Feature #4525

Move "Armory-Destroyable or not-Switch" over to Rulesets

Added by BCA_Cat_Toaster about 6 years ago. Updated about 6 years ago.

Status:Closed Start date:09/14/2009
Priority:High Due date:
Assignee:CoolBox-SBS- % Done:


Category:Gameplay - Tweak
Target version:Beta 09 V0.5 Estimated time:0.20 hour


This switch i now located in the "populateAmmoCrate.sqf" and looks like this i guess -> _vec allowDamage false;
I think it would be nice to have that as an option via Rulesets, especially welcome for the "Hardcore" Ruleset having it set to "true".


Updated by kju about 6 years ago

Hm why is hardcore mode about being able to destroy the ammo crates?

Updated by BCA_Cat_Toaster about 6 years ago


Updated by BCA_Cat_Toaster about 6 years ago


Updated by BCA_Cat_Toaster about 6 years ago

I said it would be nice having that switch it in every ruleset and setting it to true in "Hardcore" makes sense at least for me. As part of the ruleset everyone can choose to have that feature activated or not, that´s the main point. Of course "Hardcore-Rulese" is not about this ONE switch, it also has the minimap deactivated more stuff to come. Can someone delete my two posts above, had no coffee....thx!

Updated by kju about 6 years ago

Not disagreeing that an option makes sense. Just wondering why destroying ammo crates should
be a gameplay element.

This was always consider unfair play in German leagues in OFP/ArmA.

Updated by BCA_Cat_Toaster about 6 years ago

Well, no league or Tournement has to use this switch. I don´t force anyone to do something he does not like. I like it as an (optional) tactical element and it can make it much easier to take an objective if you´re enemy can´t rearm, heal and react by changing classes anymore. I think that affects gameplay. However, after you get that objective you face the same problem now while defending that objective. I don´t say that blowing up armories is a wise decision, but it may happen also by accident. You need some heavy fire to blow it up, like an Airstrike, Tank, Rockets and Bombs. I also can´t see anything unfair about that, because it can be done by both factions and both have to live with the consequences. Can´t those Ammo-Trucks available on every map used by Infantry as mobile Armory or are they just for rearming tanks?

Possible Impact on Gameplay for example: We´ve three Rifleman and one Medic defending an objective. Everyone knows, if an enemy tank arrives, even if you get killed by him, you can respawn, change to needed Engineer-Class while under fire using Spawn-Protection and take out the enemy tank. So no one plays Engineer until he has to because it works. With a blown up armory, that single tank can take out the defense team alone or just wait for reinforements, because the defenders can´t do anything about that enemy tank. So the Defense-Team next time decides to start with an engineer directly from the beginning and do not count on the possibility to change classes at any time. Well, if they don´t learn their lesson the Attackers will just overrun them and the mission is over before time. Both is OK for me.

Again, i like that option, it´s already there, i´m already able to use it if i like to do so (of course everyone else can use it too, nothing special about me). So i´m just asking to move that switch over to the Rulesets for easier access.

Updated by kju about 6 years ago

Yeah I am well aware of the implications. It was in the early days one too.
Does JO has it as tactical element?

I am just interested as people came here to the conclusion from the gaming
experience that gameplay and tactics should be about different elements.

Just curious to understand your or the JO players bigger picture.

Updated by BCA_Cat_Toaster about 6 years ago

It wasn´t there in JO:Typhoon Rising but that feature came with the Addon Escalation afair as a serverside-switch. We definetely had it on AAS-Custom-Maps, so you could have it mission depended up to the designer. I remember there was also a switch for activating a feature called "Permanent Death=1". With this enabled you had just one life, no respawn for players and vehicles. We made some great well organized 64-players events with that feature until Nova decided to patch it away for unknown reasons and giving us a Killcam instead without an option to deactivate it, which really messed up the gameplay.

If you´re interested in what options JO-Players/Hosts are used to perhaps you would like to take a look at this old manual, just take a look at the screenshots therein on page 10-12 -> http://www.joint-operations.de/trailer/JOdedicated.pdf

As you can see it was very easy to make restrictions to Classes or even every single weapon available in that game. Never seen a game before and afterwards that made it so easy. Additonal settings in JO are made with two files called admin.cfg and game.cfg like configuration of Remote-Access and additional switches like PermandentDeath, Armory-Timer and stuff like that.

Updated by kju about 6 years ago

Thanks for the info.

How about making small single feature requests about these elements?

Nothing wrong about gathering good ideas.

Updated by BCA_Cat_Toaster about 6 years ago

Well, that´s what i did with my last five feature requests like this.

Updated by CoolBox-SBS- about 6 years ago

  • Status changed from New to Assigned
  • Priority changed from Normal to High
  • Target version set to Beta 09 V0.5
  • Estimated time set to 0.20

I will def support the ability to make this configurable through ruleset -- its an easy feature to add.

Personally I think public AAS should have indestructible ammo crates by default (too easy to use it for griefing if they can be destroyed), and I dont think AGW will use it either, but I recognise its an interesting feature and happy to provide option for BCA. One could even imagine respawning ammo crates.

Where it will get complicated is that we may be introducing local-only ammo crates for the new kit system, which means that each client has its own copy of that object stored locally, containing different equipment. That could make life complicated for destructible crates in future.

Updated by CoolBox-SBS- about 6 years ago

  • Status changed from Assigned to Resolved
  • % Done changed from 0 to 100

Updated by CoolBox-SBS- about 6 years ago

  • Status changed from Resolved to Closed

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