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Custom server difficulty and orbs

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Hello!

 

I setted a custom difficulty for the server with a server profile. But in-game with vanilla assets, there are orbs (green, white or red) on units. Like in regular. How can i fix that ? I searched everywhere..

 

Thanks you! 

 

Quote

class DifficultyPresets
{
    class CustomDifficulty
    {
        class Options
        {
            /* Simulation */
 
            reducedDamage = 0;        // Reduced damage
 
            /* Situational awareness */
 
            groupIndicators = 0;        // Group indicators (0 = never, 1 = limited distance, 2 = always)
            friendlyTags = 0;        // Friendly name tags (0 = never, 1 = limited distance, 2 = always)
            enemyTags = 0;            // Enemy name tags (0 = never, 1 = limited distance, 2 = always)
            detectedMines = 1;        // Detected mines (0 = never, 1 = limited distance, 2 = always)
            commands = 0;            // Commands (0 = never, 1 = fade out, 2 = always)
            waypoints = 0;            // Waypoints (0 = never, 1 = fade out, 2 = always)
 
            /* Personal awareness */
 
            weaponInfo = 1;            // Weapon info (0 = never, 1 = fade out, 2 = always)
            stanceIndicator = 1;        // Stance indicator (0 = never, 1 = fade out, 2 = always)
            staminaBar = 0;            // Stamina bar
            weaponCrosshair = 0;        // Weapon crosshair
            visionAid = 0;            // Vision aid
            peripheralVisionAid = 0;

            squadRadar = 0;            // Squad radar
 
            /* View */
 
            thirdPersonView = 0;        // 3rd person view
            cameraShake = 1;            // Camera shake
 
            /* Multiplayer */
 
            scoreTable = 1;            // Score table
            deathMessages = 0;        // Killed by
            vonID = 0;            // VoN ID
 
            /* Misc */
 
            mapContent = 0;            // Extended map content
            autoReport = 0;            // (former autoSpot) Automatic reporting of spotted enemied by players only. This doesn't have any effect on AIs.
            multipleSaves = 0;        // Multiple saves
            tacticalPing=0;
        };
 
        // aiLevelPreset defines AI skill level and is counted from 0 and can have following values: 0 (Low), 1 (Normal), 2 (High), 3 (Custom).
        // when 3 (Custom) is chosen, values of skill and precision are taken from the class CustomAILevel.
        aiLevelPreset = 3;
    };
 
    class CustomAILevel
    {
        skillAI = 0.60;
        precisionAI = 0.35;
    };
};

 

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Here's mine from my Dedi server:

 

Spoiler

difficulty="custom";
class DifficultyPresets
{
    class CustomDifficulty
    {
        class Options
        {
            reducedDamage=0;
            groupIndicators=1;
            friendlyTags=1;
            enemyTags=0;
            detectedMines=0;
            commands=0;
            waypoints=2;
            weaponInfo=1;
            tacticalPing=1;
            stanceIndicator=1;
            staminaBar=0;
            weaponCrosshair=0;
            visionAid=0;
            cameraShake=1;
            scoreTable=1;
            vonID=1;
            mapContent=1;
            autoReport=0;
            multipleSaves=0;
            thirdPersonView=1;
            deathMessages=1;
        };
        aiLevelPreset=3;
    };
    class CustomAILevel
    {
        skillAI=0.2;
        precisionAI=0.1;
    };
};

 

of course you can add or remove from that list as you need.

 

 

And in you server .cfg file you should have this:
 

Spoiler

 

forcedDifficulty="custom";

 

or 

 

difficulty="custom";

 

 

after your mission whitelist or missions cycle ,  however your running your missions

 

 

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