Files
source/gamedir/Base/TableData/Multiplayer/RandomTeams.xml
T
d683cdeb64 Run from gamedir (#686)
* prepare gamedir for running the game

* Stop telling installers to overwrite the vanilla game

The release no longer contains anything that lands on a vanilla file:
its base data lives in Base, so unpacking it over the game directory
and copying the game's Data into the release now amount to the same
installation.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Give the mod's base data its own VFS profile

Its files ship in Base now, so that a vanilla Data directory can be
copied in whole without a single collision. Mount Base right above the
vanilla dirs in every profile stack — the slot where the installer's
overwrites used to end up.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Mount Base in the language overlays' VFS configs too

Assembling a release copies a <Language>_Version directory over
gamedir, its own copies of the configs included, so without the same
Base profile every non-English release would mount nothing from Base.

Their libraries move along with the rest of the base data: each
language slf, and the Russian data.slf that shadows the vanilla
Data.slf by name.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Ignore a vanilla Data directory dropped into gamedir

Running the game here needs one copied in, and it is an untouched copy
of somebody's retail install — nothing this repository should track.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Ignore only the player profile directory, not every Profiles

The unanchored pattern also swallowed Base/TableData/Profiles, the
mod's soldier profile XMLs, which are tracked and belong in a release.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* move gamedir/Data to gamedir/Base

* move gamedir-languages' Data to Base

---------

Co-authored-by: Claude Opus 5 <noreply@anthropic.com>
2026-08-01 11:05:15 -03:00

24 lines
719 B
XML

<!--
This is an OPTIONAL file which selects random teams for the multiplayer clients.
If this file is not present, "hardcoded" teams will be taken.
Only the server needs to have this file. The teams are snyced to all the clients.
You can define as many teams as you would like. They are choosen randomly for each client.
The [name] attribute from the team tag is optional and not used yet anywhere in the game.
The [id] tag must match the index of the selected merc from ProEdit.
-->
<mp_teams>
<team name="Team1">
<id>16</id>
</team>
<team name="Team2">
<id>29</id>
</team>
<team name="Team3">
<id>12</id>
</team>
<team name="Team4">
<id>31</id>
</team>
</mp_teams>