Coop: Mass Cas

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It was kinda fun, but super low FPS, even at 500m view distance.

I feel it would have been more engaging if we didn’t spend 3.5 hours in one small location, ie. if there were several patches of friendlies needing reinforcement + extraction, it would have been more engaging. Setting up and tearing down defenses, total of 3 positions, one being held for an hour.

I did find a use case for using planks via ACE Fortify, a bridge connecting pieces of a destroyed building, so I can’t exactly complain, that was pretty satisfying.

That sounds really good, I will make an op like that

Wasn’t there to play the mission but [user avatar=“https://assets-cloud.enjin.com/users/19944121/avatar/small.1626508277.png” name=“Shadisica”]19944121[/user] reported an issue to me where players could no longer disable their DUI Radar. At first, I assumed manual error on my part when updating the CBA file on the server last Wednesday but I just double-checked and the server still lets the client choose. However, as [user avatar=“https://assets-cloud.enjin.com/users/13633351/avatar/small.1434890353.jpeg” name=“Freghar”]13633351[/user] informed me today it’s possible that when somebody loads their own cba settings into a mission that then mission settings can override the clients again if the server does not use "force force" or "force" for a setting. i.e. I assume an older cba preset was loaded into the mission that still "force" enabled the DUI radar which led to people not being able to turn it off mid-mission yesterday.

Just something to be aware of as mission maker for settings that currently neither use "force force" or "force" as a preset on our server.

Yes that is the issue. I loaded the server preset onto the mission to test some things, I didn’t realise that it would enforce the settings for players

For the record - there are two separate points to be made about this, so careful to not mix them together:

  1. The mission can enforce even purely client-side settings, like UI colors, ACE menu style, etc. This is not what happened. It’s also not what happens when you import cba-settings-lock settings, as they don’t have any "force" in front of those client-side settings.
  2. The mission can also enforce things that the server already enforced, but allowed the mission to override (one "force"). If the server uses ie. "force some_setting = 1", the MM then imports that setting (as has happened), the server later changes to "force some_setting = 2", then the players will experience some_setting=1, not 2, because that’s what the mission has imported/enforced (and server allowed it to).

Therefore it might be advisable to not change settings in bulk inside missions. Change only the specific things you want different from the server.