Dynamic Withdraw
When being forced to withdraw and extraction zone appears for you. You must extract there before you can end the mission. Plan your escape accordingly.
"DynamicWithdraw": {"Enable": true,"EnableForFlashpoints": true,"EnableForStory": false,"IncludeContractTypes": [],"ExcludeContractTypes": ["SoloDuel", "DuoDuel"],"MinDistanceForZone": 50,"MaxDistanceForZone": 288,"DisorderlyWithdrawalCompatibility": false},
Dynamic Withdraw
Path | Required? | Default | Details |
---|---|---|---|
Enable | Optional | true | Should this feature be enabled or not? |
EnableForFlashpoints | Optional | true | Enable feature for Flashpoints if EnableFlashpointOverrides is true |
EnableForStory | Optional | false | Enable feature for Story if EnableStoryOverrides is true |
IncludeContractTypes | Optional | All contract types | When set, it overrides ExcludeContractTypes for this level |
ExcludeContractTypes | Optional | No contract types | Allows you to explicitly exclude boundary changes for all teams for the specified contract types. Not used if IncludeContractTypes is set |
MinDistanceForZone | Optional | 50 | Minimum distance to generate the extraction zone from the calculate centroid position of all player mechs, with an avoidance modifier for all enemies in the map |
MaxDistanceForZone | Optional | 288 | Maximum distance to generate the extraction zone from the calculate centroid position of all player mechs, with an avoidance modifier for all enemies in the map |
DisorderlyWithdrawalCompatibility | Optional | false | Attempted compatibility for Disorderly Withdrawal mod. It allows both to work together, however, the actual combined use doesn't provide any good benefits due to fundamental gameplay differences |