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EN_MissionParameters

Christian edited this page May 8, 2020 · 1 revision

This article explains each mission parameter and what they do in detail.

To edit the mission parameters in the MP lobby, make sure the mission isn't already running (e.g don't use -autoInit) and be logged in as admin. Refer to the FAQ answer for this.

Also the save/load of the parameters is explained in this illustrated example. So don't get distracted by the fact that the visible parameters in the MP lobby aren't having the values you've set to save earlier.

Mission Parameters explained

Some more detailed explanation of each mission parameter. The default value is written in italic.

Mission Options

Maximum amount of AI units

Bla bla bla

Values:

  • 50% - Recommended for local hosting
  • 75% - Dedicated server recommended
  • 100% - Dedicated server recommended
  • 125% - Dedicated server with headless client recommended
  • 150% - Dedicated server with headless client recommended
  • 200% - Dedicated server with multiple headless clients recommended

Difficulty

class Difficulty {
    title = $STR_PARAMS_DIFFICULTY;
    values[] = {0, 1, 2, 3, 4, 5, 6, 7};
    texts[] = {$STR_PARAMS_DIFFICULTY1, $STR_PARAMS_DIFFICULTY2, $STR_PARAMS_DIFFICULTY3, $STR_PARAMS_DIFFICULTY4, $STR_PARAMS_DIFFICULTY5, $STR_PARAMS_DIFFICULTY6, $STR_PARAMS_DIFFICULTY7, $STR_PARAMS_DIFFICULTY8};
    default = 2;
};

OPFOR aggressivity

class Aggressivity {
    title = $STR_AGGRESSIVITY_PARAM;
    values[] = {0, 1, 2, 3, 4};
    texts[] = {$STR_AGGRESSIVITY_PARAM0, $STR_AGGRESSIVITY_PARAM1, $STR_AGGRESSIVITY_PARAM2, $STR_AGGRESSIVITY_PARAM3, $STR_AGGRESSIVITY_PARAM4};
    default = 2;
};

Hostile presence adapts to player count

class AdaptToPlayercount {
    title = $STR_PARAM_ADAPT_TO_PLAYERCOUNT;
    values[] = {1, 0};
    texts[] = {$STR_PARAMS_ENABLED, $STR_PARAMS_DISABLED};
    default = 1;
};

Civilian activity

class Civilians {
    title = $STR_PARAMS_CIVILIANS;
    values[] = {0, 1, 2, 3};
    texts[] = {$STR_PARAMS_CIVILIANS1, $STR_PARAMS_CIVILIANS2, $STR_PARAMS_CIVILIANS3, $STR_PARAMS_CIVILIANS4};
    default = 2;
};

Start the campaign with the first FOB already built

class FirstFob {
    title = $STR_PARAMS_FIRSTFOB;
    values[] = {1, 0};
    texts[] = {$STR_YES, $STR_NO};
    default = 0;
};

Start FOB provided as

class FirstFobVehicle {
    title = $STR_PARAMS_FIRSTFOBVEHICLE;
    values[] = {0, 1};
    texts[] = {$STR_PARAMS_FIRSTFOBVEHICLE_CONTAINTER, $STR_PARAMS_FIRSTFOBVEHICLE_TRUCK};
    default = 0;
};

Maximum number of FOBs allowed

class MaximumFobs {
    title = $STR_PARAM_FOBS_COUNT;
    values[] = {3, 5, 7, 10, 15, 20, 26};
    texts[] = {3, 5, 7, 10, 15, 20, 26};
    default = 10;
};

AI recruitment limit per squad

class MaxSquadSize {
    title = $STR_PARAM_SQUAD_SIZE;
    values[] = {0, 1, 2, 4, 6, 8, 10, 12, 16, 20, 24, 30, 36};
    texts[] = {0, 1, 2, 4, 6, 8, 10, 12, 16, 20, 24, 30, 36};
    default = 12;
};

BLUFOR defenders in owned sectors

class BluforDefenders {
    title = $STR_PARAM_BLUFOR_DEFENDERS;
    values[] = {1, 0};
    texts[] = {$STR_PARAMS_ENABLED, $STR_PARAMS_DISABLED};
    default = 1;
};

Auto-danger behavior on BLUFOR forces

class Autodanger {
    title = $STR_PARAM_AUTODANGER;
    values[] = {1, 0};
    texts[] = {$STR_PARAMS_ENABLED, $STR_PARAMS_DISABLED};
    default = 1;
};

Day duration (hours)

class DayDuration {
    title = $STR_PARAMS_DAYDURATION;
    values[] = {8, 6, 4, 3, 2, 1};
    texts[] = {"3","4","6","8","12","24"};
    default = 4;
};

Shorter nights

class ShorterNights {
    title = $STR_SHORTER_NIGHTS_PARAM;
    values[] = {1, 0};
    texts[] = {$STR_PARAMS_ENABLED, $STR_PARAMS_DISABLED};
    default = 0;
};

Weather

class Weather {
    title = $STR_WEATHER_PARAM;
    values[] = {1, 2, 3};
    texts[] = {$STR_WEATHER_PARAM1, $STR_WEATHER_PARAM2, $STR_WEATHER_PARAM3};
    default = 3;
};

Dynamic fog (A3 Vanilla)

class VanillaFog {
    title = $STR_FOG_PARAM;
    values[] = {1, 0};
    texts[] = {$STR_PARAMS_ENABLED, $STR_PARAMS_DISABLED};
    default = 1;
};

Resources multiplier

class ResourcesMultiplier {
    title = $STR_PARAMS_RESOURCESMULTIPLIER;
    values[] = {0, 1, 2, 3, 4, 5, 6, 7};
    texts[] = {"x0.25", "x0.5", "x0.75", "x1", "x1.25","x1.5","x2","x3"};
    default = 3;
};

Arsenal

class ArsenalType {
    title = $STR_PARAMS_ARSENAL;
    values[] = {0, 1};
    texts[] = {$STR_PARAMS_ARSENAL_BI, $STR_PARAMS_ARSENAL_ACE};
    default = 0;
};

Client options variant

class PlayerMenu {
    title = $STR_PARAMS_PLAYERMENU;
    values[] = {0, 1};
    texts[] = {$STR_PARAMS_PLAYERMENU_GREUH, $STR_PARAMS_PLAYERMENU_KP};
    default = 1;
};

Victory Condition

class VictoryCondition {
    title = $STR_PARAMS_VICTORYCONDITION;
    values[] = {0, 1, 2, 3, 4};
    texts[] = {$STR_PARAMS_VICTORYCONDITION_0, $STR_PARAMS_VICTORYCONDITION_1, $STR_PARAMS_VICTORYCONDITION_2, $STR_PARAMS_VICTORYCONDITION_3, $STR_PARAMS_VICTORYCONDITION_4};
    default = 1;
};

Revive Options

Gameplay Options

Stamina

class Fatigue {
    title = $STR_PARAMS_FATIGUE;
    values[] = {0, 1};
    texts[] = {$STR_PARAMS_DISABLED, $STR_PARAMS_ENABLED};
    default = 1;
};

Weapon sway

class WeaponSway {
    title = $STR_PARAM_WEAPSWAY;
    values[] = {0, 1};
    texts[] = {$STR_PARAMS_DISABLED, $STR_PARAMS_ENABLED};
    default = 1;
};

Arsenal mode

class ArsenalUsePreset {
    title = $STR_PARAMS_ARSENALUSEPRESET;
    values[] = {0, 1};
    texts[] = {$STR_PARAMS_NORESTRICTIONS, $STR_PARAMS_USEPRESET};
    default = 1;
};

Player mapmarkers activation through extended options

class MapMarkers {
    title = $STR_PARAMS_MAPMARKERS;
    values[] = {0, 1};
    texts[] = {$STR_PARAMS_DISABLED, $STR_PARAMS_ENABLED};
    default = 1;
};

Mobile Respawn

class MobileRespawn {
    title = $STR_PARAMS_MOBILERESPAWN;
    values[] = {0, 1};
    texts[] = {$STR_PARAMS_DISABLED, $STR_PARAMS_ENABLED};
    default = 1;
};

Mobile Respawn Cooldown (minutes)

class RespawnCooldown {
    title = $STR_PARAM_RESPAWN_COOLDOWN;
    values[] = {0, 300, 600, 900, 1200, 1800, 3600};
    texts[] = {$STR_PARAMS_DISABLED, 5, 10, 15, 20, 30, 60};
    default = 600;
};

Mobile Arsenal

class MobileArsenal {
    title = $STR_PARAMS_MOBILEARSENAL;
    values[] = {0, 1};
    texts[] = {$STR_PARAMS_DISABLED, $STR_PARAMS_ENABLED};
    default = 1;
};

AI Logistics Module

class AiLogistics {
    title = $STR_PARAMS_AILOGISTICS;
    values[] = {0, 1};
    texts[] = {$STR_PARAMS_DISABLED, $STR_PARAMS_ENABLED};
    default = 1;
};

Civil Reputation penalty for buildings if building is

class CR_Building {
    title = $STR_PARAM_CR_BUILDING;
    values[] = {1, 0};
    texts[] = {$STR_PARAM_CR_DAMAGED, $STR_PARAM_CR_DESTROYED};
    default = 0;
};

HALO Jump

class HaloJump {
    title = $STR_HALO_PARAM;
    values[] = {1, 5, 10, 15, 20, 30, 0};
    texts[] = {$STR_HALO_PARAM1, $STR_HALO_PARAM2, $STR_HALO_PARAM3, $STR_HALO_PARAM4, $STR_HALO_PARAM5, $STR_HALO_PARAM6, $STR_PARAMS_DISABLED};
    default = 5;
};

Clear spawned vehicle cargo

class ClearCargo {
    title = $STR_PARAM_CLEAR_CARGO;
    values[] = {1, 0};
    texts[] = {$STR_PARAMS_ENABLED, $STR_PARAMS_DISABLED};
    default = 1;
};

Chance that enemies will stay in immobile/damaged vehicles

class AllowEnemiesInImmobile {
    title = $STR_PARAM_ALLOW_ENEMIES_IN_IMMOBILE;
    values[] = {0, 25, 50, 75, 100};
    text[] = {$STR_PARAMS_DISABLED, "25%", "50%", "75%", "100%"};
    default = 50;
};

Maximum sector deactivation delay (starts increasing after 5th activation minute)

class DelayDespawnMax {
    title = $STR_PARAM_DELAY_DESPAWN_MAX;
    values[] = {0, 5, 10, 15, 20, 25, 30};
    texts[] = {$STR_PARAMS_DISABLED, "5", "10", "15", "20", "25", "30"};
    default = 5;
};

Limited Zeus interface

class LimitedZeus {
    title = $STR_PARAM_LIMITEDZEUS;
    values[] = {1, 0};
    texts[] = {$STR_PARAMS_ENABLED, $STR_PARAMS_DISABLED};
    default = 1;
};

Add enemies to Zeus editable objects

class ZeusAddEnemies {
    title = $STR_PARAM_ZEUSADDENEMIES;
    values[] = {1, 0};
    texts[] = {$STR_PARAMS_ENABLED, $STR_PARAMS_DISABLED};
    default = 0;
};

Arma 3 High Command for Commander

class HighCommand {
    title = $STR_PARAM_HIGHCOMMAND;
    values[] = {1, 0};
    texts[] = {$STR_PARAMS_ENABLED, $STR_PARAMS_DISABLED};
    default = 1;
};

BI Support System access

class SuppMod {
    title = $STR_PARAM_SUPPMOD;
    values[] = {0, 1, 2};
    texts[] = {$STR_PARAMS_DISABLED, $STR_PARAM_SUPPMOD_CMDRANDWHITELIST, $STR_PARAM_SUPPMOD_EVERYONE};
    default = 1;
};

Technical Options

Permissions Management

class Permissions {
    title = $STR_PERMISSIONS_PARAM;
    values[] = {1, 0};
    texts[] = {$STR_PARAMS_ENABLED, $STR_PARAMS_DISABLED};
    default = 1;
};

Cleanup abandoned vehicles outside FOBs

class CleanupVehicles {
    title = $STR_CLEANUP_PARAM;
    values[] = {0, 1, 2, 4};
    texts[] = {$STR_PARAMS_DISABLED, $STR_CLEANUP_PARAM1, $STR_CLEANUP_PARAM2, $STR_CLEANUP_PARAM3};
    default = 2;
};

Introduction

class Introduction {
    title = $STR_PARAMS_INTRO;
    values[] = {1, 0};
    texts[] = {$STR_PARAMS_ENABLED, $STR_PARAMS_DISABLED};
    default = 1;
};

Deployment cinematic

class DeploymentCinematic {
    title = $STR_PARAMS_DEPLOYMENTCAMERA;
    values[] = {1, 0};
    texts[] = {$STR_PARAMS_ENABLED, $STR_PARAMS_DISABLED};
    default = 1;
};

Use the commander whitelist

class Whitelist {
    title = $STR_WHITELIST_PARAM;
    values[] = {1, 0};
    texts[] = {$STR_WHITELIST_ENABLED, $STR_PARAMS_DISABLED};
    default = 0;
};

Automatic Server Restart after (hours)

class ServerRestart {
    title = $STR_RESTART_PARAM;
    values[] = {0, 1, 2, 3, 4, 5, 6};
    texts[] = {$STR_PARAMS_DISABLED, "1", "2", "3", "4", "5", "6"};
    default = 0;
};

Wipe Save Data

class WipeSave1 {
    title = $STR_WIPE_TITLE;
    values[] = {0, 1};
    texts[] =  {$STR_WIPE_NO, $STR_WIPE_YES};
    default = 0;
};

Confirm: Wipe Save Data

class WipeSave2 {
    title = $STR_WIPE_TITLE_2;
    values[] = {0, 1};
    texts[] = {$STR_WIPE_NO, $STR_WIPE_YES};
    default = 0;
};