


Red Orchestra 2 works on a fixed respawn interval and the player gets inserted into upon death and spawn location selection.Īxis/Allies FFReinforcement Delay 16, 32, 64: This value is the amount of time, in seconds, that a player could potentially be in the spawn queue while in the Fire Fight game mode.Īxis/Allies Strength Points: Unused variableĪxis/Allies Mortar/ Artillery/ Rockets Strike Limit 16,32,64: This value represents how many strikes are available for the entire round less 1.

The theory we use at Tripwire is that the timer should be running out right about the time that the reinforcements do.Īxis/Allies Reinforcement Delay 16, 32, 64: This value is the amount of time, in seconds, that a player could potentially be in the spawn queue. I am going to explain the contents of the Axis structure which also applies to the Allied structure.Īxis/Allies Reinforcement Count 16, 32, 64: This value is the number of reinforcements, or respawns/lives/tickets/etc, that your each team has based on player load counts.

The Axis and Allies share identical structure between them. These are used as generic view angles when not viewing spawn cameras.ĭestructible Max View Range: A value represented in radial Unreal units is the max distance satchel obstacles and satchel objectives will highlight themselves in the world space when a player has a satchel weapon equipped. Map Viewpoints: A structure used to assign potential ROCameraActorViewpoint actors from the map. This is for situations in which for whatever reason you find that the players compass in Classic mode is not working correctly. North Offset: Value of offset in Degrees that is needed to get North in your play space to the top of the map. If it's below freezing, the players will wear winter clothing. It controls which gear the players will wear. Temp Celsius: This value is temperature for the map. Tank Behavior Tree: AI behavior trees that should be used in this map.ĬCSBTTree'' = used in TANK ONLY scenariosĬCSBTTree'' = used in combined arms (tank and infantry) scenarios Instant Respawn Interval: Time, in seconds, that the Team Leader can use Force Respawn Minimum Time Dead: The minimum amount of time that a player will exist in the respawn queue Max Spawn on Squad Leader Distance: The distance, in radial unreal units, that a player will spawn around a squad leader when spawning on squad leader. Overhead Map Texture: This is a texture that will be used in the overhead map Time Limit 64: Time, in seconds, that will be used in a 32 player match (32 v 32) Time Limit 32: Time, in seconds, that will be used in a 32 player match (16 v 16) Time Limit 16: Time, in seconds, that will be used in a 16 player match (8 v 8) ROMapInfo has a number of substructures that I will go over now. Pressing that button will create a ROMapInfo structure for the game. This document is meant to go over what the values mean and setup instructions where applicable. We will expand on other aspects of the WorldInfo as time permits. The particular part this document focuses on is the WorldInfo section that covers Map Setup. It has LightMass settings in it, default post process volume settings, default reverb volume settings, along with a host of other things. The WorldInfo is a part of a Map that stores information about the map itself.
