CMF Features
Views
Actions
Namespaces
Variants
Tools
The Coalition Mission Framework
Coalition Mission Framework, the CMF is a mission framework for our missions. It has numerous features, and it is there to make mission making easier, and save us time during the missions themselves.
Assign Gear
Assign Gear is a gearscript made by the Coalition, and it’s purpose is to make the loadout creation process a lot easier. It is made so it can be easily accessed by anyone, whilst it still covers a great depth in the loadout design. You can change any specific gear in f_assignGear_faction.sqf which will dictate what the players wear and what weapons they use. In f_assignGear_faction_standard.sqf you can change specifics for every class, what attachments they have, and the amount of ammo, grenades etc they carry.
For a more in-depth guide on how to use the Assign Gear feature, see: Mission Making Guidelines
Bluforce Trackers
During a mission you will see live map markers that track every friendly element on the map. These markers are there to make it easier for ourselves, and be able to track what’s going on between the different elements. It does not track individuals, so if you’re an AAR in a fireteam you will not carry the mapmarker, it is always the leader of every group.
Respawn
Our respawn system is made in a way that administrators dictate it. You will not respawn instantly when you die, you will be respawned if the mission calls for it. For an example, if you accidentally die during the briefing due to an ArmA error, an administrator has the ability to respawn you. However, if you get killed by an enemy near the end of the mission, the chances of you staying is spectator is very likely.
Spectator
When you die you will enter the spectator. The spectator script that we use is a mix of F3 framework and tanaKa’s own implementations. The spectator is very straight forward, and let’s you spectate the alive players whilst being dead. You will be able to hear the living players when you zoom into ACRE range of a player.
JIP
JIP - Or Join in Progress is exactly what the name suggests. For people joining in late, the JIP function is there to let players spawn in and attach themselves to an element.
For a more in-depth guide on the JIP function, see: Advanced Session Information
Briefing
Our briefing script is in-house made by tanaKa. It is simple to use with easy guidelines to help you make a successful briefing. Within the briefing folder you will find a briefing file respective to every faction, plus f_briefing_admin.sqf. This file is only meant for admins to read. If you want the AI to act a specific way, or spawn in enemy reinforcements at a specific time during the mission. The faction briefing files need to be used for every faction you have players on. For a TvT, two or more briefings would have to be made. For a co-op, usually one. For a more in-depth guide on the Briefing script, see: Mission Making Guidelines.
Deploy
Certain missions require you to use the deployment function. The deploy action can be found in your scroll wheel action menu. During some missions the deployment option is required to be used. The deployment option should only be used by element leaders - it will teleport everyone in the group to the chosen area. After you’ve hit deploy you will have to left click on your map at the designated location you want to teleport you - and it will teleport your group.
The deployment option can also be used if you JIP’d in or got respawned, if you know where to teleport it’s easier for you to do it rather than have an admin do it for you.
Plank
Plank is a building script that has been customized to fit our needs. This script allows you to add actions to pull bulding supplies from an entity by changing its variable name "Supplytruck_1". By default there will be a truck next to the engineer slots in the framework with this variable name in place already. You can use this variable on any placeable entity. Once the variable is set you will be able to run up to the entity and scroll wheel to pick up building kits which are sorted by role. For example you can have a town hall building that you can pull these kits from. Kits start with "Rifleman kit" which is a few sandbag walls and a spool of razor wire, and gain heavier fortifications as you go up the chain of command. The "PLT KIT" will have 1 small sandbag bunker, 1 ladder, 4 wide sandbag walls, 1 H-barrier watchtower, 4 short sandbag wall, 4 rolls of razor wire, 4 concrete road barriers, 1 sandbag watchtower, and 2 earthen ramparts. Recommend asking about changes to this script in #missiondesign before trying to do it alone.