BECTI is a Conquer The Island gamemode based on the old school OFP MFCTI where two teams composed of Players and AI fight for the controls of an island in a power struggle with towns and bases.
The commander is the leader of your side, only he may build the base and set the income distribution, all team leaders shall always listen to the commander. The commander is the only one which is able to perform upgrades and assign orders.
Towns need to be captured and held by your side, to capture a town, you simply have to stand next to the flag while no enemy is around, but watch out ! the town occupation may try to defend it ! The generated income and the units may vary depending on a town's size.
Funds are mainly earned by capturing town and salvaging wrecks but killing enemies will also reward you with a bounty bonus, funds may be used to purchase units and gear.
Parameters allows you to play with a different setup all the time, nearly everything can be changed (AI, base, environment, economy, gameplay, module, respawn, towns...).
As the fights goes on, different assets may appear such as:
HQ: The HQ is the commander's main toy. Once destroyed, a side may no longer build factories so move it wisely!
Repair trucks: Repair trucks may be used by anyone to buy and place defensive structure but they can also be used to repair and build factories. FOB may be deployed from it upon request!
Ammo trucks: The ammo truck act as mobile resupply point for both infantry and vehicles. The gear and the service menu may be accessed from it.
Salvage trucks: Salvage trucks may be used to gain a certain cash amount from vehicle wrecks (You get 50% of the bounty, the rest is split among the other units). Independent trucks may also be purchased by commander.
Forward operating base: Those special structures may be built from Repair Truck and may act as a mobile respawn/resupply point. Note that they are limited in a way that only X of them may be placed at a time. They can be dismantled by using the Repair Truck contextual menu.
Respawn: Whenever the player dies, he/she may choose to respawn at a FOB (if near) or at a factory built by the commander.
The player may choose to respawn in one of his AI units if near (note that you get the AI's gear upon respawn). Revive will be possible in future versions.
Air/Sea Lifting: Roads are unsafe? Why not lift the HQ by the air or by the sea? SDV can hook wrecks underwater (HQ recovery!)
Command Center: Are you far from the base? Have you forgotten to buy a vehicle? Then this structure is meant for you! The Command Center increase the purchase range and allows the use of custom assets such as Units Cam and Sat Cam.
The mission is also composed of multiple menu (GUI) like:
Purchase Menu: This menu allows the player to reinforce his/her own squad with units/vehicles. The commander may purchase units to other groups.
Gear Menu: Thanks to the Barracks, FOB and Ammo Trucks the player may swap his gear on the fly (nb vest/uniform don't have any valid gear manipulation commands atm)
Orders Menu: The orders menu allows the commander to change the orders assigned to his/her teams. Some may need to to take town X while other have to take and hold town Y.
AI Micro Menu: By default, the engine gives a basic AI management regarding AI in one's group. This menu extends this management allowing the leader to plan/use custom orders for his/her AI such as patrol/take towns (Some orders like move or patrol can be queued)
Service Menu: This menu is used to perform utility/resupply actions on units and vehicles (heal, repair, rearm...)
Upgrade Menu: The commander has to perform upgrades in order to improve it's side assets (better units, better loadouts...)
Units Camera: When a Command Center is available, the units camera become available allowing the monitoring of other groups members.
Satellite Camera: When a Command Center is available and when this asset is upgraded, one may use the Sat cam in order to find enemy whereabouts.
Extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/MPMissions folder.
Missing Scripting Commands to handle items PROPERLY in the vest like the backpack container...
Missing Scripting Commands to handle items PROPERLY in the uniform like the backpack container...
Missing Scripting Commands to load the current magazine of a weapon
[x] Base: Lowered the Light Vehicle Factory's damage reduction
[x] Base: Structures and defenses preview-structure now have a disabled collision with the nearest entities (aside from world)
[x] Base: Destroyed structure could trigger "under attack" message
[x] Gameplay: Victory Conditions for all towns would not be triggered as intended
[x] Multiplayer: Null groups will no longer be shown
[x] UI AI Micromanagement: Hold order would get bugged in Multiplayer
[x] UI Gear: Players units were equipable disregarding of their positions
## VERSION: 0097
[x] AI Teams: AI will attempt to do remote purchase now
[x] AI Teams: The AI FSM script will now attempt to automatically unstuck all units which didn't move since the last time (excluding statics)
[x] AI Commander: AI Commander will now attempt to purchase units to other Team Leaders (or transfer funds if possible)
[x] AI Commander: The logic behind the commander has been reworked to create a smoother construct flow
[x] AI Commander: Upgrades may now be performed by the commander
[x] Artillery: Artillery is now available via the Command Menu
[x] Artillery: Artillery UI supports enemy assets
[x] Base: Changed Factories HP (Repair, Ammo, Heavy, Air, Naval HP were slightly increased while LVF HP were halved)
[x] Base: Changed FOB model to the medical one
[x] Base: Defenses using Auto-manning will attempt to rearm at the nearest ammo depot/ammo truck when running out of ammunition
[x] Base: Defenses Auto-manning is now a thread started from the Barracks, each empty manable defenses will be manned
[x] Base: Defenses using Auto-manning may now be placed prior to Barracks
[x] Base: Each factories now have a "shortcut action" attached to them linking the player to the Purchase Menu
[x] Gameplay: BLUFOR (West) is now using the Blue color while INDFOR (Guer) is using the Green color
[x] Gameplay: Players performing a JIP over a disabled slot will now appear properly on map
[x] Gear: Added new uniforms, vest, helms, weapons, accessories and magazines.
[x] Gear: Items may be purchased within the vest and uniform
[x] Gear: Reworked the templates with vest and uniform support
[x] Multiplayer: Disabled slots are now fully supported
[x] Multiplayer: Headless Clients are automatically detected (Slots need to be created for them with forceHeadlessClient = 1, slots shall be civilians)
[x] Multiplayer: Multiple Headless Client support is now added (untested due to dev bugs but shall works)
[x] Respawn: Added the ability to spawn on a mobile respawn if enabled
[x] UI Base Management: Added the ability to sell structures for the commander
[x] UI Base Management: Replaces the Workers Menu
[x] Units: Startup vehicles now have a custom loadout in their cargo (defined from Config\Factories)
[x] Units: Vehicle emptiness may be handled differently now
[x] Upgrades: Town occupation upgrade will now increase the resource generation of non-occupied friendly towns
[x] Towns: Increased the town occupation range to 250 meters (circles)
[x] Towns: Increased the town detection range
## VERSION: 0097
[x] Constant: Introduced "CTI_ARTILLERY_FILTER" which determine if artillery pieces magazines shall be filtered or not (remove AP/AT mines for instance)
[x] Constant: Introduced "CTI_ARTILLERY_TIMEOUT" which set a delay between fire missions
[x] Constant: Introduced "CTI_BASE_DEFENSES_AUTO_REARM_RANGE" which determine an Auto-Manning defense rearm range
[x] Constant: Introduced "CTI_FACTORIES" which regroup the factory which may build units
[x] Constant: Introduced "CTI_PLAYER_DEFAULT_ALIAS" which set the default alias of a player without any assigned
[x] Constant: Introduced "CTI_RESPAWN_MOBILE_RANGE" which set the mobile vehicle spawn range
[x] Function (Client): Introduced "CTI_CL_FNC_InitializeStructure" to initialize a constructed structure on the client
[x] Function (Common): Introduced "CTI_CO_FNC_CreateTeam" to create a team composed of infantry or vehicles
[x] Function (Common): Introduced "CTI_CO_FNC_CreateTownUnits" to create town units by either the server or the headless clients
[x] Function (Common): Introduced "CTI_CO_FNC_GetNearestSpecialVehicles" to get the nearest special vehicles
[x] Function (Common): Introduced "CTI_CO_FNC_HasStructure" to check if a side has a given structure
[x] Function (Common): Introduced "CTI_CO_FNC_HasUpgrade" to check if a side has a given upgrade level
[x] Function (Common): Introduced "CTI_CO_FNC_SanitizeArtillery" which sanitize artillery magazines
[x] Function (Server): Introduced "CTI_SE_FNC_AttemptDelegation" to attempt headless client delegation via round robin
[x] Function (Server): Introduced "CTI_SE_FNC_InitializeGroup" to initialize a group at start or on JIP (disabled slots)
[x] Function (Server): Introduced "CTI_SE_FNC_InitializeStructure" to initialize a constructed structure on the server
## VERSION: 0010
[x] AI Players: Player AI are now initialized upon JIP (map/order)
[x] AI Teams: Get In order would not work as intended (deadlock)
[x] AI Teams: Purchasing units to AI could go over the soft limit
[x] Base: Fixed the Virtual Damage Handler building destruction by setDammage/instagib, the Killed EH shall be called properly now.
[x] Gear: Accessories equipping could show an error
[x] Gear: Disabled vest and uniform default items loading until BIS add a proper command like the backpack's for them (I doubt that it'll be released anytime soon, if released at all...).
[x] Gear: Fixed an exploit which allowed infinite sells of items upon depletion
[x] Service: Repair price not being deduced
[x] Units: Fatigue is now disabled upon respawn when turned off
[x] UI Map Commanding: Map-click Hold order not working as intended with base structures
[x] UI Upgrades: Hide disabled upgrades
[x] UI Upgrades: Fixed LNB rows value upon Enabled upgrade (hidden)
## VERSION: 0010
[x] Base: Added a Base Area system which prevent scattered bases (default range: 500m, default amount: 2)
[x] Base: Defenses Auto-manning is now available if a defense is built near a Barracks
[x] Base: Defenses Auto-manning may be toggled from the Commander Build menu only
[x] Base: FOB may now be used to change your gear
[x] Base: HQ can be repaired
[x] Environment: Ambient life is now disabled
[x] Defenses: Added HMG, GMG, AA, AT to both sides
[x] Factory: Added the "final" content
[x] Gear: Added 4 new scopes for both sides
[x] Gear: Added PDW2000 to East
[x] Gear: Added UAV Backpack and UAV Terminal
[x] Gear: Ability to purchase gear to AI
[x] Gear: Templates are now linked to the current user profile (Template persistency per side)
[x] Join In Progress: Player's units will now be regrouped at the player's position
[x] Join In Progress: Vehicles owned by the player's group now have a lock/unlock option
[x] Markers: Hide AI Team Leaders when AI are disabled by parameter
[x] Parameter: Add a Fatigue on/off parameter
[x] Parameter: FOB Limit
[x] Parameter: FOB Respawn Range
[x] Parameter: Respawn as AI member
[x] Parameter: Starting Commander Funds (West/East)
[x] Parameter: Starting Players Funds (West/East)
[x] Parameter: Towns occupation needed for resources (unoccupied towns bring less resources)
[x] Parameter: HQ repairs
[x] Respawn: Added the ability to spawn into one of your own AI (The AI gear is transfered on you).
[x] Service: Ammunition Trucks can now be used to access the Gear Menu
[x] Service: Rearm price is now based upon the unit purchase price
[x] Service: Refuel price is now based upon the unit purchase price
[x] Service: Reammo price is now based upon the unit purchase price
[x] Service: Replaced the Ammo and Repair truck models
[x] Structures: FOB may be built from Repair Truck (Commander has to approve the group which want to build it, use the action on the repair truck).
[x] Structures: FOB may be dismantled from Repair Truck (Commander has to approve the group which want to dismantle it, use the action on the repair truck).
[x] Structures: Some structures may now only placed depending on a condition
[x] Towns: Occupation can be upgraded over 3 levels (Infantry/Motorized/Armored)
[x] Towns: Occupation is now available
[x] Towns: Occupation units will now remain active when the town side is no longer the same as the one which triggered the defenses
[x] Towns: Resistance units will now remain active when the town side is no longer the same as the one which triggered the defenses
[x] Units (Player): Disbanding is now available via the AI Micromanagement Menu
[x] Units: SDV are now able to hook vehicles/wrecks (HQ underwater recovery anyone?)
[x] UI: Hide AI Team Leaders from different selection when AI are disabled by parameter
[x] UI AI Micromanagement: New menu which allows the player to command his/her own AI of a complex/organized way
[x] UI AI Micromanagement: Orders such as Move/Patrol may be Queued by keeping Ctrl pressed (Last normal click confirm the order)
[x] UI Factory: Set the closest factory to the player by default
[x] UI Team Requests: The commander can now answer the requests of it's team (FOB..)
[x] UI Teams: The commander now has the ability to disband a team
[x] UI Transfer Funds: A slider is now available instead of the combobox for the amount (the amount can be input manually too)
[x] UI Transfer Funds: The money pools of both the commander and players are now visible
[x] UI Units Camera: The commander now has the ability to disband individual units
[x] UI Workers: Add a menu to handle the side's worker (disband)
[x] Workers: Workers will now attempt to repair entities if they have nothing better to do
## VERSION: 0010
[x] Constant: Introduced "CTI_AI_TEAMS_FOOT_EMBARK_RANGE" which determine how far a team vehicle has to be for a leader on foot to board it
[x] Constant: Introduced "CTI_AI_TEAMS_UNITS_MIN" which determine how many units an AI need to go on a mission
[x] Constant: Introduced "CTI_BASE_AREA_MAX" which determine the amount of base which may be built
[x] Constant: Introduced "CTI_BASE_AREA_RANGE" which determine the area of a single base
[x] Constant: Introduced "CTI_BASE_HQ_REPAIR_PRICE" which determine the stock repair price of the HQ
[x] Constant: Introduced "CTI_BASE_HQ_REPAIR_RANGE" which determine the range needed for a repair truck to fix the HQ
[x] Constant: Introduced "CTI_BASE_HQ_REPAIR_TIME" which determine the time needed for a repair truck to fix the HQ
[x] Constant: Introduced "CTI_BASE_DEFENSES_AUTO_DELAY" which determine the delay between each manning
[x] Constant: Introduced "CTI_BASE_DEFENSES_AUTO_LIMIT" which determine the amount of units which may auto man a defense
[x] Constant: Introduced "CTI_BASE_DEFENSES_AUTO_RANGE" which determine the range a defense need to be from a Barracks to be manned
[x] Constant: Introduced "CTI_BASE_DEFENSES_EMPTY_TIMEOUT" which determine the amount of time a defense may remain empty
[x] Constant: Introduced "CTI_RESPAWN_AI" which determine if players should be able to spawn into their own AI or not
[x] Constant: Introduced "CTI_RESPAWN_AI_RANGE" which determine the range at which the player may spawn into one of his own AI
[x] Constant: Introduced "CTI_BASE_FOB_MAX" which determine how many FOB may be present on one side
[x] Constant: Introduced "CTI_RESPAWN_FOB_RANGE" which determine the effective respawn range of each FOB
[x] Constant: Introduced "CTI_TOWNS_INCOME_RATIO" which allows an increase/decrease of the general income per town (town value * ratio), 1 by default
[x] Documentation: Detailed the Client Functions
[x] Documentation: Detailed the Common Functions
[x] Documentation: Detailed the Common Constants
[x] Documentation: Detailed the Server Functions
[x] Function (Common): Introduced "CTI_CO_FNC_ArrayReverse" to reverse an array --> array = [1,2,3] call CTI_CO_FNC_ArrayReverse
[x] Function (Common): Towns resources can now be retrieved with "CTI_CO_FNC_GetTownsResources" --> float = (side) call CTI_CO_FNC_GetTownsResources
[x] Function (Server): Modified Function "CTI_SE_FNC_HandleEmptyVehicle" now expect 1 mandatory parameter (the vehicle) and an optionnal one (the delay, default CTI_VEHICLES_EMPTY_TIMEOUT)
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