STEAM GROUP
vio-community V_I_O_C
STEAM GROUP
vio-community V_I_O_C
2
IN-GAME
12
ONLINE
Founded
22 June, 2014
Language
German
Location
Germany 
Showing 21-30 of 36 entries
1
ArmA 3 Vanilla BECTI
Info about our Vanilla BECTIS:

BECTI basic version without mod support, just start ArmA3 and go, no extra download necessary.
Also no CDLC support, only Arma3 DLC like APEX are supported!

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.

VIO-BECTI special features:
  • Mission designed for PvP, but also Coop possible.
  • New start modes for Coop, where the own side holds an adjustable small radius to start.
  • 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.
  • Adjustable cool-down for CTI artillery strikes.
  • HQ gives artillery warning with rough direction (ballance).

Other missions:
VIO-BECTI Vanilla Collection
VIO BECTI [IFA3 only] Collection
VIO BECTI WW2 Collection

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 Vanilla BECTIS:

BECTI Grundversion ohne Mod-Support, einfach ArmA3 starten und loslegen, kein extra download notwendig.
Auch keine CDLC Unterstützung, lediglich Arma3 DLC wie APEX werden unterstützt!

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.

VIO-BECTI special features:
  • 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.
  • 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.
  • Einstellbarer Cool-Down für CTI-Artillerieschläge.
  • HQ gibt Artillerie-Warnung mit grober Richtung an (ballance).

Weitere Missionen:
VIO-BECTI Vanilla Collection
VIO BECTI [IFA3 only] Collection
VIO BECTI WW2 Collection

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
5
ArmA 3 WW2 BECTI
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 }; };
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 }; };
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 }; };
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 }; };
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 }; };
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:
  • Side-Patch-WW2
  • Side-Patch-IFA3
  • Side-Patch-SAB
  • Side-Patch-CSA
  • Side-Patch-FoW
  • Side-Patch-NF
  • Side-Patch-WW2-AIO
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:
  • Side-Patch-WW2
  • Side-Patch-IFA3
  • Side-Patch-SAB
  • Side-Patch-CSA
  • Side-Patch-FoW
  • Side-Patch-NF
  • Side-Patch-WW2-AIO
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
2
ArmA 3 IFA3 BECTI
Server Mission Parameters:

with this Params you can setup your Mission on dedicated Server like you want.

class Missions { class MAP_Baranow { template = "VIO-BECTI-IFA3.Baranow"; difficulty = "Custom"; // "Recruit", "Regular", "Veteran", "Mercenary" class Params { CTI_GER_SIDE = 2; //-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 = 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 = 2; //-1: no changes, 0: Germany, 1: Soviet Red Army, 2: US Army, 3: UK Army CTI_EAST_TOWNS = -1; //-1: no changes, 0: Germany, 1: Soviet Red Army, 2: US Army, 3: UK Army CTI_WEST_AI = 3; //-1: no changes, 0: Germany, 1: Soviet Red Army, 2: US Army, 3: UK Army CTI_EAST_AI = -1; //-1: no changes, 0: Germany, 1: Soviet Red Army, 2: US Army, 3: UK Army CTI_CAMO_ACTIVATION = 0; //0: Standard, 1: Winter, 2: Desert, 3: All active (Main = Standard) CTI_EAST_FLAG = 2; //0: Standard Blue/Red/Green, 1: German Wehrmacht, 2: USSR, 3: USA, 4: Great Britain CTI_WEST_FLAG = 3; CTI_GUER_FLAG = 1; CTI_ECONOMY_LEVEL_GEAR = 10; //max Techlevel (10 = auto) CTI_ECONOMY_LEVEL_INFANTRY = 10; //max Techlevel (10 = auto) CTI_ECONOMY_LEVEL_WHEELED = 10; //max Techlevel (10 = auto) CTI_ECONOMY_LEVEL_TRACKED = 10; //max Techlevel (10 = auto) CTI_ECONOMY_LEVEL_NAVAL = 10; //max Techlevel (10 = auto) CTI_ECONOMY_LEVEL_AIR = 10; //max Techlevel (10 = auto) 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 = 30; //sets the max teamsize CTI_AI_SKILL_BASE = 1; CTI_BASE_AREA_MAX = 6; //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 = 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 = 120; //time between townpayments to your side CTI_ECONOMY_CURRENCY_SYSTEM = 0; //money and supply or money only CTI_ECONOMY_STARTUP_FUNDS_EAST_COMMANDER = 30000; //10K 15K - 45K 50K 60K 80K 100K - 800K CTI_ECONOMY_STARTUP_FUNDS_EAST = 10000; // 4K - 6K 8K 10K 12,5K 15K 20K 30K 35K 40K 45K 50K 60K - 100K CTI_ECONOMY_STARTUP_SUPPLY_EAST = 20000; //3K 5K 7K 9K 10K 20K 25K 50K 75K 110K 130K 150K 170K 200K 300K CTI_ECONOMY_STARTUP_FUNDS_WEST_COMMANDER = 30000; //10K 15K - 45K 50K 60K 80K 100K - 800K CTI_ECONOMY_STARTUP_FUNDS_WEST = 10000; // 4K - 6K 8K 10K 12,5K 15K 20K 30K 35K 40K 45K 50K 60K - 100K CTI_ECONOMY_STARTUP_SUPPLY_WEST = 20000; //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 = 5000; //additional prize for special armed units 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 = 2; //change the arty-system CTI_ARTILLERY_TIMEOUT = 180; //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; //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; 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 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 = 6; //amount of active towns to fight for CTI_TOWNS_CAMPS_CREATE = 1; //enable towncamps or not CTI_TOWNS_CAPTURE_MODE = 1; //how towncapture 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 = 3; //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 //Starting Mode:0)independent, 1)50% East, 50% West, 2)Nearby Towns, 3)Random Towns (25% East, 25% West, 50% Res), 4)Coop at East side, 'Distance' affects starting border, 5)Coop at West side, 'Distance' affects starting border" CTI_TOWNS_STARTING_MODE = 3; CTI_TOWNS_VEHICLES_LOCK = 0; //Town Vehicles locked or not (locking prevents stealing enemy vehicles) //============ Other ============ 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 = 30; //over all video settings for all clients CTI_GRAPHICS_VD_MAX = 3000; //over all video settings for all clients //============ LOG-DEBUG-AND-TESTING ============= CTI_Log_Level = 0; //logging CTI_AI_TEAMS_ENABLED = 1; //enables AI-Groupleaders CTI_AI_TEAMS_GROUPSIZE = 10; //sets the max teamsize }; }; };
Info about our IFA3 BECTIS:

The IFA3 version only requires IFA3 and mod support has been disabled here.

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:
  • 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 Side-Patch-IFA3, but can lead to display errors and other misbehavior. We advise everyone to use the Side-Patch-IFA3 together with the mission.

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 IFA3 BECTIS:

Die IFA3 Version benötigt nur IFA3 und der Mod-Support wurde hier deaktiviert.

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:
  • 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-IFA3, kann aber zu Anzeigefehlern und anderem Fehlverhalten führen. Wir raten jedem, den Side-Patch-IFA3 zusammen mit der Mission zu nutzen.


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
0
ArmA3 Armoured ExileZ WW2
Features (DE):
  • Mehr Survival, da Lebensmittel fast nicht kaufbar oder teuer (WIP) ... aber Waffen XD
  • zufällig generierte Missionen, von schwer bis leicht
  • angepasste statische Missionen
  • neue statische D-Day angelehnte Mission
  • 2.WK Fahrzeuge bis hin zu Panzern ... auch die Gegner!
  • viele verfügbare Flugzeuge
  • Erweiterte Basisbau Optionen(Extendet Base Mod)
  • Abschleppen von Fahrzeugen (Advanced Towing)
  • PvP-Zone mit 3-fach Loot in den Missionen
Features(EN):
  • More Survival, because food almost not buyable or expensive (WIP) ... but weapons XD
  • randomly generated missions, from hard to easy
  • customized static missions
  • new static D-Day leaned mission
  • 2.WW vehicles up to tanks ... even the opponents!
  • Many available aircraft
  • Advanced base building options (Extendet Base Mod)
  • Towing vehicles (Advanced Towing)
  • PvP zone with 3-fold loot in the missions


Hi,
wie im Discord bereits angekündigt, werden wir am Freitag den 29.01.2021 18:00 Uhr CET unseren ExileZ Server starten. Der Server wird als PvE betrieben, d.h. es dürfen keine Basen geraidet und auch keine Mitspieler unnötig geschädigt werden. Es gibt jedoch auch eine PvP-Zone, in dieser ist alles erlaubt und die Missionen in dem Gebiet haben deutlich mehr loot als die anderen!
Exile wurde für den 2.Weltkrieg umgeschrieben. Der komplette Loot wurde neu zusammengebaut, der "Extended Base Mod" wurde aktiviert und leicht angepasst um mehr Bauoptionen zu haben. "Advanced Towing" zum Abschleppen von Fahrzeugen hinzugefügt. Auch wurde "igiLoad" komplett für die 2. Weltkriegsfahrzeuge angepasst (Fahrzeug-Liste siehe unten). Zu guter letzt noch die "Zombies and Demons" um etwas mehr PvE in POIs zu bekommen.
Im Allgemeinen gilt, die Wehrmacht sind neben den Zombies die Gegner. Deren Waffen und Fahrzeuge sind Loot only, Waffen und Fahrzeuge der anderen Nationen können gekauft werden.

! Diese Version ist nicht Final, wenn was auffällt gerne melden !
------------------------------
Hi,
as already announced in Discord, we will start our ExileZ server on Friday 29.01.2021 18:00 CET. The server will be operated as PvE, i.e. no bases may be raided and no other players may be harmed unnecessarily. However, there is also a PvP zone, in this everything is allowed and the missions in the area have significantly more loot than the others!
Exile has been rewritten for World War 2. The complete loot was reassembled, the "Extended Base Mod" was activated and slightly adjusted to have more building options. "Advanced Towing" added for towing vehicles. Also, "igiLoad" was completely adapted for WW2 vehicles (see below for vehicle list). Last but not least, "Zombies and Demons" to get some more PvE in POIs.
In general, the Wehrmacht are the enemies along with the zombies. Their weapons and vehicles are Loot only, weapons and vehicles of the other nations can be bought.

! This version is not final, if you notice something please contact us !

Our Discord: https://discord.gg/KsGGBvJ

Die Grundregeln nochmal kurz:
  • benehmt euch! Hier gelten die Allgemeinen Verhaltensregeln!
  • Server ist PvE, d.h. keine Baseraids - kein Spielerkill ohne Grund!
  • -> Gründe: Einbruch in Base, Stehlen von Sachen.
  • Um Missionen zu claimen, einfach ein claim +Missionsnummer (claim 123) in den sidechat
  • seid einfach fair zu allen!
  • Blockiert keine Straßen mit eurer Base!
------------------------------
The basic rules again briefly:
  • behave yourselves! The general rules of conduct apply here!
  • Server is PvE, i.e. no baseraids - no player kill without reason!
  • -> reasons: Breaking into base, stealing things.
  • To claim missions, simply enter a claim +mission number (claim 123) in the sidechat.
  • just be fair to everyone!
  • Don't block streets with your base!

Die Mod-Kollektion:
The Mod Collection:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2353402162

Fahrzeugliste igiload:
Vehicle list igiload:
  • Gaz (max 2 Kisten/Chests)
  • Blitz (max 3 Kisten/Chests)
  • US6 (max 4 Kisten/Chests)
  • GMC (max 4 Kisten/Chests)
  • SdKfz7 (max 4 Kisten/Chests oder 1 Fahrzeug/Vehicle )
  • LCVP (max 4 Kisten/Chests oder 1 Fahrzeug/Vehicle )
  • LCM3 (max 6 Kisten/Chests oder 2 Fahrzeuge/Vehicles )

Allen viel Spaß beim Schnetzeln und geschnetzelt werden, Gruß
dukee
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