CfgMission

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The Mission Configuration is a simple reference for the framework to identify the information about the playing faction and the opposing faction.

It uses this information to reference the Sides and Factions and is used by many parts of the framework to give context to the mission and support simple dynamic changes.

Usage

The entry for the mission config goes in the description.ext file.

Parameter Values Description
FactionTypeBLU STRING The class Name of a faction configured in Sides and Factions for the friendly side
FactionTypeOPF STRING The class Name of a faction configured in Sides and Factions for the enemy side
FactionTypeCIV STRING The class Name of a faction configured in Sides and Factions for the NPC side
  • Note: When spawning units, use "enemyfaction" instead of the faction name and you can change the enemy side with ease

Example Configuration

/*
	CfgMission is the core part of the mission configuration and allows sides, settings and admin priviliages
*/
class CfgMission {
	/*
		Faction Configuration
		- Specify sides to enable dynamic spawning and fast switching of factions
		- The factions are setup through CfgMissionSides
	*/
	FactionTypeBLU	= "SIDE_BLUFOR"; // Primary Player Faction
	FactionTypeOPF	= "SIDE_OPFOR"; // Opposing Force Faction
	FactionTypeCIV 	= "SIDE_CIVIL"; // Civilian Faction

	/*
		Default Cache radius configuration
		Can be overwritten by a server parameter
		Player distance in metres before a unit/object will cache/uncache
	*/
	cacheRadius = 2000;

	/*
		View distance parameters for the settings
	*/
	viewDistanceLand[] = {500,10000};
	viewDistanceSea[] = {500,10000};
	viewDistanceAir[] = {500,15000};

	/*
		Admin UIDs enable the "isAdmin" function to broaden to approved conditions such as player UID
	*/
	AdminUIDs[] = {
		"_SP_PLAYER_"	/* Editor Debug */
		,"_MP_CANKICK_"	/* ServerCommandAvailable #kick */
		,"00000000000"	/* example Player UID "getPlayerUID" */
	};

	/*
		Task specific Objects to use in the mission.
		- Intel Types allow the detection or spawning of various intel types
		- Weapon cache types to spawn when creating cache hunt scenarios
	*/
	intelDropTypes[] = {"Land_Suitcase_F"};
	intelDownloadTypes[] = {"Land_DataTerminal_01_F","Land_Device_assembled_F","Land_Device_disassembled_F","Land_Laptop_F"};
	WeaponCacheTypes[] = {"Box_FIA_Ammo_F","Box_FIA_Support_F","Box_FIA_Wps_F"};
};