武装突袭3

武装突袭3

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A3UE - Point Campfire
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1.150 MB
8 月 29 日 下午 12:02
10 月 5 日 上午 3:24
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A3UE - Point Campfire

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Point Campfire



An Antistasi Ultimate Extender

An Arma 3 Antistasi Ultimate Extender mod designed to suit the needs of our own friends-group
and hopefully useful for small servers with fewer than 10 players.


An AU Extension made with the small squad / private friends-only servers such as our own in mind. Expect a bunch of changes that may look like made to cheese the gameplay, but also know that almost all of these changes are optional with a parameter toggle. The aim is to provide servers with few players the opportunity to do most activities in some way, lessening the disadvantage of not having multiple people for any kind of role or activity.

Also this project has some quality of life features that we ourselves seek out, such as appending nearby town names to POI markers on the map, but may turn up unwanted due to preference or machine performance differences. We'll try to keep everything optional with a parameter toggle so you can pick features you wanna have. After all, this extender is made for private servers in mind.

All parameters can be found under the new "PCF parameters" dropdown menu during mission start/load.

Lastly, this extension heavily modifies the base Antistasi Ultimate code rather than using new files for the most part. Thus, expect this extender to break or not reflect the content any time the base Antistasi Ultimate mod is updated. We'll try to figure out a way to keep this extender update-proof later, but for now expect this extender to be updated for new version of the Antistasi Ultimate a few days after the base mod is updated.

Currently compatible with latest version (11.7)



Current changes this extender brings
All Traits for All Roles: Allowing all roles to have the Engineer, Medic and the UAV hacker traits, so that small squads can handle more situations without needing more people. More Role Specializations (CLS only for now): A parameter option allowing Combat Life Saver roles to have shorter self-revive cooldowns, while retaining the same "You are not feeling great" duration. More Persistent Build Box Saving: Allowing persistent saving of Build Box constructions anywhere, not just near bases or mission areas, so that small teams can spend less time fortifying frequent battle grounds repeatedly. (e.g convoy ambush positions). More Persistent Zeus Saving: Allowing persistent saving of more types (Building + Things, ThingX, Static) of Zeus objects and much larger amount (..., 300 max plus 500, 750, 1000, 5000 options) of them, so that you can have your Mediterranean coffee shops or barbecue grills to give character to your bases. Better Rebel AA Emplacements: Tied to a parameter option, rebel AA emplacements can now spawn in up to x5 larger ditance around all enemy aircraft, inlcuding the fixed-wing CAS and paradrop planes. This new parameter multiplies the value of the Spawn Distance parameter option under Basic Parameters menu. Customizable Convoy Departure Delay: A parameter option to increase convoy departure delay times with 5 minute steps, up to 35 minutes. More time to prepare for convoy ambushes. Enemy Unconscious Chance: Added a new parameter to set the chance for enemy units to become unconscious instead of dead. Head shots are more likely to cause immediate death when the base chance is below 100%. Factory/Resource Rebuilding: Allowing reconstruction of destroyed rebel factories and resources using the built in "Rebuild Assets" commander button for the same 5.000 money cost, so that you no longer have to wait for the enemy to attack and retake your factory or resource markers for reconstruction (Battle Menu (Y key by default) > Commander > Commander Menu > HQ Tab > Rebuild Assets button) Factory/Resource Upgrading: Completely new feature allowing upgrading of rebel-held factories and resources using a new button "Upgrade Assets" in Battle Menu (Y key by default) > Commander > Commander Menu > HQ Tab > Upgrade Assets. This feature allows spending increasing amounts of money to upgrade rebel factories and resources to increase their yields, making tall gameplay (holding a few quality locations only) instead of wide gameplay (conquering more and more locations) more viable for stable economic gains. ! Important Note: At the moment, this feature breaks when a leveled factory or resource is lost during game play without this mod on. While you can still continue playing with this mod on or off, expect broken factory or resource upgrading and income on the affected markers. Town Names on Map Markers: Tied to a parameter, marker names on the map now show the nearest town name for convenience. For example, a simple marker name "AAF Outpost" now appears as "AAF Neochori Outpost" on the map. This was already present for Airbases, but now include all markers. Accordingly, any text field that used a string like "outpost near Neochori" now displays as "Neochori outpost" (Convoy task descriptions for example). Shorter Emplacement Names: Tied to a parameter, emplacement names on the map are now displayed summarily as their relevant type icon plus "Roadblock", "OP", "AA", "AT", "HMG" text. This is intended to be used for reducing the map screen clutter, especially with use along Town Names on Map Markers point above. Limited Fast Travel Improvements: Fast travel is now limited to travel between strongholds (HQ, Airbases, Military Bases, Outposts) and Observation Posts. This increases the strategic importance of AI garrisons for holding key points. The Fast Travel menu now immediately checks if you are in a valid departure zone, preventing unnecessary clicks. If you are not in a valid zone, the UI will now show you the nearest valid departure point and the distance to it.
For now, that's all. Please check the Issues [github.com] to see what more is planned.
热门讨论 查看全部(1)
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9 月 21 日 下午 10:34
置顶: Factory/Resource Upgrading Mechanic Details
Land_Strider
31 条留言
Aesir 10 月 5 日 下午 6:33 
You are the best! :munchies:
Land_Strider  [作者] 10 月 5 日 上午 3:04 
Updated the mod to have the server key folder at the correct place and added a HR income multiplier parameter.
Land_Strider  [作者] 10 月 5 日 上午 12:21 
Aesir, I'll push an update today with a feature and server keys folder put out one folder outside, next to the addons folder instead in it, as K1NG_J3W suggested.
Aesir 10 月 4 日 下午 10:40 
Hey. Great mod, thanks for putting this together. Can anyone explain how to run this on a dedicated server. I'm not sure where or how to place the keys.
Land_Strider  [作者] 10 月 2 日 上午 12:07 
@Godslayer4000, thanks for the suggestion and don't worry, I still plan on including more features into the mod so the suggestiojs are welcome.

As for your suggestion, I plan to do some more mission tweaks than just the convoys. I miss the propaganda missions from the old days, so I may think of turning your suggestion into something like that.
Godslayer4000 10 月 1 日 下午 7:25 
A suggestion for a new optional param,

when doing supply deliveries to a town that has joined you, enemy bluefor/opfor soldiers try to intercept and delay the supply delivery

(this is so your doing something during allied supply runs rather than just boredly staring as the 180 ticks down.)

I dont know if were allowed to make suggestions so sorry if were not but I just thought of this.
Land_Strider  [作者] 9 月 30 日 下午 4:52 
@K1IN_J3W, my mistake on putting the keys folder inside the addons! I'm in a bit of learning process on using Git to make versioning easy so I may be a little sparse on updating in the next few days, but I'll move the keys to the appropriate root folder of the mod next time I release an update for sure! Thanks for letting me know.
K1NG_J3W 9 月 30 日 下午 3:36 
Great mod! thanks for your hard work :)

A small change that would help server admins running FASTER to manage servers would be to have the 'keys' folder located in the mods root directory, rather than the add-ons folder.

Would it be ok to change this?
Land_Strider  [作者] 9 月 30 日 上午 5:10 
@Koger, adding bigger spawn distance options should be easy, but hard to know if it works well in all cases as the dynamic spawn system of Antistasi is its most mechanic and tied a lot of functions. I'll still give it a quick try on the next update.

As for the view distance, that is completely related to your own client settings in the video settings. If you are unable to see changes from video settings apply, check if you have any mod like CH View Distance that overwrites view distance settings.
Koger 9 月 29 日 下午 7:07 
Can you add an option for view distance super important for me and my buddies being able to see more than 1.5km maybe up to 7KM and could you add an option for spawn distance up to maybe 3km