-- Unique Faction ID local factionid = "Superior Assault Warriors"; print ("Loading "..factionid) CF_Factions[#CF_Factions + 1] = factionid -- Faction name CF_FactionNames[factionid] = "Superior Assault Warriors"; -- 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] = "FactionIconCoalition"; -- 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] = {"S-88", "DN-88"}; CF_LightWeaponSetModules[factionid] = {"SAW.rte", "SAW.rte"}; CF_HeavyWeaponSets[factionid] = {"STEK-11", "GH-56", "WUND-55", "LMP-45", "THOR-98", "BAP-9", "GLUD-5", "FMC-135", "FMC-LN5", "FR-27", "VARE-10", "MUGA-K2"} CF_HeavyWeaponSetModules[factionid] = {"SAW.rte", "SAW.rte", "SAW.rte", "SAW.rte", "SAW.rte", "SAW.rte", "SAW.rte", "SAW.rte", "SAW.rte", "SAW.rte", "SAW.rte", "SAW.rte"}; CF_Probabilities[factionid] = {1 , 1 , 0.30 , 0.15}; -- Define explosives CF_ExplosiveSets[factionid] = {"IWG-5", "NI-8", "IL-12"}; CF_ExplosiveSetModules[factionid] = {"SAW.rte", "SAW.rte", "SAW.rte"}; -- Define troops CF_ActorSets[factionid] = {"Unit Medium", "Unit Heavy"}; CF_ActorSetModules[factionid] = {"SAW.rte", "SAW.rte"}; --Define brains CF_BrainPresets[factionid] = "Commander"; CF_BrainPresetModules[factionid] = "SAW.rte"; -- Define actors allowed for purchase. All other actors will be gibbed if gibbing option is enabled CF_AllowedActors[factionid] = {"Commander", "Unit Medium" , "Unit Heavy", "Unit Elite SOP-19" , "SOMAG-1131 Mk2" , "ODP-81" , "RAAX-70R (Ancient Guardian)" , "Drop Ship MK1" , "Drop Crate", "Small MG Turret", "SAM Site"}; -- Define specific weapons CF_RocketLaunchers[factionid] = {"RSC-58LN", "BULE-83", "MLR-4", "SIG-II", "SIG-LOS". "RULAS-185"}; CF_RocketLauncherModules[factionid] = {"SAW.rte", "SAW.rte", "SAW.rte", "SAW.rte", "SAW.rte", "SAW.rte"}; CF_SniperRifles[factionid] = {"SEAR-7", "GAUS-121"}; CF_SniperRifleModules[factionid] = {"SAW.rte", "SAW.rte"}; -- Define dropships CF_Dropships[factionid] = {"SOMAG-1131 Mk2", "ODP-81"}; CF_DropshipModules[factionid] = {"SAW.rte", "SAW.rte"}; -- Define armored troops. If not defined actor with shield and one handed weapon spawned CF_ArmorCrabs[factionid] = nil CF_ArmorCrabModules[factionid] = nil CF_ArmorHumans[factionid] = nil CF_ArmorHumanModules[factionid] = nil -- Define armor substitutions CF_ArmorPistols[factionid] = {"S-88"} CF_ArmorPistolModules[factionid] = {"SAW.rte"} CF_ArmorShields[factionid] = {"DUL91", "KEDD Mk1", "S-88 Offhand"} CF_ArmorShieldModules[factionid] = {"SAW.rte", "SAW.rte", "SAW.rte"} -- Define elite weapon sets. All weapons from this set are given to elite soldier. CF_EliteWeaponSets[factionid] = {"LMP-45", "GLUD-5", "S-88"} CF_EliteWeaponSetModules[factionid] = {"SAW.rte", "SAW.rte", "SAW.rte"} --Define turrets CF_Turrets[factionid] = nil CF_TurretModules[factionid] = nil -- 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;