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Posted

At the moment, when someone calls an artillery and the artillery is blocked, the charge bar is still used. This makes it very hard for fieldops, especially in lower levels. My request is that there would be a server cvar that would allow to configure the use of the chargebar in failed artillery calls.

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Posted

I think their is a server side cvar which controls that:

 

g_weapons
Description
Various flags to set different weapon behaviors
Parameters
Type: bitmask
1	 Field Ops do not spawn with binoculars if they have level 0 Battle Sense
2	 Syringes work underwater
4	 Pliers work underwater
8	 "Too many airstrikes requested/Insufficient fire support" will restore used charge bar
16	 "Too many airstrikes requested/Insufficient fire support" will restore half of used charge bar
32	 Restore lost helmets with ammo packs
Default: 0

 

Can you check it if it works or not? If it works file the ticket and we will fix it in documentation.

Posted

I think their is a server side cvar which controls that:

 

g_weapons
Description
Various flags to set different weapon behaviors
Parameters
Type: bitmask
1	 Field Ops do not spawn with binoculars if they have level 0 Battle Sense
2	 Syringes work underwater
4	 Pliers work underwater
8	 "Too many airstrikes requested/Insufficient fire support" will restore used charge bar
16	 "Too many airstrikes requested/Insufficient fire support" will restore half of used charge bar
32	 Restore lost helmets with ammo packs
Default: 0

 

Can you check it if it works or not? If it works file the ticket and we will fix it in documentation.

 

Oops, forgot to add this in the doc...

 

These flags are set but only 1 8 and 16 are used. Player helmets are always restored by ammo packs, and syringes/pliers work underwater.

 

New options will only concern field ops so i'll modify the cvar. g_weapons -> g_fieldOps

 

I'll remove useless flags and uptade the doc, so check the new documentation for this when 1.1 is out.

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