/err_mf

Mission framework for http://sexyarmaboys.club

Primary LanguageSQF

err_mf

Mission framework for http://sexyarmaboys.club

Components

Mission Information

You can modify the mission name and description in description.ext.

Briefings

Side-specific briefings are available in err/briefings/. Each file corresponds to the side of the players: WEST.sqf is for BLUFOR, EAST.sqf is for OPFOR, GUER.sqf is for INDFOR, and CIV.sqf is for any civilian players.

Gear

Gear is handled entirely through the use of the ACE Arsenal. Right-click on any unit in the editor and select ACE Arsenal to modify its uniform, vest, backpack, weapons and items.

A library of loadouts for different factions are available in the Loadouts -> Default Loadouts menu. These loadouts are updated regularly via an addon. If you wish to modify them for a particular mission, load the loadout from Default loadouts and then save your modifications to the My loadouts section. This new loadout will then be available on all of your missions.

Don't modify any loadouts in the Default loadouts section, as it will be overwritten when you re-open the ACE Arsenal. If you want to make changes to a 508 loadout and keep it for future use, you need to save your own loadout in My loadouts.

Make sure you select APPLY in the bottom-right corner to apply the loadout to the unit you selected.

Markers

Each player is shown markers on all friendly groups in the mission, updated every second (while a group has at least one alive member).

The marker names and icons are derived from the group callsign, which can changed by double clicking on the group in the editor. All names will result in a marker being shown, but the table below shows pre-defined icon types and colours for particular names:

If callsign contains: Colour Type
Command Yellow b_hq
Alpha Red b_inf
Bravo Blue b_inf
Charlie Green b_inf
Delta Purple b_inf

Group names that do not include any of the above will be black, with the type b_inf.

These can be disabled by commenting out (adding a // to the beginning of the line) line 20 in err/initPlayerLocal.sqf, like so:

// [] spawn err_markers_fnc_playerInit;

Safety

At the beginning of the mission, all players are put into safety mode, meaning that all grenades and projectiles are deleted. This will remain in place until the admin disables safety using an scroll-menu option.

This can be disabled for gimmicks by commenting out (adding a // to the beginning of the line) line 23 in err/initPlayerLocal.sqf, like so:

// [] spawn err_safety_fnc_playerInit;

Spectator

Uses simple respawn template from err_configs to setup ACE Spectator with all view options (which also handles TFAR).

Group Deploy

Using a function from err_configs, you can allow group leaders to instantly deploy their group using the map. This can be limited to placed markers, or allowed anywhere. Add the following code to initServer.sqf and modify the parameters in order to do so:

  [
    true,             // Deployment enabled by default.
                      // When true, all clients with deployment actions can deploy as soon as the mission begins.
                      // When false, `[true] call err_deploy_fnc_setDeploymentStatus` must be called on clients before they can deploy.

    west,             // Defending side.
    
    ["defend_area"],  // List of defense area markers.
                      // Only the defending side can deploy to these areas.
                      // When empty, defending side can deploy anywhere outside of attacking zones.

    ["attack_area"]   // List of attack area markers.
                      // Only the attacking side can deploy to these areas.
                      // When empty, attacking side can deploy anywhere outside of defending zones.
  ] call err_deploy_fnc_setupDeployment;

Then, on any players you wish to allow to deploy, simple call err_deploy_fnc_addDeployAction from initPlayerLocal.sqf, like so:

  [player] call err_deploy_fnc_addDeployAction;

In order to limit deploy functions to particular sides or units, you can use if statements to check the player the function is being called on, like below:

  // All BLUFOR leaders will get a deploy action:
  if (side player == west) then {
    [player] call err_deploy_fnc_addDeployAction;
  };
  // Only the Emir is allowed to deploy, inshallah:
  if (player == emir) then {
    [player] call err_deploy_fnc_addDeployAction;
  };

Always make sure that err_deploy_fnc_setupDeployment is called from initServer.sqf, and err_deploy_fnc_addDeployAction is called from initPlayerLocal.sqf. If you prefer to use the editor, err_deploy_fnc_addDeployAction calls can be added to any unit's init, instead.

Custom scripts

Any custom scripts should be kept in the root mission folder, and called from the base initPlayerLocal.sqf and initServer.sqf files.