CfgMission
From Arma Projects
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"};
};