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DEV Faction Creators Guide

Saveliy Tronza edited this page Jul 5, 2020 · 2 revisions

Look at existing factions in Templates\Factions for examples, it should be fairly clear.
The basic premise is that there are a number of categories and subcategories (cat and subcat) of items, some of which are required, some of which are optional (depending on the faction type, police/military/civilian).
Making a new faction involves specifying what actual items (either class names or custom load outs) should be used for each cat/subcat. e.g. In the AAF 2035 faction, for the T_INF category, T_INF_rifleman subcategory, I_soldier_F is the class name to use.

Loadouts

When the existing classnames don't satisfy your needs you can instead specify a loadout. This is just a file containing sqf that will setup a unit as you want. The simplest way to do this is to export it from the Virtual or ACE Arsenal.

Requirements

  • A workshop collection of the required mods for your faction, including dependencies -- players should be able to use your faction with just the contents of the collection, Vindicta, CBA and ACE.
  • Correct and complete add-on list, including dependencies.

Don't

  • Don't change the T_NAME after your faction is accepted -- this will break existing saves
  • Don't remove or re-name load outs -- this will break existing saves
  • Don't randomize anything except quantities in loadouts for police or military factions (this will cause some items to not spawn)
  • Don't include different implementations of the same exact real world item -- e.g. the same rifle from two different mods

Do

  • Do prefer inbuilt class over load out, all other things being equal -- this means less code to maintain
  • Do minimize the number of mods required, all other things being equal