Closed benleedy closed 6 years ago
This is the intended behaviour since at least 0.924, so no bug. In 0.97 you can expect changes on this aspect.
Understood. Is there a setting that can prevent or delay this so we aren't starting from scratch every time we die? How is it changing, if you care to shre?
Thank for responding so quickly, this is my favorite way to play ArmA and I'm happy to see it's still being actively developed.
You can raise this number: https://github.com/KillahPotatoes/KP-Liberation/blob/master/Missionframework/scripts/server/sector/manage_one_sector.sqf#L22 1 Ticket equals ~5seconds
Okay, so does that setting of 12 mean that after ~60 seconds it refreshes the area if no players are present?
Yes, of course. 12 * 5 = 60.
Basic Information
Mission version: 0.963a Map used: Malden Mods used: MCC Sandbox 4, ALiVE, Enhanced Movement, No Weapon Sway, 3CB BAF Vehicles Dedicated or local game: Local Source of the mission file (URL): Steam Workshop
Individual Things
Did you edit anything within the mission files? No.
Short Issue Description
When attempting to liberate a sector if all players are killed all OPFOR respawn at full strength within seconds. After being killed I used MCC to teleport back into the sector and within a second of the teleport they respawned. Playing with a friend we also found that if we were both killed when we respawned outside of the sector and walked back OPFOR was at full strength. This has been observed at multiple sectors. It seems like the entire sector is resetting, replacing remaining forces with fresh troops.
Expected Behaviour
Sector reinforcements should be on a timer of some kind, regardless of player presence. In addition, reinforcements arriving by vehicle (troop carrier), or parachute would be ideal rather than them simply spawning into the middle of the sector.
Steps to Reproduce the Issue
Begin attacking a sector, then die. When you return the sector will be at full strength.
Screenshots, Serverlog or any other helpful Information
N/A