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Riffer

Nível de dificuldade Arma 3 vs 1.58

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Boas, não sei se já notaram as alterações com o último update. Pois, há algo que me perturba e não tendo 100% de certezas posso adiantar, que o nível de dificuldade configurado no servidor não é propriamente aquele que vamos jogar, mas sim aquele nível que temos configurado nos nossos pc's.

 

Pois configurei a minha máquina para Recruit e fui ao Patrol Ops...

 

1461326824-U579.jpg

 

Agora a pergunta, será possível corrigir o facto de os veículos aparecerem, e dos inimigos também, nos servidores? Ou agora com o update podemos escolher em que nível queremos jogar?

 

E outra coisa...agora não se consegue alterar o nível de dificuldade de uma missão no servidor...quando escolhemos um mapa, uma missão, o nível de dificuldade desapareceu. lol

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Este ultimo update é a fase 2 do "arma 3 diffculty Overhaul", basicamente é a total alteração do sistema de dificuldade que conhecemos. São 3 fases de implementação, este último update é a 2º fase e acho que a 3ª fase será com o lançamento do APEX.

 

Pelo que li, com a introdução desta 2ª fase é bem provável que as definições de dificuldade actuais nos servidores não estejam a funcionar porque tem que ser substituídas pelo novo método. Tenho que ler, ler, ler, configurar e testes.... para perceber o que é que funciona e como funciona.

 

 

 

 

 

Arma 3 Difficulty Overhaul
 
 

Update 1.58 (#RoadToApex) comes with an overhaul of difficulty settings for Arma 3. Arma 3 Difficulty Menu describes previous state and should be kept for reference as all the previous setting is going to be available for sake of backwards compatibility. There should be multiple phases of overhaul.

Phase 1
  • Class CfgDifficulties will be left in config for backwards compatibility. Game will use class CfgDifficultyPresets from now on. Because of this and change of particular flags, it is recommended for both client and server to use the new exe, so the difficulty in MP works flawlessly (if the versions won't match, MP will work, but certain flags may not be enforced on clients).
  • Transform difficulty levels to presets (i. e. unlike the current state, each preset will have exactly defined values, if they don't match, preset will be changed to Custom).
  • Reduce number of presets to three plus Custom to simplify choosing of difficulty. Recruit and Regular will be mostly identical to what they were, Veteran will use the values of former Elite.
  • Vision Aid flag will be added. It shows "bubbles" which help to spot units. Before it was available only in config and enabled on Recruit difficulty.
  • Unlimited Saves flag will be set to Enabled on Regular difficulty.
  • VON ID will be set to Enabled on all difficulties, since by default we want to know who's speaking.
  • Clock Indicator flag will be removed. Clock Indicator was switched off long time ago, only the flag remained in code.
  • Game Options button and difficulty indicator in MP Create Game dialogue. The button will allow users to set difficulty flags without shutting down the server.
Phase 2
  • Difficulty options will be divided to groups and some of them renamed for better comprehensibility.
  • Extended HUD Info will be split to:
    • Weapon Info (weapon, magazine and round count in the top right corner of the screen).
    • Commands (command and informational icons displayed in the 3D space - heal, get in, injured in etc.).
  • Instead of separate options for displaying UI elements permanently, ComboBoxes with multiple values (Show, Hide, Fade out or Limited distance) will be introduced. Work on them is currently in progress and will be finished in Phase 3.
  • Indicator of required position in formation will become part of Group Indicators.
  • AI sliders will be visible on all of the AI Level presets.
  • UI helpers in the 3D space that fade out (commands, waypoints) will be able to be brought back by the J key, the same way as the new tasks do.
  • Auto Guide AT will be removed, since it has no impact on ammunition guidance. Moreover it influences target marker (square) and lock indicator (diamond) of various weapons, which should be part of the weapon itself not difficulty. From now on, the target marker and lock indicator will be dependent purely on canLock parameter of the weapon in a following way:
    • canLock == 0 - indicator is hidden
    • canLock == 1 - indicator is hidden (left only for backwards compatibility)
    • canLock == 2 - indicator is shown
  • Parameters in class Flags in CfgDifficultyPresets will be changed (names, their count, some of them will have int value instead of bool) according to the needs of the new system. Class Flags will be renamed to class Options to reflect the new state.
  • Script command difficultyEnabled connected to the former difficulty system will become obsolete and will always return false.
  • New script command difficultyOption will be added instead.

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E é a confusão total ! Ninguém consegue perceber ou colocar o novo sistema de dificuldades.

A BIS outra vez no seu melhor... começo a perder a paciência para isto. 

 

 

 

Nobody asked for this change, and the only people that this'll make happier are idiots who don't set custom difficulty on their AI.

 

BI, just remove this, it's not fun, it's annoying and has caused me 10 hours of work to figure out how in the hell to make it work.

(I still haven't, mind)

 

 

 

What about those who run servers without any set mission cycle or who change missions using #missions? And if can't use the name "Custom" how do we actually set a selectable difficulty profile? Having a mission cycle is out of the question for our group, and I'm sure many others.

 

Our group allows any member to make missions. These are loaded via the mission selection screen. For us these changes mean we can no longer set a defined difficulty because members can just randomly change/edit it. And now people need to be able reboot the server frequently because once a mission is loaded and you go back to the selection screen with #missions, you get stuck with Regular difficulty.

 

Under the old system, we had all difficulties set the same. There was effectively "one" difficulty, members loading missions couldn't change it or break it, no reboot was required between missions. This new system, for us, has brought nothing of use and removed every tool that allowed us to control difficulty settings.

 

 

We are using this same system as described above. This is unacceptable that this change has almost no documentation. 

 

Anyone has maybe "quick and dirty" way to overhaul this superb Difficulty Overhaul?

 

 

I will add to this that if you were already in a mission when you type #missions, it will be stuck on Regular difficulty and the Difficulty tab will be disabled until the next server reboot. I have discovered a workaround - select a mission and go to the slotting screen, then do #missions again and go back to the Game Options to see the Difficulty tab is unlocked again.

 

What groups like ours really need is the ability to tell the server via the config or profile to always default to a single difficulty preset (custom or otherwise) and for it to optionally make the settings "read only". That would actually be an improvement over how it was previously.

 

Right now the only solution I've got for members is a topic on our forums with the 23(!!!!!!) options they need to make sure are correctly set. This isn't a practical solution.

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Micro,... porque é que não falas comigo!?!?!? Heim!? Estás chateado!?!?! :D

Para já só consigo alterar as definições de dificuldade das missões no servidor, segundo só consigo atribuir o nível de dificuldade para as missões no servidor!

Para tal, entras no servidor como admin escreves #missons e em baixo ao centro tens 'Game Options', separador 'Dificulty Level', escolhes o nível que pretendes ou se quiseres personalizar escolhes 'Custom' e alteras o que quiseres. A opção que escolheres é a que fica default para todas as missões até reiniciares o servidor onde tens de escolher o nível de dificuldade no início novamente. ;)

Qualquer dúvida apita!

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Neste momento estamos a fazer uma Campanha elaborada por um dos nossos elementos, posso falar com ele de forma a encaixar-vos. :D

Mas temos jogado tarde arrancamos sempre perto das 23h e a terminar perto das 2h! Eu sei que é um entrave para a maioria da malta por aqui por isso não tenho falado grande coisa!

Mas pode-se combinar qq coisa rápida e simples durante a semana!

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