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CUAEsteamCompability.html
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[h1] Logging [/h1]
Be default C-UEA logs on INFO level. In order to change that adjust mod global variable CUAE_LOG_LEVEL in [b]console[/b]
[code]
CUAE_LOG_LEVEL = CUAE_DEBUG
[/code]
Or add a script
[code]
function OnMsg.ModsReloaded()
CUAE_LOG_LEVEL = CUAE_DEBUG
end
[/code]
[code]
CUAE_DEBUG
CUAE_INFO
CUAE_WARN
CUAE_ERROR
[/code]
[h1] Exclusion Table [/h1]
Calling the function [b]CUAEAddExclusionTable[/b] allows you to implement custom exclusion logic. This prevents the mod
from distributing specified armaments to units of specific affiliations.
Example use case: A lore-friendly mod that restricts the Legion from using advanced weaponry and prevents Adonis forces
from equipping AK47s.
Table format:
[code]
cuaeExclusionTable = {
Affiliation1 = {"ArmamentId1", "ArmamentId2"},
Affiliation2 = {"ArmamentId3", "ArmamentId4"},
}
[/code]
Usage example (Legion units will never receive FAMAS/M16A2; Army units will not use AK47/Galil):
[code]
function OnMsg.ModsReloaded()
local cuaeExclusionTable = {
Legion = {'FAMAS', 'M16A2'},
Army = {'AK47', 'Galil'},
}
CUAEAddExclusionTable(cuaeExclusionTable)
end
[/code]
Applies to: Weapons, Armor, and Ammunition.
[h2]Affiliations Supported by C-UAE[/h2]
[list]
[*]Rebel
[*]Legion
[*]Thugs
[*]Army
[*]Adonis
[*]SuperSoldiers
[*]Militia (Not a native affiliation in the source code, but treated as one by C-UAE for militia units)
[/list]
[h1] Immunity Table [/h1]
Calling the function [b]CUAEAddImmunityTable[/b] protects specific items from being replaced by C-UAE. Quest items
(e.g., Pierre’s unique melee weapon) are immune by default, though their armor/rifles may still be modified.
Example use case: An AI mod where certain enemy archetypes rely on specific grenade types (e.g., smoke grenades). This
ensures they retain those grenades while other gear is randomized.
Table format:
[code]
immunityTable = { "ArmamentId1", "ArmamentId2" }
[/code]
Usage example:
[code]
function OnMsg.ModsReloaded()
local cuaeImmunityTable = {
'SmokeGrenade',
'TearGasGrenade',
'ToxicGasGrenade',
}
CUAEAddImmunityTable(cuaeImmunityTable)
end
[/code]
Applies to: Weapons and Armor.
[h1] Forced Mod Settings [/h1]
Modders can enforce specific C-UAE configurations to ensure compatibility, including hidden options unavailable to
regular users.
Example use case: A tactical AI mod requiring enemies to always carry handguns and grenades for advanced maneuvers.
Table format:
[code]
settings = {
-- Visible options
ReplaceWeapons = boolean,
AddWeaponComponents = boolean,
ReplaceArmor = boolean,
AffectMilitia = boolean,
ArmamentStrengthFactor = number[-10, 10],
-- Hidden options
DisallowSilencers = boolean, -- Default: true
ApplyChangesInSatelliteView = boolean, -- Default: true
LoadoutTables = nil, -- Custom loadout tables
}
[/code]
Usage example:
[code]
function OnMsg.ModsReloaded()
local cuaeSettings = {
ApplyChangesInSatelliteView = false,
LoadoutTables = customLoadoutTables,
}
CUAEForceSettings(cuaeSettings)
end
[/code]
[h1] Loadout Tables Specification [/h1]
[code]
[/code]