Campaigns results, stalemate rather than win, trigger files, fix.
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Biker: yes, I’ll be credited a win if Blue side wins even though I’m Red. I’m taking the logbook wasn’t designed for PvP or Red side campaigns.
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Biker: yes, I’ll be credited a win if Blue side wins even though I’m Red. I’m taking the logbook wasn’t designed for PvP or Red side campaigns.
It needs to be reworked, but thanks for guiding us into the right direction!
Cheers
Biker -
Check fix next release
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@bad-boy Thanks for letting us know a fix is in the works.
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I also fixed a serious logical issue in the Iron Fortress campaign trigger file
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Its pretty easy to get a Campaign win, especially on KTO, you, or rather the ground Battalions, need to capture Wonson on the East Coast, and Pyongyang on the West. The usual hold up happens when certain bridges are destroyed by enemy or newbies which prevents BLufor from advancing.
By sending Engineer Battalions to fix the bridges, you can enable the armor to advance.
Dont try this too early in the Campaign but rather once your side gains air superiority. Ideally its a good idea to have a general commander who can oversee the bottle necks and get things going again. But yeah we used to wonder why Campaigns generally ended in a stalemate, it doesn’t have to be.
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@Bad-Boy I’d still like to know if the human mission performance multiplier/noplayerplay config option has an effect on campaigns still. We discussed it a little in this thread. The config option dates way back, maybe even RP days
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@snake122 yes still has an effect
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So it would be advisable to for 24/7 campaign servers and even SP campaigns that like to space out missions to more realistic ops tempo to use “set g_nNoPlayerPlay #” #=number of hours between missions you go without losing your human multiplier effect, older documentation says it defaults to 2 hours without the .cfg line. This also could prevent your campaign from stalling in those cases which you can’t even get to the trigger event.
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@snake122 said in Campaigns results, stalemate rather than win, trigger files, fix.:
So it would be advisable to for 24/7 campaign servers and even SP campaigns that like to space out missions to more realistic ops tempo to use “set g_nNoPlayerPlay #” #=number of hours between missions you go without losing your human multiplier effect, older documentation says it defaults to 2 hours without the .cfg line. This also could prevent your campaign from stalling in those cases which you can’t even get to the trigger event.
We could also wonder if having a plane in 3D doesn’t change parameters. In that case, that would be another discussion…