Summary
Factions with reputation, a recruiter to switch sides, a cost for team kills and protection for new players. Early version, tested without players.
Description
MILSIM CREATOR FRAMEWORK - POLITICS MODULE
EARLY VERSION - the rules run and have been checked on a server without
players. Nothing here has been tried with real people yet.
Sides that mean something. A character belongs to a faction and has a standing
with each of them. Both are kept on the server per character.
WHAT YOU GET
- Three factions: FIA, USA, USSR (mapped to your scenario's own faction keys in
the settings). A new character starts with FIA unless you change it. The
stored faction is put back on every spawn.
- A Recruiter you place from Game Master (content browser, Modded > Objects).
Three actions: Join FIA, USA, USSR. Switching has a cooldown (an hour by
default). Leaving USA or USSR costs standing.
- A Faction page in the inventory: your side, when you may switch, and a meter
per faction as a word (Hostile to Trusted), no numbers.
- Team kills: killing a member of your own faction costs standing with it.
- New-player protection: when a high-level player kills a low-level one near the
start area, the killer loses standing, gets a Wanted marker on the map for a
while, and the home side's AI treats them as an enemy while they are inside the
area. A bounty is published for other modules to use; nothing uses it yet.
Each part can be switched off in the settings.
FOR SERVER OWNERS
- One settings file, written with defaults on first start:
$profile:MCF/politics/settings.json. Faction keys, cooldown, penalties, the
protection levels and area, each counter-action on or off.
- Player files: $profile:MCF/politics/players/.
- Log lines start with [MCF-POL].
- Vanilla kicks a player after about four team kills. FIA is switched to no kick
at start (setting fiaNoKick). USA and USSR keep vanilla's kick: to turn it off
set "optional kicking" off on the data collector component of your game mode
prefab (see the module's readme in the repository).
MEASURED, AND NOT
- Checked on a dedicated server with no players: storing and reloading a
character's side and standing, the switch rules, team-kill and protection
logic, setting and clearing the AI override on a spawned man.
- NOT tested with players: the recruiter in the world, the Faction page on
screen, protection with two real players, what the AI does about a real player
who is Wanted, whether the map marker icon shows in your mission's marker
config, and vanilla's kick on USA/USSR team kills.
- Protection needs player levels from MCF Character. Without it protection stays
off and the log says so once. Everything else works alone.
KNOWN LIMITS
- No clans, boards, regions or villages yet; FIA team kills cost nothing.
- The Wanted marker shows where the kill happened; it does not follow the killer.
- The start area defaults to near Lamentin on Everon (x 1304, z 6004). Other maps
need new coordinates.
DEPENDENCIES
- Milsim Creator Framework - Core
(Better with Milsim Creator Framework - Character.)
License
Arma Public License (APL)