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as with many other missions, the setting of mission parameters from within the MP slot selection doesn't work for me. I am on a dedicated server logged in as admin. Then I can change 1 parameter and after that it stops to work. Could you provide me with the parameters code so I can add that to my server.cfg? THX in advance!
Hmm, first thing I would check is that all of the required mods are installed. Including this one, as there are custom assets imbedded that are required.
If that's good, you might want to toggle the button in the top right that says something like "Show all custom missions" while the utah map is selected.
I tried today if I can set the mission params via injection of the code you provided into my server.cfg file.
The code was from before your last update, obviously, and maybe that is why it didn't fully work. The server did load right into the Operation Neptune mission role selection/MP lobby as intended. But I quickly realized that the params were not respected. For example I had set your mission code like this in my server.cfg:
// MISSIONS CYCLE (see below)
class Missions {
class OperationNeptune
{
template = "OperationNeptune.SPEX_Utah_Beach"; // Replace with your mission PBO name
difficulty = "custom"; // Options: recruit, regular, veteran, custom
class Params
{
// === SAVE OPTIONS ===
param_load_save = 0; // 0 = Load Save, 1 = Start New Game
param_reset_params = 0; // 0 = Load Saved Parameters, 1 = Set New Parameters
// === PLAYER OPTIONS ===
param_player_killConfirmed = 0; // Hit Sound Effect: 0 = OFF, 1 = ON
param_player_fatigue = 1; // Fatigue / Stamina: 0 = Disabled, 1 = Enabled
param_player_map = 1; // Map Permissions: 0 = Squad Leaders Only, 1 = Everyone
param_player_map_icons = 0; // Show Enemy Icons on Map: 0 = OFF, 1 = ON
param_player_exp_ha = 1; // Add Explosive Hold-action (Enemy Vehicles): 0 = OFF, 1 = ON
param_player_support_perm = 1; // Support Menu Permissions: 0 = Squad Leaders, 1 = Everyone
param_player_build_perm = 1; // Build Menu Permissions: 0 = Squad Leaders, 1 = Everyone
param_player_command_perm = 2; // Command Menu Permissions: 0 = Commander, 1 = Squad Leaders, 2 = Logged Admin, 3 = Everyone
param_player_lostGear = 10; // Chance to Lose Gear on Paradrop: 0 to 100 in 10% increments
// === MISSION OPTIONS ===
param_respawn_type = 1; // Respawn Types: 0 = LZs + CPs + Sectors, 1 = LZs + CPs, 2 = LZs Only
param_sector_info = 1; // Sector Info Notifications: 0 = OFF, 1 = ON
param_supply_start = 250; // Starting Supply Budget (0,250,500,750,1000,1500,2000,2500,5000,10000)
param_supply_crate = 50; // Supplies per Crate (Capturable): 50,100,200,300,500
param_zeus = 0; // Zeus Access: 0 = Admin Logged, 1 = Disabled
param_night_light = 30; // Night Brightness: 0% to 100%
param_tasks_3d = 1; // Show Tasks in 3D: 0 = OFF, 1 = ON
param_timeMultiplier = 1; // Time Multiplier: 1=1X, 2=2X, 3=3X, 4=4X
// === PERFORMANCE OPTIONS ===
param_sector_activation = 1; // Sector Activation: 0 = Player Groups Only, 1 = All Allied Units
param_sector_distance = 200; // Sector Activation Distance (m): 100,150,200,250,300,400,500,600,800,1000
param_enemy_dynamic_distance = 250; // Enemy Dynamic Sim Activation Distance (m): 50,100,150,200,250,300,400,500,600,800,1000
param_max_sectors = 1000; // Max Active Sectors: 2, 4, 6, 8, 10, or 1000 for NO LIMIT
param_enemy_patrols = 5; // Enemy Patrol Frequency (min): 5, 10, 15, 20, 30, or 100 (Disabled)
// === AI SKILL OPTIONS ===
param_enemy_skill = 8; // Enemy Skill Level: 0% to 100% (0,1,2,3,4,5,6,7,8,9,10)
param_enemy_aim_skill = 4; // Enemy Aim Skill: 0% to 100% (0,1,2,3,4,5,6,7,8,9,10)
param_friendly_skill = 8; // Friendly AI Skill Level: 0% to 100% (0,1,2,3,4,5,6,7,8,9,10)
// === SPE MEDICAL OPTIONS ===
SPE_ReviveEnabled = 0; // Enable Revive: 0 = ON (if ACE), 1 = OFF
SPE_ReviveMode = 0; // Revive Mode: 0 = Difficulty-based, 1 = Basic, 2 = Advanced, 3 = Realistic
SPE_ReviveRequiredTrait = 0; // Revive Requirement: 0 = Difficulty-based, 1 = First Aid Kit, 2 = Medic Trait, 3 = None
SPE_ReviveMedicSpeedMultiplier = 5; // Medic Multiplier: 0 = Difficulty-based, or 1x–10x
SPE_ReviveDelay = 0; // Revive Time (sec): 0 = Difficulty-based, or set time (5–17)
SPE_ReviveForceRespawnDelay = 15; // Force Respawn Time (sec): 0 = Difficulty-based, or 5–30 sec
SPE_ReviveBleedOutDelay = 0; // Bleedout Time (sec): 0 = Difficulty-based, 9999 = NEVER, or set time
SPE_ReviveFakAmount = 0; // FAKs Needed: 0 = Difficulty-based, or 1–3
SPE_ReviveStabilize = 1; // Require Stabilization: 0 = Disabled, 1 = Enabled
SPE_ReviveIcons = 1; // Revive Icons: 0 = Difficulty-based, 1 = ON, 2 = Medic Only, 3 = OFF
SPE_ReviveAutoCall = 1; // Auto Call for Help: 0 = OFF, 1 = ON, 2 = Cadet Only
SPE_ReviveAutoWithstand = 0; // Auto Withstand: 0 = OFF, 1 = ON, 2 = Cadet Only
SPE_WithstandExtraFAK = 2; // Extra FAK Required for Withstand: 0 = Difficulty-based, 1 = OFF, 2 = ON
SPE_WithstandEnabled = 2; // Withstand Ability: 0 = Difficulty-based, 1 = OFF, 2 = ON
SPE_WithstandEnabledAI = 2; // AI Withstand Ability: 0 = Difficulty-based, 1 = OFF, 2 = ON
SPE_ReviveUnits = 0; // Units Revivable: 0 = Playable + AI, 1 = Players Only
// === DEV OPTIONS ===
param_debug_info = 0; // Debug Messages: 0 = OFF, 1 = ON
};
};
}; // An empty Missions class means there will be no mission rotation
missionWhitelist[] = {
}; //an empty whitelist means there is no restriction on what missions' available
Alas, I still got the enemy map markers. Also I had it set that the logged in admin has access to the command menu, which I didn't get while playing as a squad leader (and logged in admin).
Could you provide me with the updated mission params code so I can try that? THX for your support!
Now I played with my intended params and came across some sort of bug or maybe it's just that I shouldn't try to play that beast of a mission all alone ;-)
While ordering supports from the menu, the enemy killed my character. I had at the time no friendly AI and since I had set the ReviveMode to "realistic" I guess I had bad luck... AND got stuck! In the support menu, that is. No respawn selection appeared; had to hard-quit ARMA to get out. Would it be possible to update the mission so players are respawning when killed no matter whatmenu they were in?
Thanks for letting me know. Should be an easy fix. I'll include it in the next update.
class OperationNeptune
{
template = "OperationNeptune.SPEX_Utah_Beach"; // Replace with your mission PBO name
difficulty = "veteran"; // Options: recruit, regular, veteran, custom
class Params
{
// === SAVE OPTIONS ===
param_load_save = 0; // 0 = Load Save, 1 = Start New Game
param_reset_params = 0; // 0 = Load Saved Parameters, 1 = Set New Parameters
// === PLAYER OPTIONS ===
param_player_killConfirmed = 1; // Hit Sound Effect: 0 = OFF, 1 = ON
param_player_fatigue = 0; // Fatigue / Stamina: 0 = Disabled, 1 = Enabled
param_player_map = 1; // Map Permissions: 0 = Squad Leaders Only, 1 = Everyone
param_player_map_icons = 1; // Show Enemy Icons on Map: 0 = OFF, 1 = ON
param_player_exp_ha = 1; // Add Explosive Hold-action (Enemy Vehicles): 0 = OFF, 1 = ON
param_player_support_perm = 0; // Support Menu Permissions: 0 = Squad Leaders, 1 = Everyone
param_player_build_perm = 1; // Build Menu Permissions: 0 = Squad Leaders, 1 = Everyone
param_player_command_perm = 0; // Command Menu Permissions: 0 = Commander, 1 = Squad Leaders, 2 = Logged Admin, 3 = Everyone
param_player_lostGear = 10; // Chance to Lose Gear on Paradrop: 0 to 100 in 10% increments
// === MISSION OPTIONS ===
param_respawn_type = 1; // Respawn Types: 0 = LZs + CPs + Sectors, 1 = LZs + CPs, 2 = LZs Only
param_sector_info = 1; // Sector Info Notifications: 0 = OFF, 1 = ON
param_supply_start = 500; // Starting Supply Budget (0,250,500,750,1000,1500,2000,2500,5000,10000)
param_supply_crate = 50; // Supplies per Crate (Capturable): 50,100,200,300,500
param_zeus = 0; // Zeus Access: 0 = Admin Logged, 1 = Disabled
param_night_light = 30; // Night Brightness: 0% to 100%
param_tasks_3d = 1; // Show Tasks in 3D: 0 = OFF, 1 = ON
param_timeMultiplier = 2; // Time Multiplier: 1=1X, 2=2X, 3=3X, 4=4X
param_enemy_arty_cooldown = 3; // Enemy Artillery Cooldown: 1,2,3,5,8,10,100
param_savegame_timer = 1; // Save Game Timer: 1,2,3,5s
// === PERFORMANCE OPTIONS ===
param_sector_activation = 0; // Sector Activation: 0 = Player Groups Only, 1 = All Allied Units
param_sector_distance = 200; // Sector Activation Distance (m): 100,150,200,250,300,400,500,600,800,1000
param_enemy_dynamic_distance = 250; // Enemy Dynamic Sim Activation Distance (m): 50,100,150,200,250,300,400,500,600,800,1000
param_max_sectors = 1000; // Max Active Sectors: 2, 4, 6, 8, 10, or 1000 for NO LIMIT
param_enemy_patrols = 5; // Enemy Patrol Frequency (min): 5, 10, 15, 20, 30, or 100 (Disabled)
// === AI SKILL OPTIONS ===
param_enemy_skill = 4; // Enemy Skill Level: 0% to 100% (0,1,2,3,4,5,6,7,8,9,10)
param_enemy_aim_skill = 4; // Enemy Aim Skill: 0% to 100% (0,1,2,3,4,5,6,7,8,9,10)
param_friendly_skill = 8; // Friendly AI Skill Level: 0% to 100% (0,1,2,3,4,5,6,7,8,9,10)
// === SPE MEDICAL OPTIONS ===
SPE_ReviveEnabled = 0; // Enable Revive: 0 = ON (if ACE), 1 = OFF
SPE_ReviveMode = 0; // Revive Mode: 0 = Difficulty-based, 1 = Basic, 2 = Advanced, 3 = Realistic
SPE_ReviveRequiredTrait = 0; // Revive Requirement: 0 = Difficulty-based, 1 = First Aid Kit, 2 = Medic Trait, 3 = None
SPE_ReviveMedicSpeedMultiplier = 0; // Medic Multiplier: 0 = Difficulty-based, or 1x–10x
SPE_ReviveDelay = 0; // Revive Time (sec): 0 = Difficulty-based, or set time (5–17)
SPE_ReviveForceRespawnDelay = 0; // Force Respawn Time (sec): 0 = Difficulty-based, or 5–30 sec
SPE_ReviveBleedOutDelay = 0; // Bleedout Time (sec): 0 = Difficulty-based, 9999 = NEVER, or set time
SPE_ReviveFakAmount = 0; // FAKs Needed: 0 = Difficulty-based, or 1–3
SPE_ReviveStabilize = 1; // Require Stabilization: 0 = Disabled, 1 = Enabled
SPE_ReviveIcons = 0; // Revive Icons: 0 = Difficulty-based, 1 = ON, 2 = Medic Only, 3 = OFF
SPE_ReviveAutoCall = 2; // Auto Call for Help: 0 = OFF, 1 = ON, 2 = Cadet Only
SPE_ReviveAutoWithstand = 2; // Auto Withstand: 0 = OFF, 1 = ON, 2 = Cadet Only
SPE_WithstandExtraFAK = 0; // Extra FAK Required for Withstand: 0 = Difficulty-based, 1 = OFF, 2 = ON
SPE_WithstandEnabled = 0; // Withstand Ability: 0 = Difficulty-based, 1 = OFF, 2 = ON
SPE_WithstandEnabledAI = 0; // AI Withstand Ability: 0 = Difficulty-based, 1 = OFF, 2 = ON
SPE_ReviveUnits = 0; // Units Revivable: 0 = Playable + AI, 1 = Players Only
// === DEV OPTIONS ===
param_debug_info = 0; // Debug Messages: 0 = OFF, 1 = ON
};
};
Ok, should be fixed now. Thanks again for letting me know. Who knows how long ago I messed that function up.