- Scan CfgFactionClasses/CfgVehicles at runtime for selectable enemy factions - Add CfgFactionUnitMap overrides and keep legacy params as fallback
35 lines
1.3 KiB
C++
35 lines
1.3 KiB
C++
/*
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* Optional faction-to-unit override map.
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*
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* Current behavior:
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* - forge_pmc_fnc_getEnemyFactionOptions treats a mapped faction as selectable
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* when at least one mapped vehicle exists.
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* - forge_pmc_fnc_getEnemyFactionUnitPool checks this map first.
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* - If a selected faction has a class here, the listed Units are used as the
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* deterministic spawn pool for generated mission enemies.
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* - If no class exists here, the helper falls back to CfgVehicles traversal for
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* units whose faction and side match the selected faction.
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*
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* Most mod factions do not need an entry here. Add a class only when a faction
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* needs a curated or corrected spawn pool.
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*/
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class CfgFactionUnitMap {
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/*
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* Mapping key should match the selected faction classname from
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* CfgFactionClasses, such as "IND_G_F".
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*/
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class IND_G_F {
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/*
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* Unit template fields:
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* - vehicle: unit classname to spawn.
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* - rank: Arma rank string applied after spawn.
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* - position[]: base local offset from the generated mission position.
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*
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* Generators may add small random jitter to the position offset.
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*/
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class Units {
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class Unit0 { vehicle = "Ind_G_Unit1_F"; rank = "SERGEANT"; position[] = {0,0,0}; };
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};
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};
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};
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