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Benny, 07/09/2010 12:56


Warfare - Benny Edition

Editing

Decreasing/Increasing the player slots

- In order to decrease or increase the player slots, there is a few steps to do:

  1. In the editor, remove or add slots with the corresponding name (WestSlot17 after WestSlot16), note that the slots shall always be the same on each side (WestSlot17 & EastSlot17 = OK, WestSlot17 & EastSlot 20 = NOT OK).
  2. in initJIPCompatible.sqf, add or remove the slots that you've added previously in eastTeams/*westTeams* and in eastSlotNames/*westSlotNames*.
  3. in Rsc\Header.hpp, edit the maximum amount of players possible in maxPlayers.

Parameters:

AI

- AI: Group Size (AI Teams)

Define how many units will AI Teams Leader be able to have in their squads.

- AI: Group Size (Player)

Define how many units will Players be able to have in their squads.

- AI: Keep units on JIP

Decide whether units shall be kept over Join in Progress or not.

- AI: Teams

Decide whether AI Teams Leader shall be operational or not.

Artillery

- Artillery: Calls

Decide whether Artillery Calls (Special Menu) is enabled or not.

- Artillery: Interface

Decide whether Artillery Interface is enabled on Artillery units or not.

- Artillery: Range

Define the Artillery firing range.

Base

- Base: AI Commander

Decide whether AI Commander shall be enabled or not.

- Base: Allies

Decide whether Allies base shall be spawned at start or not.

- Base: Anti-Air Radar

Decide whether Anti-air radar shall be enabled or not, this will spot enemy air units above x meters.

- Base: Areas Limit

Decide whether bases shall be restricted to x areas or not.

- Base: Areas Limit Max.

Define the amount of possible base areas.

- Base: Auto Defenses

Decide whether defenses shall be automatically manned in range of a barrack or not.

- Base: Buildings Limit

Define the maximum buildings limit per type (Service Points = Limit * 2).

- Base: HQ Deployment Cost

Define the HQ Deployment cost.

- Base: Start Near towns

Decide whether East or West shall use spawn points near towns (spawn points further than 2km of a town range won't be used).

- Base: Starting Distance

Define the minimal distance between East and West spawn points.

- Base: Starting Locations

Define a special spawn scenario (West north | East south...).

Economy

- Economy: Income System

Decide whether the income shall be full or half.

- Economy: Starting Funds

Define the starting funds.

- Economy: Starting Supply

Define the starting supply.

- Economy: Supply System

Decide whether the game shall be using Supply Trucks or a Time-based supply system.

Environment

- Environment: Fast Time

Decide whether the game shall be running fast or not (Day-Night cycle within 4 hours).

- Environment: Time of Day

Define the starting Time of Day.

- Environment: Weather

Decide whether weather shall be enabled or not.

Gameplay

- Gameplay: Airport Hangars

Decide whether Airport hangars shall be available or not.

- Gameplay: Balancing

Decide whether the game shall use a balance system or not.

- Gameplay: Bodies deletion Delay

Define the amount of time required to delete an object (units/vehicles) after it's death.

- Gameplay: Empty Vehicles Lifespan

Define the amount of time that a vehicle can remain alive before being destroyed.

- Gameplay: Fast Travel

Decide whether fast travel from town/base to town/base shall be available or not.

- Gameplay: Friendly Fire (Buildings)

Decide whether base buildings shall be sensitive to friendly fire or not.

- Gameplay: Grass Distance

Define the Maximum Grass clutter distance.

- Gameplay: Kick Teamswappers

Decide whether teamswappers shall be kicked or not.

- Gameplay: Limited Boundaries

Decide whether the players can go outside of the map borders or not.

- Gameplay: Show Player UID

Decide whether player UID shall be shown upon Teamswap / Base Teamkills.

- Gameplay: Spacebar Scanning

Decide whether spacebar identification shall be available or not.

- Gameplay: Track AI on Map

Decide whether AI purchased units shall be displayed on map (Beside your owns).

- Gameplay: Track Players on Map

Decide whether AI Team leaders or Players shall be displayed on map.

- Gameplay: Upgrades

Decide whether upgrades shall be enabled or not.

- Gameplay: Victory Condition

Define the victory condition (Assassination = HQ Killed / All Towns, Annihilation = Total destruction, Supremacy = All factories destroyed / All Towns).

- Gameplay: View Distance

Define the maximum player view distance.

Module

- Module: High Command

Decide whether High Command module shall be available or not for commanders.

- Module: ICBM

Decide whether Nuke shall be available or not.

- Module: Injury System (ISIS)

Decide whether the Injury System shall be available or not.

- Module: Volumetric Clouds

Decide whether the Volumetric clouds shall be available or not.

Respawn

- Respawn: Camps

Decide whether camp respawn shall be eanbled or not.

- Respawn: Camps Rule

Decide if someone is able to respawn after being killed near a camp while an enemy was near or not.

- Respawn: Delay

Define the respawn delay.

- Respawn: Gear Remains

Decide whether the player shall keep it's loadout after respawning or not.

- Respawn: MASH

Decide whether MASH Respawn / Deployment shall be available.

- Respawn: Mobile

Decide whether mobile respawn shall be enabled or not (Ambulance).

- Respawn: Towns Range

Define the range needed to respawn in a friendly town.

- Restriction: Advanced Aircraft

Decide whether Advanced aircraft shall be enabled or not.

- Restriction: Camp Gear

Decide whether some gear shall be restricted or not in camps.

- Restriction: Kamov

Decide whether Kamov shall be available or not.

Towns

- Towns: Amount

Define the towns amount.

- Towns: Assault Teams

Decide whether Assault Teams shall be enabled or not (They'll attack both east and west bases, they spawn in resistance towns).

- Towns: Assault Teams Max.

Define the maximum amount of Assault Teams to be spawned.

- Towns: Occupation

Decide whether east or west town shall be defended or not.

- Towns: Occupation Difficulty

Define the difficulty of the occupation forces spawned in towns (Also affect the amount).

- Towns: Occupation Reinforcements

Decide whether occupied towns shall be reinforced or not.

- Towns: Patrols

Decide whether resistance patrols shall be spawned or not (patrols will spawn in resistance towns and patrol from town to town).

- Towns: Patrols Max.

Define the maximum amount of resistance patrols.

- Towns: Protection Range

Define the range in which HQ cannot be deployed from the depot.

- Towns: Purchase Militia

Decide whether Militia units shall be available to purchase in depots or not.

- Towns: Resistance

Define whether resistance shall be available in towns or not.

- Towns: Resistance Difficulty

Define the difficulty of the resistance forces spawned in towns (Also affect the amount).

- Towns: Resistance Reinforcements

Decide whether resistance towns shall be reinforced or not.

- Towns: Starting Mode

Define the town starting mode, it can either be normal, splitted or nearby.