Difference between revisions of "Category:Eric's Mission Framework (EMF)"

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If you are fancy tech guy who has installed git you can just git clone this repository into your mission root directory, or if you aren't that fancy just download the zip and extract into your root mission directory.
If you are fancy tech guy who has installed git you can just git clone this repository into your mission root directory, or if you aren't that fancy just download the zip and extract into your root mission directory.


== Event Scripts ==
== Getting started ==
EMF relies on your understanding of Arma 3's event scripts. Therefor i will list all of them underneath along with a short description. To see the initialization order see: [https://community.bistudio.com/wiki/Initialization_Order BI Wiki: Initialization Order]
EMF relies on your understanding of Arma 3's event scripts. Therefor i will list all of them underneath along with a short description. To see the initialization order see: [https://community.bistudio.com/wiki/Initialization_Order BI Wiki: Initialization Order]
=== emf_config.cpp ===
This file is to define default EMF properties. For the time being it's only used to set the DEBUG level and respawn delay but this may change in the future.


=== init.sqf ===
=== init.sqf ===
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=== init3DEN.sqf ===
=== init3DEN.sqf ===
Executed when loading a scenario in Eden Editor if the file is present. Useful for executing scenario-specific editor functionality. Not included in EMF but is mentioned here since it really helps when using color corrections.
Executed when loading a scenario in Eden Editor if the file is present. Useful for executing scenario-specific editor functionality. Not included in EMF but is mentioned here since it really helps when using color corrections.
== Events ==
EMF has currently got 3 events available inside the events directory.
=== onGameStart ===
This event is called when safestart is disabled (when EMF_missionSafeStart is set to true).
=== onPlayerKilled ===
This event is called when the local player gets killed.
=== onPlayerRespawn ===
This event is called when the local player respawns.


== Init Scripts ==
== Init Scripts ==
Some scripts in EMF are run on mission initialization. I will list them underneath with a short description of what they do.
Some scripts in EMF are run on mission initialization (can be disabled in XEH_PREP in the init function directory). I will list them underneath with a short description of what they do.


=== setSkill ===
=== setSkill ===
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=== resizeMapMarkers ===
=== resizeMapMarkers ===
Keep marker size consistent, can be disabled by client.
Keep marker size consistent, can be disabled by client.
=== mapSwitchTextures ===
This changes the player's default map texture to drawn instead of satellite.
=== flashbangOverride ===
This function overrides the default flashbang explosion. Which flashbangs to affect can be configured or disabled using the emf_flashbang_grenades variable.

Revision as of 15:23, 18 March 2022

This framework is merely just a collection of functions I've written for various CC missions over the last 2 years I've been in CC. It is a weird collection of spaghetti code and extremely buggy code overall that get's changed constantly to work better for a mission.

How to install

If you are fancy tech guy who has installed git you can just git clone this repository into your mission root directory, or if you aren't that fancy just download the zip and extract into your root mission directory.

Getting started

EMF relies on your understanding of Arma 3's event scripts. Therefor i will list all of them underneath along with a short description. To see the initialization order see: BI Wiki: Initialization Order

emf_config.cpp

This file is to define default EMF properties. For the time being it's only used to set the DEBUG level and respawn delay but this may change in the future.

init.sqf

mission initialization, executed on server side when mission is started (before briefing screen).

initPlayerLocal.sqf

JIP initialization, executed locally when player joins mission.

onPlayerKilled.sqf

Executed locally when player is killed in a singleplayer or in a multiplayer mission.

onPlayerRespawn.sqf

Executed locally when player respawns in a singleplayer or in a multiplayer mission with "BASE" respawn type.

init3DEN.sqf

Executed when loading a scenario in Eden Editor if the file is present. Useful for executing scenario-specific editor functionality. Not included in EMF but is mentioned here since it really helps when using color corrections.

Events

EMF has currently got 3 events available inside the events directory.

onGameStart

This event is called when safestart is disabled (when EMF_missionSafeStart is set to true).

onPlayerKilled

This event is called when the local player gets killed.

onPlayerRespawn

This event is called when the local player respawns.

Init Scripts

Some scripts in EMF are run on mission initialization (can be disabled in XEH_PREP in the init function directory). I will list them underneath with a short description of what they do.

setSkill

A function that sets AI skills to use area suppression instead of accurate suppression

resizeMapMarkers

Keep marker size consistent, can be disabled by client.

mapSwitchTextures

This changes the player's default map texture to drawn instead of satellite.

flashbangOverride

This function overrides the default flashbang explosion. Which flashbangs to affect can be configured or disabled using the emf_flashbang_grenades variable.

Subcategories

This category has the following 2 subcategories, out of 2 total.