Intro: How the MMFW works - PiZZAD0X/MMFW GitHub Wiki
The MMFW works by storing settings within a mission file that is read by the MMFW addon upon mission load. When a mission is loaded the addon searches through all the mission settings, executing the respective component or setting that each setting controls.
Components and settings in the framework are divided into:
- Mission Attributes
- Entity Attributes
- Modules and their Attributes
Mission Attributes
An example would be the SafeStart component; The component activation setting controls whether or not this feature will be implemented for players upon load, and the additional settings control any additional behaviour the mission maker wants the component to do.
These settings would have players load in with ACE safeties enabled their weapons in the lowered state. Enabling the third option would unload the players' weapons upon load as well.
Entity Attributes
Entity attributes are object/unit specific settings that apply specifically to that object/unit, akin to how stance, rank, inits are set in the editor.
An example would be the teamcolour component, which allows you to visually choose between the different coloured teams and have that unit be assigned to that team on mission load.
Modules
Several components of the MMFW use modules as activators for various functions. These modules often have their own attributes to control their behaviour and activation.
An example would be the AO Limit Module, which defines an area of play in which the player is either warned or forced to stay inside.
The team settings control whether the area restriction applies to players under that team, the entry restriction will apply the restriction to players who start the mission outside the AO limit area but enter it throughout the mission (useful for a QRF relief style mission) and the Air Unit Exemption exempts air units from the AO Limit restriction. The last two controls are conditional controls that only have an effect if the AO Limit Mode is set to Soft instead of Hard. This Mode determines whether exiting the AO Limit will simply act as an invisible wall, or if you can physically pass through the limit but are warned to return to the AO.
Setting the AO Mode to Soft will enable the Soft AO specific settings: