-- Unique Faction ID local factionid = "DarkStorm Military Technologies"; print ("Loading "..factionid) CF_Factions[#CF_Factions + 1] = factionid -- Faction name CF_FactionNames[factionid] = "DarkStorm Military Technologies"; -- Set true if faction is selectable by player or AI CF_FactionPlayable[factionid] = true; -- Faction icon preset. Set to nil if you don't have one. Faction will get random default icon. CF_FactionIcon[factionid] = "FactionIconDarkStorm"; -- Facion icon preset module CF_FactionIconModules[factionid] = "UnmappedLands.rte"; -- Define weapon sets -- Different probabilities. -- 1 - Probability to get a heavy weapon -- 2 - Probability to get a secondary weapon -- 3 - Probability to get an explosive -- 4 - Probability to a second explosive -- Example: -- CF_Probabilities[factionid] = {0.35 , 0.30 , 0.60 , 0.30}; CF_LightWeaponSets[factionid] = {"D37 Pistol", "D37-S Pistol"} CF_LightWeaponSetModules[factionid] = {"DarkStorm.rte", "DarkStorm.rte"}; CF_HeavyWeaponSets[factionid] = {"D35 Assault Rifle", "D35-SG Assault Rifle", "D35-GL Assault Rifle", "D104 Assault Laser", "D104-SG Assault Laser", "D104-GL Assault Laser", "D55 Grenade Launcher", "D72 Flame Thrower", "D74 Cryo Gun"} CF_HeavyWeaponSetModules[factionid] = {"DarkStorm.rte", "DarkStorm.rte", "DarkStorm.rte", "DarkStorm.rte", "DarkStorm.rte", "DarkStorm.rte", "DarkStorm.rte", "DarkStorm.rte", "DarkStorm.rte"}; CF_Probabilities[factionid] = {1 , 1 , 0.30 , 0.15}; -- Define explosives CF_ExplosiveSets[factionid] = {"D65 EMP Grenade", "D67 Incendiary Grenade"}; CF_ExplosiveSetModules[factionid] = {"DarkStorm.rte", "DarkStorm.rte"}; -- Define troops CF_ActorSets[factionid] = {"D2 Tengu Bushi", "D4 Oni Bushi"}; CF_ActorSetModules[factionid] = {"DarkStorm.rte", "DarkStorm.rte"}; --Define brains CF_BrainPresets[factionid] = "Coalition Brain"; CF_BrainPresetModules[factionid] = "UnmappedLands.rte"; -- Define actors allowed for purchase. All other actors will be gibbed if gibbing option is enabled CF_AllowedActors[factionid] = {"D6 Yuurei Bushi" , "D43 Yosei" , "D2 Tengu Bushi" , "D2-E Tengu Bushi" , "D2 Tengu-F Bushi" , "D2 Tengu Bushi-C" , "D4 Oni Bushi" , "D4-E Oni Bushi" , "D4-F Oni Bushi" , "D4-C Oni Bushi" , "Coalition Brain" , "D80 Yatagarasu" , "D82 Raiju", "Drop Ship MK1" , "Drop Crate", "Small MG Turret", "SAM Site"}; -- Define specific weapons CF_RocketLaunchers[factionid] = {"D50 Missile Launcher"}; CF_RocketLauncherModules[factionid] = {"DarkStorm.rte"}; CF_SniperRifles[factionid] = {"D105 Long Range Laser", "D103 Electrolaser"}; CF_SniperRifleModules[factionid] = {"DarkStorm.rte", "DarkStorm.rte"}; -- Define dropships CF_Dropships[factionid] = {"D80 Yatagarasu", "D82 Raiju"}; CF_DropshipModules[factionid] = {"DarkStorm.rte", "DarkStorm.rte"}; -- Define armored troops. If not defined actor with shield and one handed weapon spawned CF_ArmorCrabs[factionid] = {"D43 Yosei"}; CF_ArmorCrabModules[factionid] = {"DarkStorm.rte"}; CF_ArmorHumans[factionid] = nil CF_ArmorHumanModules[factionid] = nil -- Define armor substitutions CF_ArmorPistols[factionid] = {"D37 Pistol"} CF_ArmorPistolModules[factionid] = {"DarkStorm.rte"} CF_ArmorShields[factionid] = {"Riot Shield"} CF_ArmorShieldModules[factionid] = {"Base.rte"} -- Define elite weapon sets. All weapons from this set are given to elite soldier. CF_EliteWeaponSets[factionid] = {"D37 Pistol", "D35-GL Assault Rifle", "D50 Missile Launcher"} CF_EliteWeaponSetModules[factionid] = {"DarkStorm.rte", "DarkStorm.rte", "DarkStorm.rte"} --Define turrets CF_Turrets[factionid] = {"Gatling Turret"} CF_TurretModules[factionid] = {"Coalition.rte"} -- Define last stand mission. Must be null if not present in Unmapped lands to switch to default CF_LastStandMission[factionid] = nil; CF_LastStandMissionScene[factionid] = nil;