Difference between revisions of "Category:Eric's Mission Framework (EMF)"
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{{CMF Feature|Obsolete|Since EMF/CMF v2.1.0 everything in this category should be considered obsolete.}} | |||
This framework is merely just a collection of functions I've written for various CC missions over the last few 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. | This framework is merely just a collection of functions I've written for various CC missions over the last few 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. | ||
Latest revision as of 13:16, 21 December 2022
This framework is merely just a collection of functions I've written for various CC missions over the last few 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.
Events
EMF has currently got 3 events available. These events are located in the "events" directory (<missionRoot>/events/).
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.