Mission.sqm: Difference between revisions

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* <tt>class Mission</tt> - if it exists: mission
* <tt>class Mission</tt> - if it exists: mission
* <tt>class {{sic|OutroLoose}}</tt> - if it exists: failure outro
* <tt>class {{sic|OutroLoose}}</tt> - if it exists: failure outro
* <tt>class {{sic|OutroWin}}</tt> - if it exists: success outro
* <tt>class OutroWin</tt> - if it exists: success outro





Revision as of 17:12, 22 June 2020

Template:unsupported-doc Template:SideTOC


Mission.sqm is the file generated by the Mission Editor; it contains mission information (date, time, weather), object placement information (position, direction and other parameters) as well as every other setting that can be set from the editor (respawn type and duration, etc).


Versions

SQM version can be found by opening the file with a basic text editor: it is the very first line of the file, to format version=version; - correspondence below:

Version Game Format
11
  • Operation Flashpoint
  • Operation Flashpoint: Resistance
  • Arma
  • Arma 2
  • Arma 2: Operation Arrowhead
  • Take On Helicopters
2D
12
53 3D


Eden Editor format

As seen above, the first line is version, then come:

  • class EditorData - Eden Editor settings, like camera position, entity id
  • binarizationWanted - 0 to output the mission in plain (non-binary) text
  • addons - list of required addons
  • AddonsMetaData - user-friendly required addons' information
  • randomSeed - seed for randomisation, most likely used by random
  • class ScenarioData - scenario's meta data (author name) as well as respawn settings (respawn type, etc)
  • class CustomAttributes - advanced scenario attributes (such as respawn templates, revive, etc)
  • class Intro - if it exists: intro
  • class Mission - if it exists: mission
  • class OutroLoosesic - if it exists: failure outro
  • class OutroWin - if it exists: success outro


  • Intro, Mission, OutroLoose and OutroWin contain the following sub-classes:
    • class Intel - date/time and weather settings
    • class Entities - the various entities present in the Mission

class EditorData

class EditorData
{
	moveGridStep=1;
	angleGridStep=0.2617994;
	scaleGridStep=1;
	autoGroupingDist=10;
	toggles=1;
	class ItemIDProvider
	{
		nextID=13;
	};
	class MarkerIDProvider
	{
		nextID=1;
	};
	class Camera
	{
		// simplified example for the sake of readability
		// ...
	};
};

moveGridStep

Template:Stub

angleGridStep

Template:Stub

scaleGridStep

Template:Stub

autoGroupingDist

Defines the distance in meter to auto-group units.

toggles

Template:Stub

class ItemIDProvider

contains a single entry: nextID that is the next item id value (auto incremented on every item addition);

class MarkerIDProvider

contains a single entry: nextID that is the next marker id value (auto incremented on every marker addition);

class Camera

Defines the editor's camera position/orientation.

class Camera
{
	// positions are to format X, Z, Y
	pos[]={2325.9604,24.771292,5133.4385};				// camera position
	dir[]={0.361072,-0.27934057,0.88971913};			// camera vectorDir
	up[]={0.10504395,0.96019292,0.25883871};			// camera vectorUp
	aside[]={0.92660606,2.7686474e-007,-0.37604135};	//
};

binarizationWanted

A number (0 or 1) representing a Boolean, to tell the editor to save the mission.sqm to binary format or not.

binarizationWanted=0;

addons

A config array of CfgPatches entries, determining which addons are needed.

addons[]=
{
	"A3_Characters_F",
	"A3_Modules_F_Sites",
	"A3_Ui_F"
};

AddonsMetaData

A "list" of required addons' user-friendly details, with author's name, friendly name, URL.

class AddonsMetaData
{
	class List
	{
		items=3;
		class Item0
		{
			className="A3_Characters_F";
			name="Arma 3 Alpha - Characters and Clothing";
			author="Bohemia Interactive";
			url="https://www.arma3.com";
		};
		class Item1
		{
			className="A3_Modules_F";
			name="Arma 3 Alpha - Scripted Modules";
			author="Bohemia Interactive";
			url="https://www.arma3.com";
		};
		class Item2
		{
			className="A3_Ui_F";
			name="Arma 3 - User Interface";
			author="Bohemia Interactive";
			url="https://www.arma3.com";
		};
	};
};

randomSeed

A random seed most likely used by weather settings and/or other random values.

randomSeed=4125053;

ScenarioData

author

The mission's author name.

author="Bohemia Interactive";

class Mission

class Intro

class OutroWin

class OutroLoose

Constituted of two sub-entries class Intel and class Entities, This structure applies to class Intro, class OutroWin and class OutroLoose as well.

class Intel

Mission setup information.

class Intel
{
	timeOfChanges=1800.0002;
	startWeather=0;
	startWind=0.1;
	startWaves=0.1;
	forecastWeather=0;
	forecastWind=0.1;
	forecastWaves=0.1;
	forecastLightnings=0.1;
	year=2035;
	day=28;
	hour=13;
	minute=37;
	startFogDecay=0.014;
	forecastFogDecay=0.014;
};

class Entities

class Entities is a data bag that can contain items, and items can contain instances of class Entities. In the example below, the "main" class Entities contains an item (the group), item which contains another class Entities with items (group units).

class Entities
{
	items=1;
	class Item0
	{
		dataType="Group";
		side="West";
		class Entities
		{
			items=1;
			class Item0
			{
				// simplified example for the sake of readability
				// ...
			};
		};
	};
};

class ItemX

Where X is from 0 to items number -1.

A class ItemX can be of the following dataTypes:

  • "Comment"
  • "Group"
  • "Logic"
  • "Marker"
  • "Object"
  • "Trigger"
  • "Waypoint"

class Item0
{
	dataType="Object";
	class PositionInfo
	{
		position[]={256,1029.0015,512.0498}; // X, Z, Y in world position
	};
	side="West";
	flags=3;
	class Attributes
	{
		health=0.89999998;
		skill=0.60000002;
		ammo=0.89999998;
		rank="CORPORAL";
		presence=0.68964958;
		isPlayable=1;
		disableSimulation=1;
		ignoreByDynSimulGrid=1;
		reportRemoteTargets=1;
		receiveRemoteTargets=1;
		reportOwnPosition=1;
		stance="Down";
	};
	id=1;
	type="B_Soldier_F";	// CfgVehicles class
	atlOffset=1024;		// altitude offset
	class CustomAttributes
	{
		class Attribute0
		{
			// simplified example for the sake of readability
			// ...
		};
		nAttributes=1; // attributes count; similar to "items=x" in class Entities
	};
};
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Flags

Flag value is a combination of the following values:

  • 1 = KeepHorizontal
  • 2 = IsGroupLeader
  • 4 = IsSnappedToSurface
  • 8 = ContainsArea

For example, a flag of 7 means 1 + 2 + 4: KeepHorizontal, IsGroupLeader, IsSnappedToSurface and not ContainsArea.

class AttributeX

Attributes are children classes of items and are listed in the class CustomAttributes sub-class.

class Attribute0
{
	property="allowDamage";
	expression="_this allowdamage _value;";	// SQF code to be executed (_this = the object, _value = 'value' field below)
	class Value
	{
		class data
		{
			class type
			{
				type[]=
				{
					"BOOL"
				};
			};
			value=0; // for a boolean, 1 = true, 0 = false
		};
	};
};


2D Editor format

First line is version, then four classes of data, all of the same structure - they are:

  • class Mission
  • class Intro
  • class OutroWin
  • class OutroLoosesic

class Mission

It is filled as such:

// addons required to run the mission
// Once you are done creating/updating your mission, it is always good practice
// to check the mission.sqm for presence of unwanted addons in "addOns" and "addOnsAuto"" arrays.
// They contain "CfgPatches" classes of used addons.
// Apart from "class Mission", list of addons is present also in "Intro", "OutroWin" and "OutroLoose" classes.
addOns[]=
{
	"cacharacters",
	"desert"
};
addOnsAuto[]=
{
	"cacharacters",
	"desert"
};
randomSeed=9361411; // the random seed, most probably used to generate random numbers
class Intel // pretty self-explanatory
{
	startWeather=0.100000;
	forecastWeather=0.300000;
	year=2007;
	month=6;
	day=7;
	hour=8;
};

class Groups

class Groups
{
	items=1;
	class Item0
	{
		side="WEST";
		class Vehicles
		{
			items=1;
			class Item0
			{
				position[]={2606.808838,14.685581,2408.266602}; // X, Z, Y
				id=0;
				side="WEST";
				vehicle="SoldierWB";							// CfgVehicles class
				player="PLAYER COMMANDER";
				leader=1; // group leader
				skill=0.600000;
			};
		};
	};
};