESET = 0; //0-9 (Barracks,Light,Heavy,Air,Naval,Gear) or digit 1-9 for each factory, e.g. 454545 or 1012345 CTI_ECONOMY_LEVEL_PRESET = 0; //0-9 (Air FFAR,Air AT,Air AA,Towns,Supply,Defense) or digit 1-9 for each factory, e.g. 454545 or 1012345 CTI_ECONOMY_UPGRADE_TIMECAP = 300; //Max Time needed for upgrades CTI_ECONOMY_TIME_MULTI = 4; //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 = 10; //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 = 30; //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_STRUCTURE_RESELL_RATIO = 50; //Structure resell ratio, amount of moneyback CTI_BASE_BUILDING_DAMAGE_SYSTEM = 0;//Handle Building destruction CTI_BASE_FOB_MAX = 10; //max amount of FOBs CTI_BASE_STARTUP_PLACEMENT = 10000; //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_VEHICLES_BOUNTY = 30; //Bounty upon entity killed 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 = 4; //Fasttime day CTI_WEATHER_FAST_NIGHT = 1; //fasttime Night CTI_WEATHER_CHANGES = 1; //simple weather system CTI_ARTILLERY_SETUP = 15000; //-2) Disabled, -1) Ballistic Computer, 5000) max. 5000m (can make units unusable), 10000) 15000) 20000) 30000) 40000) 120000) CTI_ARTILLERY_TIMEOUT = 300; //Delay between each fire mission - Disabled 0, 60, 120, 180, 240, 300, 600 CTI_GAMEPLAY_TEAMSTACK_DISABLE = 0; //max unbalanced players cout for the side CTI_GAMEPLAY_TEAMSWAP_DISABLE = 0; //teamswap allowed or not CTI_FIELDREPAIR_ENABLED = 1; //fieldrepair enabled or not 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; //0: Disabled, 1: Default Gear, 2: Full Gear Price, 3: 1/2 Gear Price, 4: 1/4 Gear Price" CTI_RESPAWN_FOB_RANGE = 2000; //range for respawning on buildings 500,750,1000,1500,2000,2500,3000,4000 CTI_RESPAWN_MOBILE = 1; //is respawning on a medic-truck allowed or not CTI_RESPAWN_MOBILE_RANGE = 1000; //range for mobile respawning 50,100,150,200,250,300,350,400,450,500,550,600,650,700,750,800,850,900,950,1000,1500,2000 CTI_TOWNS_AMOUNT = 9; //0: Extra Small, 1: Small, 2: Medium, 3: Large, 4: SpecialMode 1 (Full if no setup defined), 5: SpecialMode 2 (Full if no setup defined) //6: SpecialMode 3 (Full if no setup defined), 7: SpecialMode 4 (Full if no setup defined), 8: Parameter (Full if no param set), 9: Full 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 0: Disabled, 1: Camps, 2: Depot, 3: Camps and Depot CTI_TOWNS_BUILD_PROTECTION_RANGE = 0; //min distance from towns for buildings 0,100,250,500,750,1000,1250,1500 CTI_TOWNS_ACTIVE_TIME = 300; //Max Time before town units despawn CTI_TOWNS_OCCUPATION = 2; //town defenders strength BLU/OPF CTI_TOWNS_RESISTANCE = 2; //town defenders strength IND CTI_UNITS_TOWN_PURCHASE = 1; //can you buy units at towns CTI_TOWNS_CAPTURED_DISTANCE = 3000; //Distance of precaptured Towns (applies on Startingmodes with [Border] tag) CTI_TOWNS_STARTING_MODE = 3; //-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 = 1; //Town Vehicles locked or not (locking prevents stealing enemy vehicles) CTI_MARKERS_INFANTRY = 0; //Show Map Infantry CTI_UNITS_FATIGUE = 2; //0: Enabled, 1: Disabled Fatigue, 2: + disable stamina (weapon sway), 3: + disabled -AimPrecision- coefficient CTI_VEHICLES_SALVAGE_INDEPENDENT_MAX = 2; //Independent Salvager Limit CTI_VEHICLES_EMPTY_TIMEOUT = 1200; //Vehicles Reycling Delay CTI_GRAPHICS_TG_MAX = 10; //10: Far, 20: Medium, 30: Short, 50: Free CTI_GRAPHICS_VD_MAX = 5000; //View Distance 1000,1500,2000,2500,3000,3500,4000,4500,5000 CTI_AI_TEAMS_ENABLED = 2; //enables AI-Groupleaders CTI_AI_TEAMS_GROUPSIZE = 10; //sets the max teamsize CTI_SALVAGE_SPECIAL = 0; //Enable Rescue Vehicle as Salvager CTI_Log_Level = 0; //logging }; }; };
- Cold-War CUP server config -

class Missions
{

class MissionTakistan_CUP
{
template = "VIO-BECTI-CW.Takistan";

difficulty = "Custom"; // "Recruit", "Regular", "Veteran", "Mercenary"

class Params {
CTI_PERSISTANT = 3;
CTI_SAVE_PERIODE = 1200;
CTI_PERFORMANCE_CHECK = 1; //On active Persistence, log unit infos to .rpt and maybe disband stuck AI teams
//mod support, activated or not
CTI_GM_DLC = 0; //0: Disabled, 1: Enabled, 2: set as main
CTI_CUP_ADDON = 1; //0: Disabled, 1: Enabled, 2: set as main
CTI_CWR3_ADDON = 0; //0: Disabled, 1: Enabled, 2: set as main
CTI_RHS_ADDON = 0; //0: Disabled, 1: Enabled, 2: set as main
CTI_AIR_ADDON = 0; //-1: DISABLED: ignore loaded plane addons, 0: ACTIVE: Only planes that match the side, 1: ACTIVE: I will all planes (only some skins each type), 2: ACTIVE: more skins each type, 3: ACTIVE: without restrictions !!can result in a large list in the factory!!"
CTI_VAM_MODULE = 1; //0: Disabled, 1: Enabled
//Setup for the side each nation will join
CTI_US_SIDE = 0; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent)
CTI_SOV_SIDE = 1; //deactivated-1; OPFOR (East)=1;
CTI_RACS_SIDE = -1; //deactivated-1; GUER (independent)=2;
CTI_BW_SIDE = -1; //deactivated-1; BLUFOR (West)=0;
CTI_NVA_SIDE = -1; //deactivated-1; OPFOR (East)=1;
CTI_CDF_SIDE = -1; //deactivated-1; BLUFOR (West)=0; GUER (independent)=2;
CTI_CHDKZ_SIDE = -1; //deactivated-1; OPFOR (East)=1; GUER (independent)=2;
//Setting up which units defending the towns
CTI_GUER_TOWNS = 1; //-1)GUER Factions from above 0)National Party of Chernarus (NPoC) [CUP needed] 1) FIA [CWR3 needed]
CTI_WEST_TOWNS = -1; //-1)no changes(units gets merged); 0) Bundeswehr (West Germany); 2) USA; 8) CDF
CTI_EAST_TOWNS = -1; //-1)no changes(units gets merged); 1)NVA (East Germany); 3) Soviet; 7) CHDKZ
//Setting up which allied AI units will spawn
CTI_WEST_AI = -1; //-1)no changes(units gets merged); 0) Bundeswehr (West Germany); 2) USA; 8) CDF
CTI_EAST_AI = -1; //-1)no changes(units gets merged); 1)NVA (East Germany); 3) Soviet; 7) CHDKZ
//Set up the weared main camo
CTI_CAMO_ACTIVATION = -1; //-1) auto 0) Standard,1) Winter,2) Desert,3) Jungle,4) Urban,5) Maritim,6) Special,7) All active (Main = Standard)
//Sets the campflag texture
//0)Standard Blue/Red/Green; 1)NATO (ArmA); 2)USA (ArmA); 3)UNO (ArmA); 4)Germany (CUP); 5)Russia (CUP); 6)NPoC (CUP); 7)RACS (CUP)
//8)USA (CUP); 9)US Army (CUP); 10)UK (CUP); 11)West Germany (GM); 12)East Germany (GM); 13)Denmark (GM); 14)Poland (GM)
//15)USSR (GM); 16)GER BUND (BW); 17)Russia (RHS); 18)VDV (RHS); 19)chdkz (RHS);
CTI_WEST_FLAG = 1;
CTI_EAST_FLAG = 5;
CTI_GUER_FLAG = 0;
//Sets the max tech-tier
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_VEHICLES_AIR_FFAR = 10; //-1)disable 0-9)restrict if above 10)autodetect
CTI_VEHICLES_AIR_AA = 10; //-1)disable 0-9)restrict if above 10)autodetect
CTI_VEHICLES_AIR_AT = 10; //-1)disable 0-9)restrict if above 10)autodetect
CTI_ECONOMY_LEVEL_DEFENSE = 10; //0-9)restrict if above 10)autodetect
CTI_FACTORY_LEVEL_PRESET = 0; //0-9 (Barracks,Light,Heavy,Air,Naval,Gear) or digit 1-9 for each factory, e.g. 454545 or 1012345
CTI_ECONOMY_LEVEL_PRESET = 0; //0-9 (Air FFAR,Air AT,Air AA,Towns,Supply,Defense) or digit 1-9 for each factory, e.g. 454545 or 1012345
CTI_ECONOMY_UPGRADE_TIMECAP = 300; //Max Time needed for upgrades
CTI_ECONOMY_TIME_MULTI = 4; //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 = 10; //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 = 30; //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 = 0; //amount of SV needed to deploy the HQ
CTI_BASE_HQ_REPAIR = 1; //repairing the HQ allowed or not
CTI_BASE_STRUCTURE_RESELL_RATIO = 50; //Structure resell ratio, amount of moneyback
CTI_BASE_BUILDING_DAMAGE_SYSTEM = 0;//Handle Building destruction
CTI_BASE_FOB_MAX = 10; //max amount of FOBs
CTI_BASE_STARTUP_PLACEMENT = 10000; //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_VEHICLES_BOUNTY = 30; //Bounty upon entity killed
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 = 4; //Fasttime day
CTI_WEATHER_FAST_NIGHT = 1; //fasttime Night
CTI_WEATHER_CHANGES = 1; //simple weather system

CTI_ARTILLERY_SETUP = 15000; //-2) Disabled, -1) Ballistic Computer, 5000) max. 5000m (can make units unusable), 10000) 15000) 20000) 30000) 40000) 120000)
CTI_ARTILLERY_TIMEOUT = 300; //Delay between each fire mission - Disabled 0, 60, 120, 180, 240, 300, 600
CTI_GAMEPLAY_TEAMSTACK_DISABLE = 0; //max unbalanced players cout for the side
CTI_GAMEPLAY_TEAMSWAP_DISABLE = 0; //teamswap allowed or not
CTI_FIELDREPAIR_ENABLED = 1; //fieldrepair enabled or not

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; //0: Disabled, 1: Default Gear, 2: Full Gear Price, 3: 1/2 Gear Price, 4: 1/4 Gear Price"
CTI_RESPAWN_FOB_RANGE = 2000; //range for respawning on buildings 500,750,1000,1500,2000,2500,3000,4000
CTI_RESPAWN_MOBILE = 1; //is respawning on a medic-truck allowed or not
CTI_RESPAWN_MOBILE_RANGE = 1000; //range for mobile respawning 50,100,150,200,250,300,350,400,450,500,550,600,650,700,750,800,850,900,950,1000,1500,2000

CTI_TOWNS_AMOUNT = 9; //0: Extra Small, 1: Small, 2: Medium, 3: Large, 4: SpecialMode 1 (Full if no setup defined), 5: SpecialMode 2 (Full if no setup defined)
//6: SpecialMode 3 (Full if no setup defined), 7: SpecialMode 4 (Full if no setup defined), 8: Parameter (Full if no param set), 9: Full
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 0: Disabled, 1: Camps, 2: Depot, 3: Camps and Depot
CTI_TOWNS_BUILD_PROTECTION_RANGE = 500; //min distance from towns for buildings 0,100,250,500,750,1000,1250,1500
CTI_TOWNS_ACTIVE_TIME = 1200; //Max Time before town units despawn
CTI_TOWNS_OCCUPATION = 2; //town defenders strength BLU/OPF
CTI_TOWNS_RESISTANCE = 2; //town defenders strength IND
CTI_UNITS_TOWN_PURCHASE = 1; //can you buy units at towns
CTI_TOWNS_CAPTURED_DISTANCE = 3000; //Distance of precaptured Towns (applies on Startingmodes with [Border] tag)
CTI_TOWNS_STARTING_MODE = 8; //-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 = 1; //Town Vehicles locked or not (locking prevents stealing enemy vehicles)

CTI_MARKERS_INFANTRY = 0; //Show Map Infantry
CTI_UNITS_FATIGUE = 2; //0: Enabled, 1: Disabled Fatigue, 2: + disable stamina (weapon sway), 3: + disabled -AimPrecision- coefficient
CTI_VEHICLES_SALVAGE_INDEPENDENT_MAX = 2; //Independent Salvager Limit
CTI_VEHICLES_EMPTY_TIMEOUT = 1200; //Vehicles Reycling Delay
CTI_GRAPHICS_TG_MAX = 10; //10: Far, 20: Medium, 30: Short, 50: Free
CTI_GRAPHICS_VD_MAX = 5000; //View Distance 1000,1500,2000,2500,3000,3500,4000,4500,5000

CTI_AI_TEAMS_ENABLED = 0; //enables AI-Groupleaders
CTI_AI_TEAMS_GROUPSIZE = 10; //sets the max teamsize
CTI_SALVAGE_SPECIAL = 0; //Enable Rescue Vehicle as Salvager
CTI_Log_Level = 0; //logging
};
};
};
class Missions
{
class MissionWeferlingen_CWR3_GM
{
template = "VIO-BECTI-CW.gm_weferlingen_summer";

difficulty = "Custom"; // "Recruit", "Regular", "Veteran", "Mercenary"

class Params {
CTI_PERSISTANT = 3;
CTI_SAVE_PERIODE = 1200;
CTI_PERFORMANCE_CHECK = 1; //On active Persistence, log unit infos to .rpt and maybe disband stuck AI teams
//mod support, activated or not
CTI_GM_DLC = 1; //0: Disabled, 1: Enabled, 2: set as main
CTI_CUP_ADDON = 0; //0: Disabled, 1: Enabled, 2: set as main
CTI_CWR3_ADDON = 0; //0: Disabled, 1: Enabled, 2: set as main
CTI_RHS_ADDON = 0; //0: Disabled, 1: Enabled, 2: set as main
CTI_AIR_ADDON = 0; //-1: DISABLED: ignore loaded plane addons, 0: ACTIVE: Only planes that match the side, 1: ACTIVE: I will all planes (only some skins each type), 2: ACTIVE: more skins each type, 3: ACTIVE: without restrictions !!can result in a large list in the factory!!"
CTI_VAM_MODULE = 1; //0: Disabled, 1: Enabled
//Setup for the side each nation will join
CTI_US_SIDE = -1; //-1: deactivated, 0: BLUFOR (West), 1: OPFOR (East), 2: GUER (Independent)
CTI_SOV_SIDE = -1; //deactivated-1; OPFOR (East)=1;
CTI_RACS_SIDE = -1; //deactivated-1; GUER (independent)=2;
CTI_BW_SIDE = 0; //deactivated-1; BLUFOR (West)=0;
CTI_NVA_SIDE = 1; //deactivated-1; OPFOR (East)=1;
CTI_CDF_SIDE = -1; //deactivated-1; BLUFOR (West)=0; GUER (independent)=2;
CTI_CHDKZ_SIDE = -1; //deactivated-1; OPFOR (East)=1; GUER (independent)=2;
//Setting up which units defending the towns
CTI_GUER_TOWNS = 1; //-1)GUER Factions from above 0)National Party of Chernarus (NPoC) [CUP needed] 1) FIA [CWR3 needed]
CTI_WEST_TOWNS = 0; //-1)no changes(units gets merged); 0) Bundeswehr (West Germany); 2) USA; 8) CDF
CTI_EAST_TOWNS = 1; //-1)no changes(units gets merged); 1)NVA (East Germany); 3) Soviet; 7) CHDKZ
//Setting up which allied AI units will spawn
CTI_WEST_AI = 0; //-1)no changes(units gets merged); 0) Bundeswehr (West Germany); 2) USA; 8) CDF
CTI_EAST_AI = 1; //-1)no changes(units gets merged); 1)NVA (East Germany); 3) Soviet; 7) CHDKZ
//Set up the weared main camo
CTI_CAMO_ACTIVATION = -1; //-1) auto 0) Standard,1) Winter,2) Desert,3) Jungle,4) Urban,5) Maritim,6) Special,7) All active (Main = Standard)
//Sets the campflag texture
//0)Standard Blue/Red/Green; 1)NATO (ArmA); 2)USA (ArmA); 3)UNO (ArmA); 4)Germany (CUP); 5)Russia (CUP); 6)NPoC (CUP); 7)RACS (CUP)
//8)USA (CUP); 9)US Army (CUP); 10)UK (CUP); 11)West Germany (GM); 12)East Germany (GM); 13)Denmark (GM); 14)Poland (GM)
//15)USSR (GM); 16)GER BUND (BW); 17)Russia (RHS); 18)VDV (RHS); 19)chdkz (RHS);
CTI_WEST_FLAG = 11;
CTI_EAST_FLAG = 12;
CTI_GUER_FLAG = 0;
//Sets the max tech-tier
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_VEHICLES_AIR_FFAR = 10; //-1)disable 0-9)restrict if above 10)autodetect
CTI_VEHICLES_AIR_AA = 10; //-1)disable 0-9)restrict if above 10)autodetect
CTI_VEHICLES_AIR_AT = 10; //-1)disable 0-9)restrict if above 10)autodetect
CTI_ECONOMY_LEVEL_DEFENSE = 10; //0-9)restrict if above 10)autodetect
CTI_FACTORY_LEVEL_PRESET = 0; //0-9 (Barracks,Light,Heavy,Air,Naval,Gear) or digit 1-9 for each factory, e.g. 454545 or 1012345
CTI_ECONOMY_LEVEL_PRESET = 0; //0-9 (Air FFAR,Air AT,Air AA,Towns,Supply,Defense) or digit 1-9 for each factory, e.g. 454545 or 1012345
CTI_ECONOMY_UPGRADE_TIMECAP = 300; //Max Time needed for upgrades
CTI_ECONOMY_TIME_MULTI = 4; //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 = 10; //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 = 30; //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_STRUCTURE_RESELL_RATIO = 50; //Structure resell ratio, amount of moneyback
CTI_BASE_BUILDING_DAMAGE_SYSTEM = 0;//Handle Building destruction
CTI_BASE_FOB_MAX = 10; //max amount of FOBs
CTI_BASE_STARTUP_PLACEMENT = 10000; //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_VEHICLES_BOUNTY = 30; //Bounty upon entity killed
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 = 4; //Fasttime day
CTI_WEATHER_FAST_NIGHT = 1; //fasttime Night
CTI_WEATHER_CHANGES = 1; //simple weather system

CTI_ARTILLERY_SETUP = 15000; //-2) Disabled, -1) Ballistic Computer, 5000) max. 5000m (can make units unusable), 10000) 15000) 20000) 30000) 40000) 120000)
CTI_ARTILLERY_TIMEOUT = 300; //Delay between each fire mission - Disabled 0, 60, 120, 180, 240, 300, 600
CTI_GAMEPLAY_TEAMSTACK_DISABLE = 0; //max unbalanced players cout for the side
CTI_GAMEPLAY_TEAMSWAP_DISABLE = 0; //teamswap allowed or not
CTI_FIELDREPAIR_ENABLED = 1; //fieldrepair enabled or not

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; //0: Disabled, 1: Default Gear, 2: Full Gear Price, 3: 1/2 Gear Price, 4: 1/4 Gear Price"
CTI_RESPAWN_FOB_RANGE = 2000; //range for respawning on buildings 500,750,1000,1500,2000,2500,3000,4000
CTI_RESPAWN_MOBILE = 1; //is respawning on a medic-truck allowed or not
CTI_RESPAWN_MOBILE_RANGE = 1000; //range for mobile respawning 50,100,150,200,250,300,350,400,450,500,550,600,650,700,750,800,850,900,950,1000,1500,2000

CTI_TOWNS_AMOUNT = 9; //0: Extra Small, 1: Small, 2: Medium, 3: Large, 4: SpecialMode 1 (Full if no setup defined), 5: SpecialMode 2 (Full if no setup defined)
//6: SpecialMode 3 (Full if no setup defined), 7: SpecialMode 4 (Full if no setup defined), 8: Parameter (Full if no param set), 9: Full
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 0: Disabled, 1: Camps, 2: Depot, 3: Camps and Depot
CTI_TOWNS_BUILD_PROTECTION_RANGE = 500; //min distance from towns for buildings 0,100,250,500,750,1000,1250,1500
CTI_TOWNS_ACTIVE_TIME = 300; //Max Time before town units despawn
CTI_TOWNS_OCCUPATION = 2; //town defenders strength BLU/OPF
CTI_TOWNS_RESISTANCE = 2; //town defenders strength IND
CTI_UNITS_TOWN_PURCHASE = 1; //can you buy units at towns
CTI_TOWNS_CAPTURED_DISTANCE = 3000; //Distance of precaptured Towns (applies on Startingmodes with [Border] tag)
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 = 1; //Town Vehicles locked or not (locking prevents stealing enemy vehicles)

CTI_MARKERS_INFANTRY = 0; //Show Map Infantry
CTI_UNITS_FATIGUE = 2; //0: Enabled, 1: Disabled Fatigue, 2: + disable stamina (weapon sway), 3: + disabled -AimPrecision- coefficient
CTI_VEHICLES_SALVAGE_INDEPENDENT_MAX = 2; //Independent Salvager Limit
CTI_VEHICLES_EMPTY_TIMEOUT = 1200; //Vehicles Reycling Delay
CTI_GRAPHICS_TG_MAX = 10; //10: Far, 20: Medium, 30: Short, 50: Free
CTI_GRAPHICS_VD_MAX = 5000; //View Distance 1000,1500,2000,2500,3000,3500,4000,4500,5000

CTI_AI_TEAMS_ENABLED = 5; //enables AI-Groupleaders
CTI_AI_TEAMS_GROUPSIZE = 10; //sets the max teamsize
CTI_SALVAGE_SPECIAL = 0; //Enable Rescue Vehicle as Salvager
CTI_Log_Level = 0; //logging
};
};
};
VIO-BECTI-CW:
This version focuses on the time of the cold war, the fight east against west in which NATO (US,Bundeswehr) and the Warsaw Pact (Russia, NVA) deliver bitter battles.

VIO-BECTI features:

  • Highly customizable mission.
  • Persistent, as save can be activated.
  • Great mod support(CWR3,CUP,RHS,Global Mobilization).
  • Large technology tree [docs.google.com].
  • Nations and their technology tree can be combined.
  • Integrated loadout manager for air units.
  • Simple AI groups for small communities switchable.

New customization options:
  • For some nations the side can be changed.
  • Maximale und auch Starttechnologiestufe wählbar.
  • Maximum and also start technology level selectable.
  • Unit cost per cathegory adjustable.
  • Reward for kills adjustable 0-60%
  • Adjustable skill for AI units
  • Fatigue and weapons sway adjustable.
  • Adjustable max. range and cooldown for artillery.
  • Mission created for TvT, but coop settings possible.
  • and much more ...

CTI basis 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.

CTI main description:
CTI (Conquer The Island) is a mission that already existed in ArmA2 under the name Warfare. Here 2 factions are facing each other and fight for supremacy over the map. Depending on the map and the setting, a 3rd independent faction can also be involved, but it does not actively participate. but does not actively participate in the action. The goal is to find and destroy the enemy base or alternatively capture all cities/villages. These cities/villages also serve to generate "supplies" with which the "research" can be advanced, the own base can be expanded and further bases can be built. To capture a town/village it is sufficient to be within a small radius of the main bunker, without enemy forces being are also in this zone.

As a player, you take on the role of a squad leader, commanding a group of AI units. The player can choose from various infantry infantry units, as well as various vehicles and aircraft, depending on the research and expansion level of the base. There is basically no class system in ArmA (which I very much approve of), so it is up to the player which equipment he wants to use. At the beginning everyone gets a minimum equipment (will be given even if you are broke), this can be customized in the base. All weapons, units and vehicles must be paid with $. These $ are generated by towns/villages that are taken and then generate income for a period of time. time generate income, as well as through successful kills of enemies (the more expensive the unit, the more $ you get for the kill).

It is always better to proceed in a coordinated manner, since single missions usually end with the virtual death of the player as well as the AI comrades and thus often also brings a renewed longer journey to the front.

The respawn system is partly different from other game modes, as it focuses on the coordinated attack of mixed group units. Therefore, any player who dies during the attack will respawn in one of the bases (though types of field hospital are possible). A spawn in close proximity to the front however only works for the players, AI chamberades and vehicles have to be ordered in the base. Since thus not immediately again a new attack can take place, it is therefore possible for the defender to strengthen the defense and also plan an attack in time.

Each faction is led by a commander, who is chosen at the beginning by all players on each side. The commander determines the base building, the "research" as well as the basic tactics, his instructions should be followed. It is advisable to always experienced player as commander, because as commander you do not only lead your own squad, but you are also responsible for the other is responsible for the other groups. The commander can communicate these instructions via VON-Ingame/ VON-Tools, or make them visible via internal tools on the map.
ABOUT REUPLOADS:
Instead of simply making small changes and then uploading a new version yourself, just contact us[discord.gg]. Often desired features are already in the planning stages and you may be able to help us. Many very similar/similar missions just make it harder to keep track.
Help and player search:
Want to know more about the mission, find servers running the mission or find other players to share with/against, our Steam-Community and our discord [discord.gg] are a good a good address for this.
CREDITS
Authors:
  • dukee: Projectlead and main developer
Danke an:
  • VIO-Community, for bugfind...xing
  • all testers

If you like my work, you can Support me [paypal.me]
1
ArmA 3 Vanilla BECTI
For all who want to setup a vanilla server, here are our setup for the 'class Missions' definition.

class MissionActive_Altis { template = "VIO-BECTI.Altis"; difficulty = "Custom"; // "Recruit", "Regular", "Veteran", "Mercenary" class Params { CTI_PERSISTANT = 3; CTI_SAVE_PERIODE = 1200; CTI_VAM_MODULE = 1; //0: Disabled, 1: Enabled //Set up the weared main camo CTI_CAMO_ACTIVATION = 0; //0)Standard Multicamo; 1)Apex; 4)All active (Main = Standard) CTI_GUER_TOWNS = 0; //0)AAF; 1)LDF //Sets the campflag texture //0)Standard Blue/Red/Green; 1)NATO 2)CSAT 3)AAF 4)CTRG 5)FIA 6)US 7)UK 8)UNO 9)LDF 10)Livonia CTI_WEST_FLAG = 1; CTI_EAST_FLAG = 2; CTI_GUER_FLAG = 3; //Sets the max tech-tier CTI_ECONOMY_LEVEL_GEAR = 10; //-1)disable 0-9)restrict if above 10)autodetect CTI_ECONOMY_LEVEL_INFANTRY = 10; //-1)disable 0-9)restrict if above 10)autodetect CTI_ECONOMY_LEVEL_WHEELED = 10; //-1)disable 0-9)restrict if above 10)autodetect CTI_ECONOMY_LEVEL_TRACKED = 10; //-1)disable 0-9)restrict if above 10)autodetect CTI_ECONOMY_LEVEL_NAVAL = 10; //-1)disable 0-9)restrict if above 10)autodetect CTI_ECONOMY_LEVEL_AIR = 10; //-1)disable 0-9)restrict if above 10)autodetect CTI_VEHICLES_AIR_FFAR = 10; //-1)disable 0-9)restrict if above 10)autodetect CTI_VEHICLES_AIR_AA = 10; //-1)disable 0-9)restrict if above 10)autodetect CTI_VEHICLES_AIR_AT = 10; //-1)disable 0-9)restrict if above 10)autodetect CTI_ECONOMY_LEVEL_DEFENSE = 10; //0-9)restrict if above 10)autodetect CTI_FACTORY_LEVEL_PRESET = 0; //0-9 (Barracks,Light,Heavy,Air,Naval,Gear) or digit 1-9 for each factory, e.g. 454545 or 1012345 CTI_ECONOMY_LEVEL_PRESET = 0; //0-9 (Air FFAR,Air AT,Air AA,Towns,Supply,Defense) or digit 1-9 for each factory, e.g. 454545 or 1012345 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 = 6; //max amount of owned bases CTI_BASE_DEFENSES_AUTO_LIMIT = 30; //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 = 0; //amount of SV needed to deploy the HQ CTI_BASE_HQ_REPAIR = 1; //repairing the HQ allowed or not CTI_BASE_STRUCTURE_RESELL_RATIO = 30; //amount of payback if you sell a structure CTI_BASE_BUILDING_DAMAGE_SYSTEM = 0;//0)delete building 1)repair building, no penalty 2)repair building with full prise, if can paied 3)repair building with half prise, if can paied CTI_BASE_FOB_MAX = 10; //max amount of FOBs CTI_BASE_STARTUP_PLACEMENT = 8000; //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; //0)money and supply or money only CTI_VEHICLES_BOUNTY = 20; //Bounty upon entity killed CTI_ECONOMY_STARTUP_FUNDS_EAST_COMMANDER = 50000; //10K 15K - 45K 50K 60K 80K 100K - 800K CTI_ECONOMY_STARTUP_FUNDS_EAST = 20000; // 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 = 50000; //10K 15K - 45K 50K 60K 80K 100K - 800K CTI_ECONOMY_STARTUP_FUNDS_WEST = 20000; // 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_RESEARCH_MULTI = 1000; //mulitlpier for every research CTI_ECONOMY_PRIZE_ARMED = 2000; //additional prize for special armed units CTI_WEATHER_INITIAL = -1; //Mission start hour CTI_WEATHER_FAST = 4; //Day legth in h CTI_WEATHER_FAST_NIGHT = 1; //Night legth in h CTI_WEATHER_CHANGES = 1; //0)Sunny start, random normal weather 1)Sunny 2)normal light weather 3)complete random CTI_ARTILLERY_SETUP = 15000; //-2) Disabled, -1) Ballistic Computer, 5000) max. 5000m (can make units unusable), 10000) 15000) 20000) 30000) 40000) 120000) CTI_ARTILLERY_TIMEOUT = 300; //Delay between each fire mission CTI_GAMEPLAY_TEAMSTACK_DISABLE = 0; //max unbalanced players cout for the side CTI_GAMEPLAY_TEAMSWAP_DISABLE = 0; //teamswap allowed or not CTI_FIELDREPAIR_ENABLED = 1; //can you fieldrepair vehicles? 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; //ist 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 buildings CTI_RESPAWN_MOBILE = 1; //is respawning on a medic-truck allowed or not CTI_RESPAWN_MOBILE_RANGE = 1000; //range for mobile respawning CTI_TOWNS_AMOUNT = 9; //amount of active towns to fight for CTI_TOWNS_CAMPS_CREATE = 1; //enable towncamps or not CTI_TOWNS_CAPTURE_MODE = 0; //how towncapture works 0)Classic 1)Threshold 2)All Camps are Required CTI_TOWNS_GEAR = 2; //setup the town purchase for gear CTI_TOWNS_BUILD_PROTECTION_RANGE = 0; //min distance from towns for buildings CTI_TOWNS_ACTIVE_TIME = 300; //Max Time before town units despawn CTI_TOWNS_OCCUPATION = 3; //town defenders strength BLU/OPF CTI_TOWNS_RESISTANCE = 2; //town defenders strength IND CTI_UNITS_TOWN_PURCHASE = 1; //can you buy infantry units at towns or only some cars CTI_TOWNS_CAPTURED_DISTANCE = 2000; //Distance of precaptured Towns (applies on Startingmodes with [Border] tag) //-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_STARTING_MODE = 0; CTI_TOWNS_VEHICLES_LOCK = 0; //Town Vehicles locked or not 0)Unlocked, 1)Locked (Independent), 2)Locked (Occupation), 3)Locked (Independent and Occupation)" CTI_MARKERS_INFANTRY = 1; //Show Map Infantry 0)Disabled, 1)Enabled" CTI_UNITS_FATIGUE = 3; //0)Enabled, 1)Disabled Fatigue, 2)+ disable stamina (weapon sway), 3)+ disabled -AimPrecision- coefficient" CTI_VEHICLES_SALVAGE_INDEPENDENT_MAX = 2; //Independent Salvager Limit CTI_VEHICLES_EMPTY_TIMEOUT = 1200; //Vehicles Reycling Delay CTI_GRAPHICS_TG_MAX = 30; //over all video settings for all clients CTI_GRAPHICS_VD_MAX = 3000; //over all video settings for all clients CTI_AI_TEAMS_ENABLED = 3; //AI: Teams (Coop disables AI on player side) 1-15 CTI_AI_TEAMS_GROUPSIZE = 10; //sets the max teamsize CTI_AI_VEHICLE_LOCK = 0; //0) Disabled - needed if you want to transport AI Teams, 1) Enabled (default) CTI_SALVAGE_SPECIAL = 0; //0) Disabled, 1) Enabled, 2) Enabled with siren CTI_Log_Level = 0; //0) Error, 1) Warning, 2) Information, 3) Debug }; };
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