Server basics - dukee02/Arma3_CTI GitHub Wiki

In our VIO-BECTI you have a lot options to setup you mission you've like to play, make it easier or harder, if you have a very good server you can let more units spawn and so on. But before you can set it up this you have to know how to setup a Arma3 server from scratch, these two links will tell you everyting about that.

  1. Basic Arma3 server setup required: https://community.bistudio.com/wiki/Arma_3:_Dedicated_Server
  2. For a advanced server config you need to have knowledge about this parts: https://community.bistudio.com/wiki/Arma_3:_Server_Config_File

BECTI Vanilla

In vanilla most of the parameters are the basic ones you can find in other BECTIs too. Only a few are specific for it.

Module: VAM (Vehicle Appearance Manager)

This module by UNIT_normal adds a menue what can change the vehicle appearance in the mission (camo, cosmetic items)

  • 0 "Disabled"
  • 1 "Enabled"

default: CTI_VAM_MODULE = 0;

  • apply after loading: YES

Main Camo

Changes the mainly used camo and the starting camo of players.

  • 0 "Standard"
  • 1 "Jungle (APEX)"
  • 4 "both (Main = Standard)"}

default: CTI_CAMO_ACTIVATION = 0;

  • apply after loading: YES

INDEPENDENT Town Nation

Set the nation on "green" towns.

  • 0 "AAF"
  • 1 "LDF"

default: CTI_GUER_TOWNS = 0;

  • apply after loading: YES

FLAG: Flagtexture of the West-Side";

Changes the flagtextures of camps and depots for all towns hold by this side.

  • 0 "Standard Blue"
  • 1 "NATO"
  • 2 "CSAT"
  • 3 "AAF"
  • 4 "CTRG"
  • 5 "FIA"
  • 6 "US"
  • 7 "UK"
  • 8 "UNO"
  • 9 "LDF"
  • 10 "Livonia"

default: CTI_WEST_FLAG = 0;

  • apply after loading: YES

FLAG: Flagtexture of the East-Side

  • see West-Side

default: CTI_EAST_FLAG = 0;

  • apply after loading: YES

FLAG: Flagtexture of the Independent-Side

  • see West-Side

default: CTI_GUER_FLAG = 0;

  • apply after loading: YES

BECTI SPE IFA3

Modules: Additional Modules to activate

  • 0 "Disabled"
  • 1 "Igiload"
  • 2 "Vehicle Appearance Module"
  • 3 "Igiload + Vehicle Appearance Module"

default: CTI_ADD_MODULE = 0;

  • apply after loading: YES

All BECTIs

The parameters setup you can use for all versions of our CTI.

PERSIST: Mode

Set the amount of saves you will store on your server, from one single save for ALL VIO-BECTIs up to store every map and ara in a single save. If you play local don't click on "continue" with this option enabled! To reset the mission and start new use the "reset" option once (to reset the right save simply use the negated save option). All saves got stored in the server.vars.armaprofile file locates same as this file: https://community.bistudio.com/wiki/server.armaprofile deleteing this file will also reset the mission.

  • -3 Reset save, 1 save for each mission file mode
  • -2 Reset save, 1 save for each type of BECTI mission (ww2, Cold war, vanilla)
  • -1 Reset Save, 1 Save that applies to all BECTI Missions regardless of type
  • 0 Disabled
  • 1 Enabled Save, 1 Save that applies to all BECTI Missions regardless of type
  • 2 Enabled save, 1 save for each type of BECTI mission (ww2, Cold war, vanilla)
  • 3 Enabled save, 1 save for each mission file mode

default: CTI_PERSISTANT = 0;

PERSIST: Save periode in seconds

Simply sets the periode the save should sheduled (but can be delayed on larger serverload)

  • 300 "5min"
  • 600 "10 min"
  • 900 "15 min"
  • 1200 "20 min"
  • 1500 "25 min"
  • 1800 "30 min"
  • 2700 "45 min"
  • 3600 "60 min"

default: CTI_SAVE_PERIODE = 900;

PERFORMANCE: Performance check and helpers

On active Persistence, log unit infos to .rpt and maybe disband stuck AI teams

  • 0 "Disabled"
  • 1 "only Information"
  • 2 "Enabled AI disbanding"

default: CTI_PERFORMANCE_CHECK = 1;

  • apply after loading: YES

UPGRADE: Max Level Gear

Sets the max allowed researchable tech for both sides.

  • 0 - 9 (depends on activated stuff, gets adjust to lower)
  • 10 "Automatic Maximum"

default: CTI_ECONOMY_LEVEL_GEAR = 10;

  • apply after loading: YES, if loaded research is lower

UPGRADE: Max Level Infantry

Sets the max allowed researchable tech for both sides.

  • 0 - 9 (depends on activated stuff, gets adjust to lower)
  • 10 "Automatic Maximum"

default: CTI_ECONOMY_LEVEL_INFANTRY = 10;

  • apply after loading: YES, if loaded research is lower

UPGRADE: Max Level Wheeled

  • -1 "Disable this units"
  • 0 - 9 (depends on activated stuff, gets adjust to lower)
  • 10 "Automatic Maximum"

default: CTI_ECONOMY_LEVEL_WHEELED = 10;

  • apply after loading: YES, if loaded research is lower

UPGRADE: Max Level Tracked

  • -1 "Disable this units"
  • 0 - 9 (depends on activated stuff, gets adjust to lower)
  • 10 "Automatic Maximum"

default: CTI_ECONOMY_LEVEL_TRACKED = 10;

  • apply after loading: YES, if loaded research is lower

UPGRADE: Max Level Naval

  • -1 "Disable this units"
  • 0 - 9 (depends on activated stuff, gets adjust to lower)
  • 10 "Automatic Maximum"

default: CTI_ECONOMY_LEVEL_NAVAL = 10;

  • apply after loading: YES, if loaded research is lower

UPGRADE: Max Level Air

  • -1 "Disable this units"
  • 0 - 9 (depends on activated stuff, gets adjust to lower)
  • 10 "Automatic Maximum"

default: CTI_ECONOMY_LEVEL_AIR = 10;

  • apply after loading: YES, if loaded research is lower

UNITS_UPGRADE: Aircraft Basic equipment

Sets the max reseachable tier of unguided rocket and bombs

  • -1 "No basic Rockets/Bombs"
  • 0 - 9 (depends on activated stuff, gets adjust to lower)
  • 10 "Automatic Maximum"

default: CTI_VEHICLES_AIR_FFAR = 10;

  • apply after loading: YES, if loaded research is lower

UNITS_UPGRADE: Aircraft AA Missiles

  • -1 "No AA Missiles"
  • 0 - 9 (depends on activated stuff, gets adjust to lower)
  • 10 "Automatic Maximum"

default: CTI_VEHICLES_AIR_AA = 10;

  • apply after loading: YES, if loaded research is lower

UNITS_UPGRADE: Aircraft advanced AT Missiles

  • -1 "No advanced AT Missiles"
  • 0 - 9 (depends on activated stuff, gets adjust to lower)
  • 10 "Automatic Maximum"

default: CTI_VEHICLES_AIR_AT = 10;

  • apply after loading: YES, if loaded research is lower

UPGRADE: Max Level Defense

  • 0 - 9 (depends on activated stuff, gets adjust to lower)
  • 10 "Automatic Maximum"

default: CTI_ECONOMY_LEVEL_DEFENSE = 10;

  • apply after loading: YES, if loaded research is lower

UPGRADE: Pre researched Factory level

(Barracks,Wheeled,Tracked,Air,Naval,Gear)

  • 0 - 9 "start with level x (or max)"

default: CTI_FACTORY_LEVEL_PRESET = 0;

  • apply after loading: NO

UPGRADE: Pre researched level

(Air FFAR,Air AT,Air AA,Towns,Supply,Defense)

  • 0 - 9 "start with level x (or max)"
  • 111000 The level presets ar special parameters, in the background only on dedicated servers you can set them more precisely. To do this start with a leading 1 followed for the other 6 digits a values of 1-9. If the first digit isn't a 0 you can ignore the leading 1 to have only 6 digits like the default value.

default: CTI_ECONOMY_LEVEL_PRESET = 111000;

  • apply after loading: NO

UPGRADE: Max Time needed for upgrades

(concerns higher tier upgrades)

  • 300 "300s"
  • 400 "400s"
  • 500 "500s"
  • 600 "600s"
  • 700 "700s"
  • 800 "800s"
  • 900 "900s"
  • 1000 "1000s"
  • 1100 "1100s"
  • 1200 "1200s"

default: CTI_ECONOMY_UPGRADE_TIMECAP = 600;

  • apply after loading: YES

UPGRADE: Buildtime multiplier

min = base/2 | max = base*20 (times base = Inf:[2s]|Wheeled,Ship:[5s]|Tracked,Air:[10s])

  • 1 - 6
  • 8
  • 10

default: CTI_ECONOMY_TIME_MULTI = 4;

  • apply after loading: YES

AI: Keep units on JIP

  • 0 "No"
  • 1 "Yes"

default: CTI_AI_TEAMS_JIP_PRESERVE = 0;

  • apply after loading: YES

AI: Commander

  • 0 "Disabled"
  • 1 "Enabled"

default: CTI_AI_COMMANDER_ENABLED = 1;

  • apply after loading: YES

AI: Team Size (Player)";

  • 2,4,6,8,10,12,14,16,18,20,22,24,26,28,30,35,40,45,50,60,70,80,90,100

default: CTI_AI_PLAYER_TEAMS_GROUPSIZE = 10;

  • apply after loading: YES

AI: Skill (all AI units)";

  • 0 "Novice"
  • 1 "Rookie"
  • 2 "Recruit"
  • 3 "Veteran"
  • 4 "Expert"

default: CTI_AI_SKILL_BASE = 2;

  • apply after loading: YES

BASE: Maximum Size (Area)

  • 0 - 8

default: CTI_BASE_AREA_MAX = 4;

  • apply after loading: YES

BASE: Auto Manned Defenses

  • 0,5,10,15,20,25,30,35,40,45,50

default: CTI_BASE_DEFENSES_AUTO_LIMIT = 30;

  • apply after loading: YES

BASE: Auto Defenses Range in m

  • 50,100,150,200,250,300,350,400,450,500,600,700,800,900,1000

default: CTI_BASE_DEFENSES_AUTO_RANGE = 500;

  • apply after loading: YES

BASE: HQ Deploy Cost in Supply

  • 500,600,700,800,900,1000,2000,3000,4000,5000,10000

default: CTI_BASE_HQ_DEPLOY_COST = 1000;

  • apply after loading: YES

BASE: HQ Repairable

  • 0 "Disabled"
  • 1 "Enabled"

default: CTI_BASE_HQ_REPAIR = 1;

  • apply after loading: YES

BASE: Structure resell ratio in %

  • 0,10,20,30,40,50,60,70,80,90,100

default: CTI_BASE_STRUCTURE_RESELL_RATIO = 50;

  • apply after loading: YES

BASE: Handle Building destruction

  • 0 "delete building"
  • 1 "repair building, no penalty"
  • 2 "repair building with full prise, if can paied"
  • 3 "repair building with half prise, if can paied"

default: CTI_BASE_BUILDING_DAMAGE_SYSTEM = 0;

  • apply after loading: YES

BASE: FOB Limit

  • 0 - 10

default: CTI_BASE_FOB_MAX = 6;

  • apply after loading: YES

BASE: Start Near towns

  • 0 "Disabled"
  • 1000 "1 KM"
  • 2000 "2 KM"
  • 3000 "3 KM"
  • 4000 "4 KM"

default: CTI_BASE_START_TOWN = 2000;

  • apply after loading: YES

BASE: Start-up Placement";

  • 100000 "Use Default"
  • 1000 "1 KM"
  • 2000 "2 KM"
  • 4000 "4 KM"
  • 6000 "6 KM"
  • 8000 "8 KM"
  • 10000 "10 KM"

default: CTI_BASE_STARTUP_PLACEMENT = 6000;

  • apply after loading: YES

BASE: Worker Limit

(Automatical repairs Buildings and Vehicles over time)

  • 5,10,15,20,30,40,50

default: CTI_BASE_WORKERS_LIMIT = 20;

  • apply after loading: YES

INCOME: Delay

  • 30 "30 Seconds"
  • 45 "45 Seconds"
  • 60 "01:00 Minutes"
  • 90 "01:30 Minutes"
  • 120 "02:00 Minutes"
  • 150 "02:30 Minutes"
  • 180 "03:00 Minutes"
  • 300 "05:00 Minutes"

default: CTI_ECONOMY_INCOME_CYCLE = 120;

  • apply after loading: YES

INCOME: Currency

  • 0 "Money and Supply"
  • 1 "only Money"

default: CTI_ECONOMY_CURRENCY_SYSTEM = 0;

  • apply after loading: YES

INCOME: Bounty upon entity killed";

  • 0 "0% disabled"
  • 10,20,...,60 "10%","20%",...,"60%"

default: CTI_VEHICLES_BOUNTY = 40;

  • apply after loading: YES

INCOME: Starting Funds (East Commander)

  • 10000,15000,20000,25000,30000,35000,40000,45000,50000,60000,80000,100000,200000,300000,400000,500000,600000,700000,800000

default: CTI_ECONOMY_STARTUP_FUNDS_EAST_COMMANDER = 50000;

  • apply after loading: NO

INCOME: Starting Funds (East Players)

  • 4000,5000,6000,8000,10000,12500,15000,20000,30000,35000,40000,45000,50000,60000,70000,80000,90000,100000

default: CTI_ECONOMY_STARTUP_FUNDS_EAST = 20000;

  • apply after loading: NO

INCOME: Starting Supply (East)";

  • 3000,5000,7000,9000,10000,20000,25000,50000,75000,110000,130000,150000,170000,200000,300000

default: CTI_ECONOMY_STARTUP_SUPPLY_EAST = 25000;

  • apply after loading: NO

INCOME: Starting Funds (West Commander)

  • 10000,15000,20000,25000,30000,35000,40000,45000,50000,60000,80000,100000,200000,300000,400000,500000,600000,700000,800000

default: CTI_ECONOMY_STARTUP_FUNDS_WEST_COMMANDER = 50000;

  • apply after loading: NO

INCOME: Starting Funds (West Players)

  • 4000,5000,6000,8000,10000,12500,15000,20000,30000,35000,40000,45000,50000,60000,70000,80000,90000,100000

default: CTI_ECONOMY_STARTUP_FUNDS_WEST = 20000;

  • apply after loading: NO

INCOME: Starting Supply (West)

  • 3000,5000,7000,9000,10000,20000,25000,50000,75000,110000,130000,150000,170000,200000,300000

default: CTI_ECONOMY_STARTUP_SUPPLY_WEST = 25000;

  • apply after loading: NO

INCOME: Towns Occupation

Stops the income of this town as long as its occupied.

  • 0 "Disabled"
  • 1 "Enabled"

default: CTI_ECONOMY_TOWNS_OCCUPATION = 0;

  • apply after loading: YES

COST: Weapons and Ammo

The cost of Weapons mainly gets calculated with the baseprise set here, the level of the weapon and the level mulitplier. For ammo, the bullet count and caliber has an influence too.

  • 10,20,40,50,75,100,150,200,250,300,350,400,500

default: CTI_ECONOMY_PRIZE_WEAPONS = 75;

  • apply after loading: YES

COST: Equipment (Uniforms, Vests, ...)

The cost of items mainly gets calculated with the baseprise set here, the level of the item and the level mulitplier if set.

  • 10,20,40,50,75,100,150,200,250,300,350,400,500

default: CTI_ECONOMY_PRIZE_EQUIPMENT = 50;

  • apply after loading: YES

COST: Infantry

The cost of infantry units mainly gets calculated with the baseprise set here, the level of the unit and the level mulitplier if set.

  • 50,75,100,150,200,250,300,350,400,500,750,1000,1250,1500,1750,2000

default: CTI_ECONOMY_PRIZE_INFANTRY = 100;

  • apply after loading: YES

COST: Wheeled

The cost of wheeled/light units mainly gets calculated with the baseprise set here, the level of the unit and the level mulitplier if set.

  • 200,500,1000,1500,2000,3000,4000,5000,7500,10000

default: CTI_ECONOMY_PRIZE_WHEELED = 500;

  • apply after loading: YES

COST: Tracked

The cost of tracked/heavy units mainly gets calculated with the baseprise set here, the level of the unit and the level mulitplier if set.

  • 500,1000,1500,2000,3000,4000,5000,7500,10000,12500,15000,17500,20000,25000

default: CTI_ECONOMY_PRIZE_TRACKED = 5000;

  • apply after loading: YES

COST: Air

The cost of air units mainly gets calculated with the baseprise set here, the level of the unit and the level mulitplier if set.

  • 1000,2000,3000,4000,5000,7500,10000,12500,15000,17500,20000,30000,40000,50000,60000,70000,80000,100000

default: CTI_ECONOMY_PRIZE_AIR = 3000;

  • apply after loading: YES

COST: Naval

The cost of naval units mainly gets calculated with the baseprise set here, the level of the unit and the level mulitplier if set.

  • 200,500,1000,1500,2000,3000,4000,5000,7500,10000

default: CTI_ECONOMY_PRIZE_NAVAL = 500;

  • apply after loading: YES

COST: Level Multiplier

An multipier what adjust all kind of cost in the same way, gets added with the basic calculation.

  • 50,100,200,300,400,500,600,700,800,900,1000 in % divided 10

default: CTI_ECONOMY_LEVEL_MULTI = 400;

  • apply after loading: YES

COST: Research Multiplier

An multipier for the reseach costs to adjust all kinds of research.

  • 50,100,200,300,400,500,600,700,800,900,1000,1500,2000 in % divided 10

default: CTI_ECONOMY_RESEARCH_MULTI = 1000;

  • apply after loading: YES

COST: Additional Price for armed units (adds prize*level)

An special additional price for units with a larger impact to the ballance like MBTs or strong planes.

  • 100,200,300,500,1000,1250,1500,1750,2000,3000,5000,7500,10000

default: CTI_ECONOMY_PRIZE_ARMED = 5000;

  • apply after loading: YES

WEATHER: Inital Time

  • -6 "12 AM | 0:00"
  • -5 "1 AM | 1:00"
  • -4 "2 AM | 2:00"
  • -3 "3 AM | 3:00"
  • -2 "4 AM | 4:00"
  • -1 "5 AM | 5:00"
  • 0 "6 AM | 6:00"
  • 1 "7 AM | 7:00"
  • 2 "8 AM | 8:00"
  • 3 "9 AM | 9:00"
  • 4 "10 AM | 10:00"
  • 5 "11 AM | 11:00"
  • 6 "12 PM | 12:00"
  • 7 "1 PM | 13:00"
  • 8 "2 PM | 14:00"
  • 9 "3 PM | 15:00"
  • 10 "4 PM | 16:00"
  • 11 "5 PM | 17:00"
  • 12 "6 PM | 18:00"
  • 13 "7 PM | 19:00"
  • 14 "8 PM | 20:00"
  • 15 "9 PM | 21:00"
  • 16 "10 PM | 22:00"
  • 17 "11 PM | 23:00"
  • 18 "Random"

default: CTI_WEATHER_INITIAL = -1;

  • apply after loading: YES

WEATHER: Day Duration

  • 1,2,3,4,5,6,7,8,9,10,11,12 hours

default: CTI_WEATHER_FAST = 12;

  • apply after loading: YES

WEATHER: Night Duration

  • 1,2,3,4,5,6,7,8,9,10,11,12 hours

default: CTI_WEATHER_FAST_NIGHT = 1;

  • apply after loading: YES

WEATHER: Simple presets

  • 0 "Sunny start, random normal weather"
  • 1 "Sunny"
  • 2 "normal light weather"
  • 3 "complete random"

default: CTI_WEATHER_CHANGES = 1;

  • apply after loading: YES

ARTILLERY: Setup

  • -2 "Disabled"
  • -1 "Ballistic Computer"
  • 5000,10000,15000,20000,30000,40000,120000 "range in meters (can make units unusable)"

default: CTI_ARTILLERY_SETUP = 15000;

  • apply after loading: YES

ARTILLERY: Delay between each fire mission

  • 0,60,120,180,240,300,600 in seconds

default: CTI_ARTILLERY_TIMEOUT = 180;

  • apply after loading: YES

GAMEPLAY: Kick Team Stackers

  • 0 "Disabled"
  • 1-5 "+x Player Advantage"

default: CTI_GAMEPLAY_TEAMSTACK_DISABLE = 0;

  • apply after loading: YES

GAMEPLAY: Kick Team Swappers

  • 0 "Disabled"
  • 1 "Enabled"

default: CTI_GAMEPLAY_TEAMSWAP_DISABLE = 0;

  • apply after loading: YES

GAMEPLAY: Fieldrepair

Fieldrepair is a option by [STELS]Zealot to repair a vehicle once for free on the field witout an repair vehicle rearby.

  • 0 "Disabled"
  • 1 "Enabled"

default: CTI_FIELDREPAIR_ENABLED = 0;

  • apply after loading: YES

Arma3 Revive Mode

See: https://community.bistudio.com/wiki/Arma_3:_Revive

  • 0 Disabled
  • 1 Enabled for all players

default: REVIVE_MODE = 0;

  • apply after loading: YES

Arma3 Unconscious State Mode

See part Damage Modeling: https://community.bistudio.com/wiki/Arma_3:_Revive

  • 0 Basic
  • 1 Advanced

default: UNCONSCIOUS_STATE_MODE = 0;

  • apply after loading: YES

RESPAWN: AI Members

Can you take over an AI team member?

  • 0 "Disabled"
  • 1 "Enabled"

default: CTI_RESPAWN_AI = 1;

  • apply after loading: YES

RESPAWN: Camps

Say who can respawn on the town camps.

  • 0 "Disabled"
  • 1 "Classic"
  • 2 "Nearby Camps"
  • 3 "Occupation Only"

default: CTI_RESPAWN_CAMPS_MODE = 1;

  • apply after loading: YES

RESPAWN: Enemy near

Prevents respawn if enemys are near or not.

  • 0 "Disabled"
  • 1 "West | East"
  • 2 "West | East | Resistance"

default: CTI_RESPAWN_CAMPS_RULE_MODE = 2;

  • apply after loading: YES

RESPAWN: Delay

  • 15,20,25,30,35,40,45,50,55,60 in Seconds

default: CTI_RESPAWN_TIMER = 20;

  • apply after loading: YES

RESPAWN: Penalty

Say what your death costs you to get your gear back.

  • 0 "Disabled"
  • 1 "Default Gear"
  • 2 "Full Gear Price"
  • 3 "1/2 Gear Price"
  • 4 "1/4 Gear Price"

default: CTI_RESPAWN_PENALTY = 2;

  • apply after loading: YES

RESPAWN: Structure Range (FOB/Town camps)

Sets the respawn range.

  • 500,750,1000,1500,2000,2500,3000,4000 in Meters

default: CTI_RESPAWN_FOB_RANGE = 1000;

  • apply after loading: YES

RESPAWN: Mobile

  • 0 "Disabled"
  • 1 "Enabled"

default: CTI_RESPAWN_MOBILE = 1;

  • apply after loading: YES

RESPAWN: Mobile Range (AI/Medical vehicles)

  • 50,100,150,200,250,300,350,400,450,500,550,600,650,700,750,800,850,900,950,1000,1500,2000 in Meters

default: CTI_RESPAWN_MOBILE_RANGE = 600;

  • apply after loading: YES

TOWNS: Amount

How many towns are active on the map, see the map entry to check the differences.

  • 0 "Extra Small"
  • 1 "Small"
  • 2 "Large"
  • 3 "SpecialMode 1 (Full if no setup defined)"
  • 4 "SpecialMode 2 (Full if no setup defined)"
  • 5 "SpecialMode 3 (Full if no setup defined)"
  • 6 "SpecialMode 4 (Full if no setup defined)"
  • 7 "SpecialMode 5 (Full if no setup defined)"
  • 8 "SpecialMode 6 (Full if no setup defined)"
  • 9 "Full"

default: CTI_TOWNS_AMOUNT = 9;

  • apply after loading: YES

TOWNS: Camps

Prevents camp spawns.

  • 0 "Disabled"
  • 1 "Enabled"

default: CTI_TOWNS_CAMPS_CREATE = 1;

  • apply after loading: YES

TOWNS: Capture Mode (Camps)

What is needed to capture the towns main depot.

  • 0 "Classic"
  • 1 "Threshold"
  • 2 "All Camps are Required"

default: CTI_TOWNS_CAPTURE_MODE = 1;

  • apply after loading: YES

TOWNS: Equipment Purchase

Changes if you can purchase equipment in towns and where.

  • 0 "Disabled"
  • 1 "Camps"
  • 2 "Depot"
  • 3 "Camps and Depot"

default: CTI_TOWNS_GEAR = 2;

  • apply after loading: YES

TOWNS: Protection Range for Base building

Prevents base building near towns.

  • 0,100,250,500,750,1000,1250,1500 in Meters

default: CTI_TOWNS_BUILD_PROTECTION_RANGE = 0;

  • apply after loading: YES

TOWNS: Max Time before town units despawn

How long stay the town active before the units despawn.

  • 300,600,900,1200,1500,1800 in Seconds

default: CTI_TOWNS_ACTIVE_TIME = 300;

  • apply after loading: YES

TOWNS: Occupation

The max amount of units can spawn for these towns.

  • 0 "Disabled"
  • 1 "Light"
  • 2 "Medium"
  • 3 "Hard"
  • 4 "Impossible"

default: CTI_TOWNS_OCCUPATION = 2;

  • apply after loading: YES

TOWNS: Independent

The max amount of units can spawn for these towns.

  • 0 "Disabled"
  • 1 "Light"
  • 2 "Medium"
  • 3 "Hard"
  • 4 "Impossible"

default: CTI_TOWNS_RESISTANCE = 1;

  • apply after loading: YES

TOWNS: Purchase Infantry

Set if you can hire soldiers in towns.

  • 0 "Disabled"
  • 1 "Enabled"

default: CTI_UNITS_TOWN_PURCHASE = 1;

  • apply after loading: YES

TOWNS: Distance of precaptured Towns

Applies on Startingmodes with [Border] tag.

  • 0,1000,2000,3000,4000,5000,6000,7000,8000,9000,10000,12000,15000 in Meters

default: CTI_TOWNS_CAPTURED_DISTANCE = 2000;

  • apply after loading: NO

TOWNS: Starting Mode

Sets the startup town splitting between the sides.

  • -1 "pre defined"
  • 0 "Resistance"
  • 1 "50% East, 50% West"
  • 2 "Nearby Towns"
  • 3 "Random Towns (25% East, 25% West, 50% Res)"
  • 4 "Coop at East side [Border]"
  • 5 "Coop at East side, rest 50:50 [Border]"
  • 6 "Coop at East side, rest 50:50 shuffled [Border]"
  • 7 "Coop at West side [Border]"
  • 8 "Coop at West side, rest 50:50 [Border]"
  • 9 "Coop at West side, rest 50:50 shuffled [Border]"

default: CTI_TOWNS_STARTING_MODE = 0;

  • apply after loading: NO

TOWNS: Vehicle Lock

Sets if the town vehicles are locked, to prevent stealing these.

  • 0 "Unlocked"
  • 1 "Locked (Independent)"
  • 2 "Locked (Occupation)"
  • 3 "Locked (Independent and Occupation)"

default: CTI_TOWNS_VEHICLES_LOCK = 0;

  • apply after loading: YES

UNITS: Show Map Infantry

Shows a small yellow infantry marker on the map for your sides infantry units,

  • 0 "Disabled"
  • 1 "Enabled"

default: CTI_MARKERS_INFANTRY = 0;

  • apply after loading: YES

UNITS: Stamina Systems

Disables some parts of the Arma3 stamina and weapon sway system.

  • 0 "Enabled"
  • 1 "Disabled Fatigue" You can run without pause.
  • 2 "+ disable stamina (weapon sway)" Longer running/walking without weapon sway, no longer get out of breath.
  • 3 "+ disabled -AimPrecision- coefficient" Stops the weapon sway in wrong stances for this weapon.

default: CTI_UNITS_FATIGUE = 0;

  • apply after loading: YES

Units: Independent Salvager Limit

  • 1,2,3,4,5,6,7,8,9,10

default: CTI_VEHICLES_SALVAGE_INDEPENDENT_MAX = 2;

  • apply after loading: YES

UNITS: Vehicles Reycling Delay

Deletes empty vehicles after a few seconds, atm disabled in some parts!

  • 60,120,180,240,300,600,1200,1800,2400,3000,3600 in Seconds

default: CTI_VEHICLES_EMPTY_TIMEOUT = 1200;

  • apply after loading: YES

VISUAL: Terrain Grid

Sets the desired terrain resolution in meters.

  • 10 "Far"
  • 20 "Medium"
  • 30 "Short"
  • 50 "Free"

default: CTI_GRAPHICS_TG_MAX = 20;

  • apply after loading: YES

VISUAL: View Distance

over all max view distance, made for balance

  • 1000,1500,2000,2500,3000,3500,4000,4500,5000 in Meters

default: CTI_GRAPHICS_VD_MAX = 4000;

  • apply after loading: YES

AI: Teams (Coop disables AI on player side)

  • 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15 Slots

default: CTI_AI_TEAMS_ENABLED = 0;

  • apply after loading: YES

AI: Team Size (AI)

  • 2,4,6,8,10,12,14,16,18,20,22,24,26,28,30,35,40,45,50,60,70,80,90,100

default: CTI_AI_TEAMS_GROUPSIZE = 10;

  • apply after loading: YES

AI Vehicles locked?

If you want to load AI vehiles with igiload, it must be unlocked.

  • 0 "Disabled - needed if you want to transport AI Teams"
  • 1 "Enabled (default)"

default: CTI_AI_VEHICLE_LOCK = 1;

  • apply after loading: YES

SPECIAL: Enable Rescue Vehicle as Salvager

A special option to enable lights and/or sirens on salvagers if they are rescue vehicles.

  • 0 "Disabled"
  • 1 "Enabled"
  • 2 "Enabled with siren"

default: CTI_SALVAGE_SPECIAL = 0;

  • apply after loading: YES

LOG: Set level of Logging

  • 0 "Error"
  • 1 "Warning"
  • 2 "Information"
  • 3 "Debug"

default: CTI_Log_Level = 0;

  • apply after loading: YES