武装突袭3

武装突袭3

Impasse Total War - Altis
Skull  [开发者] 10 月 14 日 上午 9:23
Impasse Total War Parameters
---------- New Games ----------
Force a new game
This parameter is used to reset and start a new game.

Force new factions (and DLCs if needed), but keep current objectives
Choosing "Choose new factions" will allow you to keep the current map objectives and your progress, but allows choosing new factions and/or vehicle DLC.

---------- Objectives ----------
How many objectives on the map
This lets you choose the density of objectives on the map, or you can choose "Let me choose the locations" and choose them yourself.

How many objectives are in each zone
This parameters sets how many objectives you are fighting over at the same time. Smaller number will cause more intense battles as the same number of units will not be spread out. Larger numbers add the challenge of trying to hold onto objectives even when you shift your focus to other one. You will have more back and forth in this battles.

How large are the objectives
Sets the size of the objective zones. When capturing a zone, the number of each team in this area is what determines which way the flag moves, and how quickly. Larger zones work better on open landscape like Atlis. Smaller zones work well on terrain with shorter sight lines like Cam Lao Nam or Mortain.

How fast are the objectives captured
This sets how quickly the flag will move when capturing a zone. The flag speed is based on how outnumbered the losing side is in the zone. This parameter speeds it up or slows it down.
  • very slow - 1/3x speed
  • slow - 2/3x speed
  • medium - the default speed
  • fast - 170% of medium speed
  • very fast - 250% of medium speed
  • ultra fast for testing - I use this for development. It runs at 50x speed.

Should the objectives be visible in 3D or only on the map
Allows you to set if the 'attack' tasks are shown in the environment (on the hud) or not. It will always be shown on the map.

Add extra buildings to objective zones with very few buildings already there
If there are less than around 20 buildings in the zone, the mission can add buildings to the zone. This keeps battles from happening in open fields. The buildings that are added are taken from the map so they should match the environment. You can also have it focus a bit on military structures. The mission tries to place objectives where there are buildings, but can't always place them there.

Approximate number of infantry on each side
This determines how many INFANTRY are on the map. Vehicles are handled separately. Turning this up will make the battles more epic, but it can be harder on your computer. Another way to get the battles to feel more full is to reduce the number of objectives in each zone (see above). The actual number of infantry will ebb and flow as they are killed and spawn in, however the number will hover around this selected value.

Should ai carry more launchers (AA/AT)
This option allows the mission to be more dangerous to vehicles by having more infantry carry missile launchers. If the chosen faction doesn't have access to launchers, this option will have no affect.
  • No - number of missile specialists is set by faction
  • Yes - a few - 25% of infantry carry launchers
  • Yes - a lot - 50% of infantry carry launchers

Should there be mines near the objectives
This option determines if there are minefields around the objectives. The options equate to roughly 0%, 33%, 67%, 100% chance mines are placed. Keep in mind that if the 'artillery vehicles' option (two options below this) is set, it can also cause mines to appear as some factions (like NATO/CSAT) have artillery vehicles that spread mines.

Should there be artillery strikes near the objectives
This option determines if the two sides will use artillery strikes around the objectives. The sides only fire if their troops are a safe distance away and only fire at enemy troops they are aware of. There is also a travel time between aiming/firing and the round hitting which adds to the inaccuracy of the fire.

Should artillery use all available artillery vehicles
There are two modes the artillery can function in.
  1. Artillery Vehicles - Will place random faction artillery vehicles at the base and fire rounds appropriate to that vehicle. This can cause 'mine spreading' rounds to be fired adding minefields, cluster bomb rounds, mortar rounds, etc. It's all based on what is available to that faction. If the faction doesn't have access to artillery, the default mortar rounds will be used.
  2. Mortar Rounds - Will fire traditional mortar rounds. This works even if the faction doesn't have mortars available to them.

Add static weapons around the objectives (if the enemy faction has them available)
This option controls how many static weapons are added to the objectives if the faction has them available. The options equate to roughly 0%, 33%, 67%, 100% times a number based on how large the zone is. Infantry from both sides will occupy available static weapons.

Should units garrison in buildings in objectives they own
If enabled, this option causes units to go into buildings and hunker down if they own the objective and no enemy are anywhere nearby. The infantry are not very good and clearing buildings so it is helpful if the players do some CQC to clear them out. The 'lifesigns' option (0-8-1) can help you determine which buildings they are hiding in.
  • No : garrison is disabled
  • Yes - a little - between 6 and 18 units per objective will enter buildings based on total infantry count
  • Yes - a lot - between 12 and 50 units per objective will enter buildings based on total infantry count

How long should objectives be uncapturable after they are captured
When using multiple objectives per zone, this option can allow the objective to be 'locked' for a while after it is captured. While it is locked the flag will stay fully up in it's current color. When playing with specifically hard settings, this can help the players to hold an objective while they move on to the next. Or course, the enemy gets the same benefit if they capture the objective back. This option is very much a matter of taste to how you want to play. Note that if it is set above 0 then the flag status is shown on the UI, the UI will show the word 'locked' while the zone is uncapturable.

How long between AI spawn waves
This sets the time between ai spawn waves, both infantry and vehicles. When this time passes, infantry will spawn if not already at their maximum, and vehicles will spawn if they have become available. This time doesn't affect the rate at which vehicles become available. There are a lot of options to tweak that below. So setting this lower will result more frequent, but smaller numbers spawning each wave. Setting it longer will result in less frequent waves, but they will be more massive in numbers. The time between spawn waves is random with +/-50% of the chosen value

---------- Vehicles ----------
Vehicles Used By AI
Choose which vehicles the AI will use.
  • All - all vehicles will be used by the ai
  • Side Only - all vehicles assigned to a side the faction is on (blue, red, green) will be used. So if you chose the Syndikat faction, they would have access to all vehicles from AAF and FIA as all three are on the independent (green) side.
  • Choosen DLC/Mods side only - if you choose this option, when the game starts it will ask which mods and dlc you want to use. The chosen faction will then have access to all the vehicle for their side (blue, red, green) from those dlc. So you could choose the US CIA faction, and the S.O.G. Prairie Fire DLC, and the CIA units would have access to all the S.O.G. Prairie Fire blufor vehicles.
  • Faction Only - only vehicles assigned to the chosen faction will be used by the ai.
Note that the next option allows for choosing individual vehicles and can override this setting.

Choose specific vehicles for the ai using the garage interface
With this option, you can choose vehicles at the start of a game for use by the friendly team, enemy team, or both.
To take effect, this requires new game.
There are two option
  • 'Choose' will override the vehicles the faction can use and only allow those selected.
  • 'Add' will give extra extra vehicles. So, for instance, a faction that has no helicopters, could have a helicopter added to their vehicle pool.

AI vehicle escalation as zones are captured
This option allows for ramping difficulty by limiting vehicles available to the factions based on how much of the map they own.
  • Yes - AI vehicles unlock as mission progresses - both teams start weaker (cars & transports only, ramping up to APC then tanks as zones are captured)
  • Yes - AI vehicle unlock depending on territory owned - friendly start with access to only cars and transports and ramp up to APC and then tanks as zones are captured. Enemy will lose access at the end of the island to tank, then apc, and at the final objective they will have only cars and transports.
  • No - all vehicles are available to the ai at the start and throughout the game

Number of friendly vehicles compared to the enemy
This is a critical option and is also available in game by talking to the officer in any base. This allows adjusting the game difficulty by changing the availability of friendly vehicles. This option affects the total vehicles allowed at once as well as the rate at which the different vehicle classes can spawn.
Here is how these values change the friendly vehicle count:
  • None - there will be NO friendly vehicles spawned. The only friendly vehicle will be the player's vehicle.
  • Much less (harder) - around 10% as frequent as enemy vehicles
  • Less - around 40% as frequent as enemy vehicles
  • Slightly less - around 70% as frequent as enemy vehicles
  • Balanced - just as frequent as enemy vehicles
  • Slightly more - around 130% as frequent as enemy vehicles
  • More - around 160% as frequent as enemy vehicles
  • Much more (easier) - around 190% as frequent as enemy vehicles

Transport vehicle air/land balance
This option allows you to adjust the balance of infantry transport vehicles between air and land.
  • Prefer aircraft a lot - air 9x more likely
  • Prefer aircraft a little - air 4x more likely
  • Balanced - equal chance of air or land
  • Prefer land/sea a little - land 4x more likely
  • Prefer land/sea a lot - land 9x more likely

Adjust amount of ALL vehicles
This option allow you to turn up/down the spawn rates and maximum allowed for all vehicles (on both sides)
This options combines with the vehicle specific versions below to affect each vehicle type.
  • Very few - 20% of normal
  • Much less - 40% of normal
  • Less - 70% of normal
  • Normal
  • More - 130% of normal
  • Much more - 160% of normal

Adjust amount of attack ??????
This will allow you to turn up/down the spawn rates and max allowed for specific vehicle classes.
The ?????? types are: planes, helicopters, tanks, apcs, cars&trucks, ships.
  • None, and no transports either - this will disable transports as well at attack vehicles of this type
  • None - no attack vehicles will be used
  • Less - 1/2 as many as normal
  • Normal
  • More - 2x as many as normal
  • Much more - 3x as many as normal

Can vehicles be air dropped if no land routes found
If no land route is available to get to the contested objective, land vehicles can still be used by being dropped nearer the objective by parachute. You can disable this feature if desired. When disabled, only air/sea vehicles will be used when no land route is available. Sometimes this will be triggered if the land route is too long as well.

Can airplanes spawn even if side hasn't captured an airport
With this option, you can limit if a faction can use airplanes only if it has a captured airport. If not, it will not spawn any airplanes.
  • The mission marks captured airports on the map. Only airports defined in the maps config are considered. The mission looks at which side has a base closest to the airfield and that side is considered to have 'captured' the airport.
  • Placing the USS Freedom warship will give the players an airport and planes will spawn.
  • When disabled, planes can spawn from any base and are not limited by airports.

Should planes be less aggressive
This option makes slight changes to how airplanes patrol the skys. When they are 'fully aggressive' they tend to patrol larger areas and are able to more effectively utilize their weapons. When the are 'less aggressive' the patrol smaller areas and appear less aggressive. Adjust to your preference.

Should transport land/sea vehicles immediately despawn after unloading soldiers
By default transport vehicles return to their base after unloading troops. With this option enabled, the vehicle will just despawn after unloading troops to improve performance on lower end systems.

Note that there are also 'dual role' vehicles that transport troops and then become attack vehicles (tanks that can transport troops for example). These vehicles will not despawn after unloading troops.

Should transport aircraft have extra armor
Transport aircraft can easily be shot down on open maps if the infantry have AA missle launchers. This option gives the transports a bit better armor so they often require two hits to take down. This options (and the following two) can be useful if you notice the transport aircraft are not effective at delivering units.

How do transport helicopters unload troops
By default about 1/2 the helicopters land to unload and 1/2 drop the troops by parachute. With this option you can adjust this ratio.
  • Land and unload only - 100% land
  • Usually land - 75% land
  • Land or parachute - 50/50 land/parachute
  • Usually parachute - 75% parachute
  • Parachute to unload - 100% parachute

How far from objective zone do transports unload troops
This option sets the distance from an objective that transports unload troops.
The higher the number, the safer the unloading process but the further the troops need to go to get to the objective. On maps with short sight lines (lots of trees) shorter numbers are helpful. On wide open maps larger numbers may be needed to keep the troops safe through unloading.

---------- Friendly ----------
Number of friendly soldiers compared to the enemy
This is a critical option and is also available in game by talking to the officer in any base. This allows adjusting the game difficulty by changing the number of friendly infantry. The enemy number is defined by the option 'Approximate number of infantry on each side'. Here are how these values change the friendly infantry count:
  • None - there will be NO friendly infantry spawned. A few may show up as they exit damaged vehicles.
  • Hardly any (harder) 60% of enemy infantry count
  • Much less 70%
  • Less 80%
  • Slightly less 90%
  • Balanced 100%
  • Slightly more 110%
  • More 120%
  • Much more (easier) 130%
If you are playing the game and notice your side is having too hard or too easy of a time, just talk to the base officer and move the adjustment by one notch.

Skill of friendly AI squads
This sets the Arma ai skill level of friendly ai. It adjusts how quickly ai spot enemy, how quickly they react, how accurate they shoot, and so forth.
  • Beginner 40%
  • Competent 60%
  • Skilled 80%
  • Expert 100%
  • Use server settings - this will use the skill level set on the server

Max number of AI that can be added to player squads
You can add ai teammates to the players team by talking to the base officer. This option lets you set how many teammates will be allowed on each player squad. On more open servers this option may be necessary to keep players from creating enormous squads.
Note that you can split players into different squad at the base officer. This can be helpful for instance if two players want to each command a tank with ai crew.

Friendly Revive Available
The game offers the option for players who are unconscious to be revived by ai allies as well as other players. This feature also allows ai teammates (ai on the player's squad) to be knocked unconscious as well and can be revived by allies or players. This feature can be disabled with the option.
  • Yes - This feature is enabled
  • No, I use an ai revive mod - This feature will be disabled, but players will still fall unconscious if injured
  • No, I don't want any revive - Player unconsciousness is disabled. Players will respawn when injured too badly.

Should some friendly AI squads wait at base for players to deliver them
Some players enjoy working as transport crew. This option is for them. It allows some ally infantry to stay at the base awaiting transport by the players. When players get in vehicles that can transport infantry, nearby infantry will board the vehicle and then disembark when near an objective. Notice that vehicles include options on the mouse wheel to block or facilitate this behavior.

Allow teammate switch when player is down
When using the friendly revive system (see option two items above) the player can have the option to switch places with any ai teammates in his squad. The player will be where the ai is, and the ai will be unconscious where the player went down. The feature can be adjusted with this option.
  • No - this feature is disabled
  • Yes, player gets ai gear - this is a true swap as you will end up with the ai's gear, and he with yours.
  • Yes, player keeps player gear - this is a hybrid swap as you get to keep your loadout

Support: Player called artillery
This mission offers the feature to have players call in artillery support. This options adjusts the frequency that this feature can be called. The artillery called in will be mortar fire of a few rounds on the give location.

Support: Player called close air support
This mission offers the feature to have players call in Close Air Support (CAS). This options adjusts the frequency that this feature can be called. The player can call in CAS helicopter support or CAS plane bombing run at the set frequency.

---------- Enemy ----------
Enemy Difficulty
This sets the Arma ai skill level of enemy ai. It adjusts how quickly ai spot enemy, how quickly they react, how accurate they shoot, and so forth.
  • Casual 40%
  • Easy 60%
  • Hard 80%
  • Expert 100%
  • Use server settings - this will use the skill level set on the server

If showing groups is on, show enemy as well as friendly
With this option, you can choose to show known enemy squads on the map. The enemy squads shown are based on info known to the ai/player on the players side and is not completely accurate.
Note that showing the friendly (and enemy if enabled) icons on the map can be disabled using the radio command 0-8-2 if you want a cleaner map or just don't want to see that information.

How should enemy territory show on the map
The display of captured/enemy territory on the map can be adjusted with this option. You can have no indication, red/blue hashed circles around bases, or a line depicting the front between territories.

---------- Miscellaneous ----------
What kind of fast travel is allowed
Fast travel can be initiated at the base officer, from within a vehicle at the garage or repair pad, and in some cases from contested zone flags and garage pads.
  • Only between bases or from captured flags to bases - 'bases' refers to the previously captured zones and the 'captured flags' are fully blue contested objectives
  • As above plus: to captured flags - with this option you can fast travel to contested objectives with fully up blue flags
  • All above plus: paradrop near non-captured flags - this option adds the ability to be parachuted near objectives that you don't own.

Smaller Bases
As you capture zones, bases appear at the captured locations that allow you to spawn, rearm, get vehicles and such. This option allows you to limit this feature by making smaller bases without the random vehicles or with no base at all.
  • No, I like the random vehicles - this is the default with a full base with vehicles for you to use
  • Yes, I just use the garage - this removes the random vehicles but leaves the officer, mechanic, garage, and repair pad. This option can be easier on you computer if it is having trouble with the mission
  • Only one base on the map - this will only have the original base on the map. Ai will still spawn at the captured locations, but there will be no base for the player. This is the easiest on your computer but will require more travel time and other considerations you may find fun or annoying.

Should the capture status be shown on the UI
As objectives are captured, the flag in the area will raise and lower either blue (player's side) or red (enemy side) indicating it's status. The status is also shown on the screen as a red or blue bar and a letter (the first letter of the objective name). This on screen status can be shown on the right or left side of the screen or disabled with this option. Note that if the option 'How long should objectives be uncapturable after they are captured' is set above 0 then the status shown can include the word 'locked' while the zone is uncapturable.

Entering enemy zones causes red screen after how long
If you get too close to an enemy held base, your screen will turn red and a warning will appear. This feature was added instead of adding actual enemy forces defending these positions as that would be very hard on the games performance for a rarely needed effect. This option allows you to adjust this 'red screen' effect by determining how long before it appears if it appears at all.

Civilian presence
Choose if you want civilians in contested areas or not.

Virtual Arsenal
Choose what is available in the virtual arsenal cabinets at the base (also available at fully blue flags in the objectives).
  • Full - all weapons are available
  • Faction mod specific - all weapons from the DLC/Mod the faction is from are available
  • Faction specific - only weapons available to the faction are available

Use ACE Arsenal (if available)
This option only has effect if you have the ACE mod installed. This option allows you to use the ACE aresenal or the standard Arma aresneal.

Virtual Garage
The mission has a virtual garage feature that is accessed at the base officer or at captured but still contested objectives garage pads (shown as a blue car icon on the map). This option allows you to choose what is available in the virtual garage.
  • No - no virtual garage will be available, players will get vehicles from the randomly spawned vehicles in their bases
  • Yes, limited by 'vehicles used by ai' parameter - players have garage access to the same vehicles as the ai on their side (see 'Vehicles Used By AI' option above)
  • Yes, all vehicles - all vehicles are available to the players

Show billboard with base layout map
In the base is a billboard showing the layout of the base to help new players orient themselves. This option allows disabling this billboard once you are familiar with the base layout.

Headless Client
Allows enabling or disabling headless client support. Keeping it disabled if you don't use headless clients is better for performance.

Should player's face/voice match the faction or use player's default
This option allows you to choose what your player will look and sound like. It can match your arma default, or can be changed to match your chosen faction.

Volume of squad mate radio chatter
This options adjusts the volume of callouts by your ai teammates (or other players in your squad). This usually includes calling out enemy directions, 'where are you', or other phrases. With this option you can change the volume of this chatter.

Dead unit cleanup
To improve performance, the mission will delete dead units after a time. This option allows you to adjust this cleanup to be more or less aggressive depending upon the power of your server. Units are not normally deleted if players within 1500m, but it will scale that down if the number of dead units is over 200. There is also an option at the base officer to allow performing a 'clean up'.
  • None, - dead units are never deleted. Players who like to watch the war in Zeus mode might use this to keep from having units disappear as they are watching
  • Slow - units will be remove after 15 minute if no player is around, or after 1 hour even if players are still around
  • Normal - units will be remove after 4 minute if no player is around, or after 15 minutes even if players are still around
  • Aggressive - units will be remove after 30 seconds if no player is around, or after 4 minutes even if players are still around

Enable NVGs even on maps that don't have them
This option allow players to start with NVG even if their chosen faction doesn't have NVGs available.

Time of Day
This option allows choosing the time of day the mission will start with. This only has effect on new games since the time of day is saved with the mission.

Weather
This option allows choosing the weather for the mission. Weather is not saved, so you may get new weather each time the game is run.

Time Multiplier
This option allows setting how fast time moves in game. This will change how long the day/night cycle is.

View Distance
This option allows changing the view distance. Setting it too high can effect performance, however if you like sniping or flying, longer view distances are needed.

Stamina
This option allows enabling or disabling Arma's stamina system that cause you to get tired if you run too far or carry too much weight.
最后由 Skull 编辑于; 10 月 14 日 上午 9:48
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León 10 月 14 日 上午 10:29 
Amazing! I actually didn’t fully understand how respawn waves worked before, thank you so much, Skull! This is really helpful.
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