Request Pads & Servicing¶
PFC ships faction aircraft service pads — buildable Conflict compositions where players request a plane from the faction catalog, and where a landed plane can taxi in to be repaired, salvaged and refueled (and rearmed, if the aircraft mod wires its armament system in — see Rearming). The flow is the vanilla helipad architecture: a service provider with a request action, an entity-spawner slot, and support-station zones, all bundled into one placeable composition.
What ships in the core¶
| Prefab | Purpose |
|---|---|
Prefabs/Props/PFC_PlaneService_USSR.et / _US.et |
The service desk prop. Building provider + catalog spawner (filters on the vanilla VEHICLE_AIRPLANE label, 60 m building/slot radius) + the Request Aircraft action. |
Prefabs/Systems/PFC_PlaneSpawnerSlot.et |
18×20 m VEHICLE_LARGE spawner slot for fighter/CAS-sized aircraft. |
Prefabs/Systems/PFC_PlaneSpawnerSlot_Heavy.et |
34×36×13 m slot for transport-class aircraft (C-130 sized). |
Prefabs/Compositions/Slotted/SlotFlatLarge/PlaneService_L_USSR_01.et / _US_01.et |
The full pad: service prop + slot + repair/salvage zone + fuel point + runway lights + sign. |
PrefabsEditable/.../E_PlaneService_L_USSR_01.et / _US_01.et |
Editor wrappers — these are what appear in the GM editor and the Conflict building browser. |
The compositions are registered into the placeable-compositions registry and the building-mode browser by same-GUID config overrides inside PFC, so simply loading the core makes the pads placeable.
The airplane browser tab
Vanilla has no VEHICLE_AIRPLANE tab in the request/building content browser — without one the
request menu is empty even when the faction catalog has valid airplane entries, because browser tabs
gate content by label. PFC's Prefabs/Editor/Modes/EditorModeBuilding.et override appends an
airplane tab. Don't ship a second override of the same prefab in a consumer mod; if you must extend
it, append with + semantics the way PFC does.
Placing a pad¶
- Game master: both pads are under Systems → compositions in the editor content browser (faction-filtered).
- Conflict: the pads are registered in the free-roam-building lists (regular and HQ-commander), so they appear in the base building browser at the command post / building table alongside the vanilla helipads; the request action needs the base's supply storage in range for spawning costs.
Keep the slot area clear: the spawner slot reads permanently occupied if any static prop intersects its oriented bounding box — that's why the shipped composition keeps the runway lights just outside the slot corners. If your pad refuses to spawn planes, look for scenery inside the slot volume first.
Making your plane requestable¶
Everything below happens in your aircraft mod. The chain the engine walks is: prefab label → faction catalog entry → spawner label filter → browser tab → request action. Break any link and the plane silently never shows up.
- Label the prefab. In your plane prefab's
SCR_EditableVehicleComponentUIInfo, set the authored labelVEHICLE_AIRPLANE(notVEHICLE_HELICOPTER). -
Add a faction catalog entry with a same-GUID override of the faction's vehicle catalog config, appending a multilist (
m_aMultiLists +— a delta merge, never a full copy):// Configs/EntityCatalog/USSR/Vehicles_EntityCatalog_USSR.conf (.meta reuses the vanilla GUID) SCR_EntityCatalogMultiList { m_aMultiLists + { SCR_EntityCatalogMultiListEntry "{<new guid>}" { m_sIdentifier "MyPlane" m_aEntities { SCR_EntityCatalogEntry "{<new guid>}" { m_sEntityPrefab "{<guid>}Prefabs/Vehicles/MyPlane.et" m_aEntityDataList { SCR_EntityCatalogEditorData "{<new guid>}" { m_eValidEditorModes 33 } SCR_EntityCatalogSpawnerData "{<new guid>}" { m_eSlotTypes VEHICLE_LARGE m_iSupplyCost 900 } } } } } } } -
Match the slot type.
m_eSlotTypes VEHICLE_LARGEmatches both PFC slots. There is currently no dedicated heavy slot type — a C-130-class entry will also list on the small pad, so keep spawn footprints in mind when choosing supply costs and pad placement.
That's it — the PFC service desk's spawner filters the faction vehicle catalog down to
VEHICLE_AIRPLANE-labeled entries and lists them in the request browser.
Servicing on the pad¶
A plane that lands and taxis onto the pad is covered by the composition's support-station zones:
- Repair & salvage — the vanilla helipad repair station (bounding-box ranged, so the whole airframe counts, not just a point) plus vehicle salvage. Uses base supplies via its own resource consumer.
- Refuel — a faction fuel point at the pad edge. Its fuel support station is set to bounding-box
range covering the slot, so the vanilla Refuel vehicle action works anywhere on the pad. The vehicle
side is free: every
Vehicle_Basedescendant already carriesSCR_RefuelAtSupportStationAction; you only need afuel_capaction context on your prefab if you want the prompt anchored somewhere sensible.
Rearming (armament-system specific)¶
Rearm is deliberately not in PFC — it depends on which armament system your aircraft uses, and the core takes no weapon-system dependency. The pattern (exactly how WCS Armaments retrofits vanilla helipads): your aircraft mod ships a same-GUID override of the PFC composition that appends the armament system's resupply station and a supply consumer to the composition root. For WCS Armaments:
// Prefabs/Compositions/Slotted/SlotFlatLarge/PlaneService_L_USSR_01.et
// (.meta reuses PFC's GUID {69A8A34000008201}; the file is a DELTA — PFC's content stays)
GenericEntity : "{6E9190BC2713551D}Prefabs/Compositions/Slotted/BuildableComposition_Base.et" {
ID "5282DCB5DFC8538F"
components {
SCR_ResourceComponent "{<new guid>}" {
m_aConsumers {
SCR_ResourceConsumerServicePoint "{<new guid>}" {
m_eResourceRights ALL
m_fResourceRange 150
// container queue / storage policy as in the WCS helipad overrides
}
}
}
WCS_Armament_RearmSupportStationComponent "{<new guid>}" {
m_eSupportStationPriority HIGH
m_fRange 20
}
}
}
The per-weapon rearm actions live on the pod/gun prefabs themselves (WCS ships them there), so with the station in place the pilot gets rearm prompts on each mounted weapon while parked on the pad.
Override etiquette
Same-GUID prefab overrides are deltas: list only what you add or change, keep the root ID, and
never re-declare inherited components with fresh instance GUIDs — a fresh GUID adds a duplicate
component instead of overriding.