Description.ext

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The Description.ext file sets the overall mission attributes, and defines some global entities that will be available to other scripts. It is placed in mission's root folder. It uses the same syntax and structure as the Config.cpp file, but supports only a limited number of the full set of Config.cpp classes. Many, such as CfgVehicles, won't work.

In OFP:Elite this file is required for MP missions. If this is not included, a "-1 error" is shown when selecting the mission and the mission won't load.

 ! In 2D Editor, scenario has to be saved or re-loaded before changes to Description.ext takes effect.

In Eden Editor, changes are refreshed automatically upon scenario preview.

Contents

Attributes

Intro- duced in Attribute Type Description See Also
Introduced with Operation Flashpoint version 1.00

onLoadMission

String Displays a message while the mission is loading. Note that a mission that takes very little time to load will only display the message for a short time. Care should be taken to see whether your message is readable in that timeframe.
onLoadMission = "YourMissionName";

The OnLoadMission option is used to present the mission name to the user. In MP this is the name you see when selecting a mission and also the name that is presented to the MultiPlayer browser.

Introduced with Operation Flashpoint version 1.00

onLoadIntro

String Displays a message while the intro is loading.
onLoadIntro = "YourMessage"
Introduced with Operation Flashpoint version 1.00

onLoadMissionTime

Number Define whether you will see the time and date displayed while the mission loads. 1 means visible, 0 hidden.
onLoadMissionTime = 1;
Introduced with Operation Flashpoint version 1.00

onLoadIntroTime

Number Define whether you will see the time and date displayed while the intro loads. 1 means visible, 0 hidden.
onLoadIntroTime = 1;
Introduced with Arma 2: Operation Arrowhead version 1.51

loadScreen

String You can define a picture to be shown while the mission is loaded.

The path is relative to the mission folder.

loadScreen =  "pictures\intro.paa";
Introduced with Take On Helicopters version 1.00

CfgLoadingTexts

Class Define mission specific loading texts.
Introduced with Operation Flashpoint version 1.00

minScore

Number Set minimum score for your mission. Score is related to the star display in the debriefing screen. The score can be influenced during a missions progress by using the addRating command.
minScore = 0;

Values have to follow this formula: minScore < avgScore < maxScore. Any other combinations can lead to game freeze upon mission end.

avgScore, maxScore
Introduced with Operation Flashpoint version 1.00

avgScore

Number Set average score for your mission. Score is related to the star display in the debriefing screen. The score can be influenced during a missions progress by using the addRating command.
avgScore = 1800;

Values have to follow this formula: minScore < avgScore < maxScore. Any other combinations can lead to game freeze upon mission end.

minScore, maxScore
Introduced with Operation Flashpoint version 1.00

maxScore

Number Set maximum score for your mission. Score is related to the star display in the debriefing screen. The score can be influenced during a missions progress by using the addRating command.
maxScore = 75000;

Values have to follow this formula: minScore < avgScore < maxScore. Any other combinations can lead to game freeze upon mission end.

minScore, avgScore
Introduced with Operation Flashpoint version 1.00

respawn

String or Number Sets respawn type.

Can be one of:

  • 0 or "NONE" - No respawn
  • 1 or "BIRD" - Respawn as a seagull
  • 2 or "INSTANT" - Respawn just where you died.
  • 3 or "BASE" - Respawn in base.
    • Requires a marker named:
      • respawn_west
      • respawn_east
      • respawn_guerrila
      • respawn_civilian
    • Add markers named with the prefix 'respawn_west' with any suffix (eg: respawn_westABC, respawn_west1, respawn_west_2, etc) for multiple random respawn points. Similarly for east, guerrilla and civilian.
    • Vehicle respawn in base requires a marker named:
      • respawn_vehicle_west
      • respawn_vehicle_east
      • respawn_vehicle_guerrila
      • respawn_vehicle_civilian
  • 4 or "GROUP" - Respawn in your group (if there's no AI left, you'll become a seagull).
  • Introduced with Armed Assault version 1.08
    5 or "SIDE" - Respawn into an AI unit on your side (if there's no AI left, you'll become a seagull). With this respawn type, team switch is also available to any AI controlled playable units.
respawnDelay, respawnVehicleDelay, respawnDialog
Introduced with Operation Flashpoint version 1.00

enableTeamSwitch

Number Enables or disables Team Switch functionality in MP when respawn type is 5 (SIDE). Default is 1.
enableTeamSwitch = 0; //Manual team switch disabled
respawn
Introduced with Operation Flashpoint version 1.00

respawnButton

Number Enable or disable the respawn button in the menu for INSTANT and BASE respawn types. Default is 1 (enabled).
respawnButton = 0;
respawn, respawnDialog
Introduced with Operation Flashpoint version 1.00

respawnDelay

Number Set respawn delay in seconds.
respawnDelay = 42;
respawn, respawnVehicleDelay, respawnDialog
Introduced with Operation Flashpoint version 1.00

respawnVehicleDelay

Number Set vehicle respawn delay in seconds.
respawnVehicleDelay = 11;
respawn, respawnDelay, respawnDialog
Introduced with Operation Flashpoint version 1.00

respawnDialog

Number Show the scoreboard and respawn countdown timer for a player if he is killed with respawnType 3. Default is 1 (true).
respawnDialog = 0;
respawn, respawnDelay, respawnVehicleDelay
Introduced with Operation Flashpoint version 1.00

respawnOnStart

Number 1 to respawn player when he joins the game. Available only for INSTANT and BASE respawn types.
respawnOnStart = 1;//Respawn on start. Run respawn script on start.
respawnOnStart = 0;//Dont respawn on start. Run respawn script on start.
respawnOnStart = -1;//Dont respawn on start. Don't run respawn script on start.
respawn, respawnDelay, respawnVehicleDelay
Introduced with Operation Flashpoint version 1.00

respawnTemplates

Array Respawn templates from CfgRespawnTemplates. You can combine any number of them together.
respawnTemplates[] = {"Counter","Wave"};

Side specific respawn templates can be specified with "respawnTemplatesSIDE[]" where SIDE can be any playable side (e.g. respawnTemplatesEast[]). When such is undefined, general respawnTemplates are used instead.

respawn, respawnDelay, respawnVehicleDelay, Arma 3 Respawn


Introduced with Arma 3 version 1.62

ReviveMode

Number 0: disabled, 1: enabled, 2: controlled by player attributes
ReviveMode = 1;
Revive
Introduced with Arma 3 version 1.62

ReviveUnconsciousStateMode

Number 0: basic, 1: advanced, 2: realistic
ReviveUnconsciousStateMode = 0;
Revive
Introduced with Arma 3 version 1.62

ReviveRequiredTrait

Number 0: none, 1: medic trait is required
ReviveRequiredTrait = 0;
Revive
Introduced with Arma 3 version 1.62

ReviveRequiredItems

Number 0: none, 1: medkit, 2: medkit or first aid kit
ReviveRequiredItems = 2;
Revive
Introduced with Arma 3 version 1.62

ReviveRequiredItemsFakConsumed

Number 0: first aid kit is not consumed upon revive, 1: first aid kit is consumed
ReviveRequiredItemsFakConsumed = 1;
Revive
Introduced with Arma 3 version 1.62

ReviveMedicSpeedMultiplier

Number speed multiplier for revive performed by medic
ReviveMedicSpeedMultiplier = 2;
Revive
Introduced with Arma 3 version 1.42

reviveDelay

Number The time it takes to revive an incapacitated unit (default: 6 seconds). Having a Medikit will halve this time. Must have "Revive" Respawn template enabled.
reviveDelay = 6;
Revive
Introduced with Arma 3 version 1.42

reviveForceRespawnDelay

Number The time it takes for an incapacitated unit to force their respawn (default: 3 seconds). Must have "Revive" Respawn template enabled.
reviveForceRespawnDelay = 3;
Revive
Introduced with Arma 3 version 1.42

reviveBleedOutDelay

Number The time it takes for a unit to bleed out (default: 2 minutes). Must have "Revive" Respawn template enabled.
reviveBleedOutDelay = 120;
Revive
Introduced with Operation Flashpoint version 1.00

CfgCameraEffects

Class Configure custom cameraEffect
class CfgCameraEffects
{
	class Array
	{
		class External
		{
			type = 0;
			duration = 6; //3 seconds for some reason
			file = ""; //some kind of custom .p3d file for camera
		};
		class AutoTerminate: External
		{
			type = 3;
			chain[] = {"External","Terminate"}; //Terminate will trigger after 3 seconds
		};
	};
};

Example: "AutoTerminate" spawn { showCinemaBorder false; _dur = getNumber (missionConfigFile >> "CfgCameraEffects" >> "Array" >> _this >> "duration"); _cam = "camera" camCreate (player modelToWorld [0, -100, 50]); _cam camSetTarget player; _cam camSetRelPos [0, -0.1, 1.8]; _cam camCommit _dur/2; _cam cameraEffect [_this, "Back"]; waitUntil {camCommitted _cam}; camDestroy _cam; };


Introduced with Operation Flashpoint version 1.00

CfgSounds

Class General sounds that can be used for dialog, voiceovers in the briefing etc.
class CfgSounds
{
	sounds[] = {};
	class wolf1
	{
		// how the sound is referred to in the editor (e.g. trigger effects)
		name = "my_wolf_sound";
		// filename, volume, pitch
		sound[] = {"fx\wolf1.ogg", 1, 1};
		// subtitle delay in seconds, subtitle text 
		titles[] = {1, "*wolf growls*"};
	};
};

Use in missions:

playSound "wolf1";   // use the class name!
player say ["wolf1", 100];

(see tutorial)

NOTE: Since Arma 3 v1.49.131710 it is possible to define AddOn sounds in mission config. In order to make engine look for the sound in AddOn, the sound path must start with @ (instead of \) for example:

class CfgSounds
{
	sounds[] = {};
	class addonsound1
	{
		name = "sound from addon";
		// start path to sound file in AddOn with @
		sound[] = {"@a3\Ui_F_Curator\Data\Sound\CfgSound\visionMode", 0.8, 1};
		titles[] = {0,""};
	};
};

The following will play Vision Mode change sound from AddOn:

playSound "addonsound1";
player say "addonsound1";
player say2D "addonsound1";
player say3D "addonsound1";
Introduced with Operation Flashpoint version 1.00

CfgRadio

Class Radio sentences
class CfgRadio
{
	sounds[] = {};
	class RadioMsg1
	{
		name = "";
		sound[] = {"\sound\filename1.ogg", db-100, 1.0};
		title = "I am ready for your orders.";
	};
	class RadioMsg2
	{
		name = "";
		sound[] = {"\sound\filename2", db-100, 1.0}; // .wss implied
		title = {$STR_RADIO_2};
	};
};

Note that the location of the sound file is relative to the mission.

Use in missions:

unit sideRadio "RadioMsg2";
Introduced with Operation Flashpoint version 1.00

CfgMusic

Class
class CfgMusic
{
	tracks[]={};
class MarsIntro { name = ""; sound[] = {"\music\filename.ogg", db+0, 1.0}; }; class Ludwig9 { name = ""; sound[] = {"\music\filename.ogg", db+10, 1.0}; }; };

Name can be left blank as in the examples above. Only specify a name if you wish to access these sounds via the environment options of a trigger.

Title is the text string that will be displayed on the screen when the sound file is played. See also Stringtable.csv

 ! Setting volume (db) of music far from zero will disable fadeMusic command. Optimal values are from -10 to 10.

Use in missions:

playMusic  "MarsIntro"
Introduced with Operation Flashpoint version 1.00

CfgIdentities

Class Define the identities of individual units, you can specify the face, type of glasses worn, voice, tone of voice and name of an identity. You then give a specific unit this identity by using the command setIdentity in the mission. Note: nameSound is only valid for Arma 3.
class CfgIdentities
{
	class MyLittleSoldier
	{
		name="Givens";
                nameSound = "Givens"; // Arma 3 only!
		face="whiteHead_06";
		glasses="None";
		speaker="Male05ENG";
		pitch=1.1;
	};
};

See Category:CfgIdentities for valid options for: face, glasses, speaker etc.

setIdentity
Introduced with Arma 2 version 1.00

CfgFunctions

Class Define functions for your mission. See Functions Library for detailed info. Functions Library
Introduced with Arma 3 version 1.32

CfgRemoteExecCommands

Class Define commands available for remote execution with BIS_fnc_MP. See CfgRemoteExecCommands for more info.
class CfgRemoteExecCommands {}; //disable remote execution of all commands
CfgRemoteExecCommands
Introduced with Arma 3 version 1.24

CfgUnitInsignia

Class Define custom unit insignia (shoulder patches).
class CfgUnitInsignia
{
	class 111thID
	{
		displayName = "111th Infantry Division"; // Name displayed in Arsenal
		author = "Bohemia Interactive"; // Author displayed in Arsenal
		texture = "\a3\UI_F_Bootcamp\Data\CfgUnitInsignia\B_111thID_texture_ca.paa"; // Image path
		textureVehicle = ""; // Does nothing currently, reserved for future use
	};
};
Arma 3 Unit Insignia
Introduced with Armed Assault version 1.00

keys

Array List of keys (needed for keysLimit)
keys[] = {"key1","key2","key3"};

Note that unlike other 'text' items $STR_ variables (in the stringtable.csv for the mission) cannot be used

keysLimit, doneKeys
Introduced with Armed Assault version 1.00

keysLimit

Number Number of keys from the keys list needed for unlock a mission.
keysLimit = 2;
keys, doneKeys
Introduced with Armed Assault version 1.00

doneKeys

Array Name of key(s) needed for mark a mission in SP missions list as completed.
doneKeys[] = {"key4"};

Note that unlike other 'text' items $STR_ variables (in the stringtable.csv for the mission) cannot be used

Keys can be activated using activateKey and checked by isKeyActive.

keys, keysLimit
Introduced with Operation Flashpoint version 1.00

disabledAI

Number When 1, removes all playable units which do not have a human player. When 0, a logging out player will have AI take control of his character. Default value is 0. (MP)
disabledAI = 1;

Disabling all the AI units will prevent JIP into playable units.

Introduced with Operation Flashpoint version 1.00

aiKills

Number Enables scorelist for AI players
aiKills = 1;
Introduced with Operation Flashpoint version 1.00

briefing

Number Skip briefing screen for SP missions. If no briefing.html is present, it is skipped anyway.
briefing = 0;

Briefing will still be displayed until all clients are connected and done loading.

Introduced with Operation Flashpoint version 1.00

debriefing

Number Defines if the debriefing is shown or not at the end of the mission.
debriefing = 0;
Introduced with Arma 3 version 0.50

CfgDebriefing

Class Define custom mission endings or override the default endings (found under CfgDebriefing in the game's config file).

class CfgDebriefing { // Used when all players die in MP class endDeath { title = "Both teams have died."; description = "Everyone was killed by the bomb."; picture = "KIA"; }; };

Debriefing
Introduced with Arma 3 version 0.50

CfgDebriefingSections

Class Define custom sections to be displayed on the debriefing screen. Useful for custom scoring systems or displaying player achievements.

class CfgDebriefingSections { class bPoints { title = "Blufor Points"; variable = "BLU_P"; }; class oPoints { title = "Opfor Points"; variable = "OPF_P"; }; };

Debriefing
Introduced with Operation Flashpoint version 1.00

showHUD

Number or Array Enables/Disables the following IGUI elements:
  • Vehicle and Unit Info
  • Radar and Tactical Display
  • Vehicle Compass
  • Tank Direction Indicator
  • Commanding Menu
  • Group Info Bar
showHUD = 0;

The effect of using the above showHUD param is different from the effects of showHUD scripting command, both methods are rather complementary to each other.
As of Arma 3 v1.49.131879 showHUD param could be an array to allow control over separate HUD elements, for example:

showHUD[] = {
	true,	// Scripted HUD (same as showHUD command)
	true,	// Vehicle + soldier info
	false,	// Vehicle radar [HIDDEN]
	false,	// Vehicle compass [HIDDEN]
	true,	// Tank direction indicator
	true,	// Commanding menu
	true,	// Group Bar
	true,	// HUD Weapon Cursors
	true	// HUD Squad Radar
};

NOTE: adding new showHUD[] array param to description.ext will also disable scripted command showHUD entirely.

showHUD, shownHUD
Introduced with Operation Flashpoint version 1.00

showGPS

Number Enables/Disables the GPS
showGPS = 0;

In ArmA 1.04 toggle this option to disable the mini map attached to the GPS.

showGPS, shownGPS, visibleGPS
Introduced with Operation Flashpoint version 1.00

showCompass

Number Defines if the compass is visible.
showCompass = 0;
showCompass, shownCompass, visibleCompass
Introduced with Operation Flashpoint version 1.00

showMap

Number Defines if the map is shown after the mission starts.
showMap = 0;
showMap, shownMap
Introduced with Armed Assault version 1.00

showNotePad

Number In ArmA, defines if the NotePad is shown after the mission starts.
showNotePad = 0;
Introduced with Operation Flashpoint version 1.00

showPad

Number Defines if the NotePad is shown after the mission starts. (Not in ArmA)
showPad = 0;
showPad, shownPad
Introduced with Operation Flashpoint version 1.00

showWatch

Number Defines if the watch is visible.
showWatch = 0;
showWatch, shownWatch, visibleWatch
Introduced with Arma 3 version 1.16

showUAVFeed

Number Enables/Disables the UAV Feed
showUAVFeed = 0;
showUAVFeed, shownUAVFeed
Introduced with Arma 3 version 1.60

showSquadRadar

Number Defines if the Squad Radar is visible.
showSquadRadar = 0;
Introduced with Take On Helicopters version 1.00

scriptedPlayer

Number When scripted player is enabled, game no longer shows "No player select" error message upon mission start when no player unit is present.
scriptedPlayer = 1;
Introduced with Operation Flashpoint version 1.00

rscTitles

Class Defines custom UI displays.

To show such displays, use cutRsc or titleRsc.

Introduced with Operation Flashpoint version 1.00

weapons

Class Set weapons available to players during the briefing.
class Weapons 
{
	class AK74 {count = 8;};
	class RPG7V {count = 2;};
	class Binocular {count = 2;};
};
magazines, backpacks
Introduced with Operation Flashpoint version 1.00

magazines

Class Set magazines available to players during the briefing.
class Magazines 
{
	class 30Rnd_545x39_AK {count = 32;};
	class PG7V {count = 6;};
	class HandGrenade {count = 16;};
};
weapons, backpacks
Introduced with Arma 2: Operation Arrowhead version 1.51

backpacks

Class Set backpacks available to players during the briefing.
class Backpacks 
{
 	class US_Patrol_Pack_EP1 {count = 4;};
 	class US_Assault_Pack_EP1 {count = 4;};
};
weapons, magazines
Introduced with Operation Flashpoint version 1.00

weaponPool

Number Allows equipment transferred from one campaign mission to the next to be available during the briefing in the gear menu.
weaponPool = 1;

See also Command Group: Weapon Pool.

Introduced with Arma 2: Operation Arrowhead version 1.56

allowSubordinatesTakeWeapons

Number Allows subordinates (i.e., not leaders) to equip items defined in weapons, magazines and backpacks.
allowSubordinatesTakeWeapons= 1;
Introduced with Operation Flashpoint version 1.00

titleParam%

String titleParam1 and titleParam2 (% in title is replaced either by 1 or 2) are multiplayer options. These options are seen in the lobby of a multiplayer game. These options can be useful for setting time limits and score limits in such games as Capture the Flag and Death Matches. Other popular uses include accelerate time, setting the mission difficulty or switching the intro on/off.

In the mission param1 and param2 have the values of the chosen options. Many people will assign a variable in the init.sqs file to param1 for simplicity, an example of this would be to assign variable timelimit = param1.

titleParam1 = "Time limit:";
valuesParam1[] = {0, 300, 600, 900};
defValueParam1 = 900;
textsParam1[] = {"Unlimited", "5 min", "10 min", "15 min"};
titleParam2 = "Score to win:";
valuesParam2[] = {10000, 5, 7, 10, 15, 20, 25, 30};
defValueParam2 = 5;
textsParam2[] = {"Unlimited", 5, 7, 10, 15, 20, 25, 30};
Introduced with Operation Flashpoint version 1.00

valuesParam%

Array See titleParam% titleParam%
Introduced with Operation Flashpoint version 1.00

defValueParam%

Number See titleParam% titleParam%
Introduced with Operation Flashpoint version 1.00

textsParam%

Array See titleParam% titleParam%
Introduced with Arma 2 version 1.03

params

Class See Arma 3 Mission Parameters
Introduced with Armed Assault version 1.00

header

Class See Multiplayer Game Types
Introduced with Arma 2: Operation Arrowhead version 1.62

disableChannels

Array Disable global, side, command and system chat. MOTD and admin say have exception and will show in global. Introduced in BETA 1.60.93398.
disableChannels[] = {channelID<number>, channelID<number>...}; // old syntax
Example:  disableChannels[] = {0,1,2};
disableChannels[] = {{channelID<number>, disableChat<bool>, disableVoice<bool>},{channelID<number>, disableChat<bool>, disableVoice<bool>},...}; // new syntax
Example:  disableChannels[]={{0,true,true},{1,true,false}...};

Channel number correspondence:
0 = Global
1 = Side
2 = Command
3 = Group
4 = Vehicle
5 = Direct
6 = System

Introduced with Arma 2: Operation Arrowhead version 1.62

enableItemsDropping

Number Disable dropping items while swimming. Introduced in BETA 1.60.93965.
enableItemsDropping = 0;

0 = Disable
1 = Enable

Introduced with Arma 2: Operation Arrowhead version 1.62

onPauseScript

String
or
Array
Executes a custom .sqf script or function in scheduled environment (execVM) when player brings up Game Pause screen (presses 'Esc' button). Display parameter of the resulting dialog is available via (_this select 0) inside the script.
onPauseScript = "myOnPauseScript.sqf";
onPauseScript[] = {myOnPauseFunction1,myOnPauseFunction2};//(Arma 3)

NOTE: The script or function executes in its own namespace, so in order to pass external global variable to the script you need to explicitly indicate namespace passed variable defined in. For example, while expression like myVar = "123"; defined elsewhere usually is treated as if myVar belongs to missionNamespace, inside onPauseScript you have to be explicit about it:

hint str myVar; //Undefined variable myVar error!
hint str (missionNamespace getVariable "myVar"); //123 

The above is also true if defining global variable inside onPauseScript for use elsewhere:

myVar2 = "345"; //incorrect!
missionNamespace setVariable ["myVar2", "345"]; //correct!
Introduced with Armed Assault version 1.00

onCheat

String Executes custom statement when player enters GETALLGEAR cheat (see: GETALLGEAR).
onCheat = "hint str _this";
Introduced with Arma 3 version 0.50

onLoadName

String String (usually mission name) shown during mission loading. The string is shown in a slightly larger font above the loadScreen. For example:
author="Varanon";
OnLoadName = "Point Insertion";
OnLoadMission = "A group of NATO soldiers is tasked with sabotaging a coastal defense.";
loadScreen = "images\loadScreen.paa";

This produces the pictured result. The onLoadMission text is placed below the load screen and the header gameType determines the game time on top of the box.

Loading Screens
Introduced with Arma 3 version 0.50

author

String Author of the mission. The default loading screen shows this string below the onLoadName in a smaller font prefixed by "by ". Loading Screens
Introduced with Arma 3 version 0.50

overviewPicture

String Path to image which will be displayed when the mission is highlighted on the mission selection screen. Image should be .paa format and in 2:1 aspect ratio. Mission Overview
Introduced with Arma 3 version 0.50

overviewText

String Text to be displayed below the overviewPicture on the mission selection screen when the mission is available to play. Mission Overview
Introduced with Arma 3 version 0.50

overviewTextLocked

String Text to be displayed below the overviewPicture on the mission selection screen when the mission is locked from play. Mission Overview
Introduced with Arma 3 version 0.50

joinUnassigned

Number By default a new player is not auto assigned a free playable slot in the mission lobby in Multiplayer. Set it to 0/false to make him auto assigned to the side with least players.
joinUnassigned = 0;//false;

0 = Disable
1 = Enable
Default value: 1

Introduced with Arma 3 version 1.60

skipLobby

Number When enabled, joining player will join the mission bypassing role selection screen. The joinUnassigned param will be set to 1 automatically, so that player receives 1st available role from mission template. When leaving such mission, player will go straight back to server browser.
skipLobby = 1; //enabled

Default value: 0

Introduced with Arma 3 version 0.50

allowFunctionsLog

Number Allows functions to log to the RPT file. Set it to 1/true to allow RPT logging.
allowFunctionsLog = 1;//true

0 = Disable
1 = Enable

BIS_fnc_error
Introduced with Arma 3 version 0.50

enableDebugConsole

Number Allows access to the Debug Console outside of the editor during normal gameplay.
enableDebugConsole = 2;//dangerous in MP

0 = Default behavior, available only in editor
1 = Available in SP and for hosts / logged in admins
2 = Available for everyone

Mission_Editor:_Debug_Console


Introduced with Arma 3 version 1.32

corpseManagerMode

Number Sets the mode for corpse removal manager.
corpseManagerMode = 0;

0 = None - None of the units are managed by the manager
1 = All - All units are managed by the manager
2 = None_But_Respawned - Only units that can respawn are managed by the manager
3 = All_But_Respawned - All units are managed by the manager with exception of respawned (opposite to mode 2)
Default value: 0 for SP, 2 for MP

wreckManagerMode, addToRemainsCollector, isInRemainsCollector, removeFromRemainsCollector
Introduced with Arma 3 version 0.50

corpseLimit

Number Corpse limit before which ( <= ) corpseRemovalMaxTime applies and after which ( > ) corpseRemovalMinTime applies (see below).
corpseLimit = 1;

Default value: 15

wreckLimit
Introduced with Arma 3 version 0.50

corpseRemovalMinTime

Number Remove all bodies that have been dead longer than corpseRemovalMinTime when corpseLimit is breached.
corpseRemovalMinTime = 60; //seconds

Default value: 10

wreckRemovalMinTime
Introduced with Arma 3 version 0.50

corpseRemovalMaxTime

Number Maximum time a corpse can remain on the ground if total number of corpses is equal or under corpseLimit.
corpseRemovalMaxTime = 1200; //seconds

Default value: 3600

wreckRemovalMaxTime


Introduced with Arma 3 version 1.32

wreckManagerMode

Number Sets the mode for wreck removal manager.
wreckManagerMode = 0;

0 = None - None of the vehicles are managed by the manager
1 = All - All vehicles are managed by the manager
2 = None_But_Respawned - Only vehicles that can respawn are managed by the manager
3 = All_But_Respawned - All vehicles are managed by the manager with exception of respawned (opposite to mode 2)
Default value: 0 for SP, 2 for MP

corpseManagerMode, addToRemainsCollector, isInRemainsCollector, removeFromRemainsCollector


Introduced with Arma 3 version 0.50

wreckLimit

Number Vehicle wreck limit before which ( <= ) wreckRemovalMaxTime applies and after which ( > ) wreckRemovalMinTime applies (see below).
wreckLimit = 1;

Default value: 15

corpseLimit
Introduced with Arma 3 version 0.50

wreckRemovalMinTime

Number Remove all wrecks that have existed longer than wreckRemovalMinTime when wreckLimit is breached.
wreckRemovalMinTime = 60; //seconds

Default value: 10

corpseRemovalMinTime
Introduced with Arma 3 version 0.50

wreckRemovalMaxTime

Number Maximum time a wreck can remain on the ground if total number of wrecks is equal or under wreckLimit.
wreckRemovalMaxTime = 1200; //seconds

Default value: 3600

corpseRemovalMaxTime
Introduced with Arma 3 version 1.34

forceRotorLibSimulation

Number Force enable or disable RotorLib.
forceRotorLibSimulation = 1; //force enable

Default value: 0 - options based; 1 - force enable; 2 - force disable

Introduced with Armed Assault version 1.00

saving

Number Toggle saving.
saving = 0; // disable saving

Default value: 1

Introduced with Armed Assault version 1.00

respawnWeaponsWest

Array of Strings Set weapons which BLUFOR players will receive upon respawn. respawnMagazinesWest has to be defined as well.
respawnWeaponsWest[] = {"arifle_Katiba_GL_F"};

Default value: Nothing

Introduced with Armed Assault version 1.00

respawnMagazinesWest

Array of Strings Set magazineswhich BLUFOR players will receive upon respawn. respawnWeaponsWest has to be defined as well.
respawnMagazinesWest[] = {"30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green"};

Default value: Nothing

Introduced with Armed Assault version 1.00

respawnWeaponsEast

Array of Strings Set weapons which OPFOR players will receive upon respawn. respawnMagazinesEast has to be defined as well.
respawnWeaponsEast[] = {"arifle_Katiba_GL_F"};

Default value: Nothing

Introduced with Armed Assault version 1.00

respawnMagazinesEast

Array of Strings Set magazineswhich OPFOR players will receive upon respawn. respawnWeaponsEast has to be defined as well.
respawnMagazinesEast[] = {"30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green"};

Default value: Nothing

Introduced with Armed Assault version 1.00

respawnWeaponsGuer

Array of Strings Set weapons which Independent players will receive upon respawn. respawnMagazinesGuer has to be defined as well.
respawnWeaponsGuer[] = {"arifle_Katiba_GL_F"};

Default value: Nothing

Introduced with Armed Assault version 1.00

respawnMagazinesGuer

Array of Strings Set magazineswhich Independent players will receive upon respawn. respawnWeaponsGuer has to be defined as well.
respawnMagazinesGuer[] = {"30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green"};

Default value: Nothing

Introduced with Armed Assault version 1.00

respawnWeaponsCiv

Array of Strings Set weapons which Civilian players will receive upon respawn. respawnMagazinesCiv has to be defined as well.
respawnWeaponsCiv[] = {"arifle_Katiba_GL_F"};

Default value: Nothing

Introduced with Armed Assault version 1.00

respawnMagazinesCiv

Array of Strings Set magazineswhich Civilian players will receive upon respawn. respawnWeaponsCiv has to be defined as well.
respawnMagazinesCiv[] = {"30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green"};

Default value: Nothing


Introduced with Arma 3 version 1.42

taskManagement_markers2D

Number 0: do not use new 2D markers (default), 1: replace task markers with new 2D markers
taskManagement_markers2D = 1;
Shared Objectives
Introduced with Arma 3 version 1.42

taskManagement_markers3D

Number 0: do not use new 3D markers (default), 1: replace task waypoints with new 3D markers
taskManagement_markers3D = 1;
Shared Objectives
Introduced with Arma 3 version 1.42

taskManagement_propagate

Number 0: do not propagate (default), 1: propagate shared tasks to subordinates
taskManagement_propagate = 1;
Shared Objectives
Introduced with Arma 3 version 1.42

taskManagement_drawDist

Number 3d marker draw distance in meters (default: 2000). within this range, unassigned tasks are drawn on screen.
taskManagement_drawDist = 2500;
Shared Objectives
Introduced with Arma 3 version 1.42

disableRandomization

Array Disables randomization on certain objects, object types or object kinds in the mission.
disableRandomization[] = {"All", "AllVehicles", "B_G_Offroad_01_F", "myCar", "MyUnitName", "B_Soldier_F"};


Introduced with Arma 3 version 1.42

CfgVehicleTemplates

Class This class is used to create vehicle templates used by the Vehicle Customization system
class CfgVehicleTemplates
{
	class BIS_Offroad_01_default
	{
		displayName = "Default"; 
		author = "Bohemia Interactive"; 
		textureList[] =
		{
			"guerilla_01", 1,
			"guerilla_02", 1
		};
		animationList[] =
		{
			"HideBumper1", 1, 
			"HideBumper2", 1
		};
	};
};
Vehicle_Customization (VhC)
Introduced with Arma 3 version 1.50

CfgUnitTemplates

Class This class is used to create units templates. For now, this is only used with the function BIS_fnc_unitHeadgear
class CfgUnitTemplates
{
	// Classic selectRandom
	// [cursorTarget, "MyFirstTemplate"] call bis_fnc_unitHeadgear;
	class MyFirstTemplate: Default
	{
		headgearList[] =
		{
			"H_Cap_blk","H_Cap_grn","H_Cap_oli","H_Cap_oli_hs","H_Cap_tan","H_Cap_blk_Raven"
		};
		facewearList[] =
		{
			"G_Bandanna_beast","G_Bandanna_blk","G_Bandanna_khk","G_Bandanna_oli","G_Bandanna_shades"
		};
	};
	// the probabilities will be considered, weighted random
	// [cursorTarget, "MySecondTemplate"] call bis_fnc_unitHeadgear;
	class MySecondTemplate: Default
	{
		headgearList[] =
		{
			"H_Cap_blk",0.9,"H_Cap_grn",0.6,"H_Cap_oli",0.75,"H_Cap_oli_hs",0.55,"H_Cap_tan",0.9,"H_Cap_blk_Raven",0.75
		};
		facewearList[] =
		{
			"G_Bandanna_beast",0.5,"G_Bandanna_blk",0.5,"G_Bandanna_khk",0.5,"G_Bandanna_oli",0.5,"G_Bandanna_shades",0.5
		};
	};
};
BIS_fnc_unitHeadgear
Introduced with Arma 3 version 1.00

showGroupIndicator

Number When set to 1, changes default GPS mini map into a radar like display that indicates group members relative position to the player
showGroupIndicator = 1;
Introduced with Arma 3 version 1.50

CfgRemoteExec

Class Define remoteExec restrictions.
class CfgRemoteExec
{
      // List of script functions allowed to be sent from client via remoteExec
      class Functions
      {
              // RemoteExec modes: 
              // 0-turned off
              // 1-turned on, taking whitelist into account
              // 2-turned on, ignoring whitelist (default, because of backward compatibility)
              mode = 2;
              // Ability to send jip messages: 0-disabled, 1-enabled (default)
              jip = 1;
              // your functions here
              class YourFunction1
              {
                     allowedTargets=0; // can target anyone (default)
                     jip = 0; // sending jip messages is disabled for this function (overrides settings in the Functions class)
              };
              class YourFunction2 { allowedTargets=1; }; // can target only clients
              class YourFunction3 { allowedTargets=2; }; // can target only the server
      };        
      // List of script commands allowed to be sent from client via remoteExec
      class Commands
      {
             // your commands here
             class YourCommand1 
             { 
                     allowedTargets=0; // can target anyone
                     jip=0; // sending jip is turned off (overrides settings in the Commands class)
             };
      };
};
CfgRemoteExec, remoteExec, remoteExecCall
Introduced with Arma 3 version 1.00

allowFunctionsRecompile

Number As a security measure, functions are by default protected against rewriting during the mission. This restriction does not apply in missions previewed from the editor and in missions with the following attribute in Description.ext
allowFunctionsRecompile = 1;


Introduced with Arma 3 Development Branch version 1.53

CfgTaskTypes

Class Define Task types and their icons
class CfgTaskTypes
{
   class Attack
   {
       icon     = \A3\UI_F_MP_Mark\Data\Tasks\Types\Attack_ca.paa;
       icon3D   = \A3\UI_F_MP_Mark\Data\Tasks\Types3D\Attack_ca.paa;
   };
   class Defend
   {
       icon     = \A3\UI_F_MP_Mark\Data\Tasks\Types\Defend_ca.paa;
       icon3D   = \A3\UI_F_MP_Mark\Data\Tasks\Types3D\Defend_ca.paa;
   };
   …
   …
};
Arma 3 Task Enhancements