desc.ext: Difference between revisions

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==basics==
#REDIRECT [[Description.ext]]
 
Until bis break their own code again, file references in desc.ext seem to follow the following conventions
 
note this is incompatible with resistance (and arma1). the rules have changed
 
----
*DescriptionRoot is the location of the description.ext
*This in turn becomes a CampaignRoot or a MissionRoot (see below)
*A \hardpath or lack of one changes the search order.
 
**A relative path first scans the DescriptionRoot. If not found, it scans \addons
 
DescriptionRoot\Relpath\to\file// is first scanned then
\RelPath\to\file
 
**A \hardpath of the same name ONLY looks in \addons
 
The same algorithm applies to mission.sqm but not bikb (and probably not fsm)
 
=DescriptionRoots=
 
Two types of description.ext exist, and they operated differently.
 
==missionroot==
 
The desc.ext is located in the primary folder of a mission.sqm
 
Addressing rules as above.
 
==campaignroot==
The campaign root is defined as being the start of the campaign folder. It contains
desc.ext
missions\
scripts\ (optional)
DtaExt\  (optional)
 
Note that there is no mission.sqm
 
'''IF''' this campaign is, in fact, an addon (a config.cpp exists) additional folders and files may exist. They, don't have relevence to the addressing space of a campaign other than they will be accessed like any other \addon.
 
 
A campaignroot\desc.ext is 'special' in that the only useable locations are dtaext\ (and scripts\)
 
===Scripts\===
scripts\ are a global entity for mission.sqms. They aren't desc.ext related.
 
not tested: an exec/eval in desc.ext might? access this folder
 
the scripts\ folder is accessed by mission.sqm's as a last resort if relative addressing is used.
===DtaExt===
unlike MissionRoot, you cannot have a sounds\ child folder as such (or any other)
 
All references are implied DtaExt (sigh)
 
sounds[]=fred
and
sounds[]=\fred
 
mean DtaExt\fred
 
'''Not tested: \fred\...  might be scanned by the engine'''
 
In fact, the DtaExt default is quite pointless. Inconsistent as ever, campaignroot's can't have the same structure as missions. but, there's no reason anymore why they shouldn't.
 
Bis have crippled the original default folders of DtaExt\sounds for sounds, and DtaExt\Music for music. They must be fully specified as
 
sounds[]=Sounds\whatever; (which actually means DtaExt\Sounds\....
 
 
This isn't a bad thing, but there wasn't a reason to keep the dtaext at all!!!!
 
There may or may not be other 'special' folders, 'my documents'\arma\username and other trifles. But you can't rely on it or them. they are likely to break or disappear at whim. mission scripts eg seem to have default access to ca\data\scripts. Fool it is, who rely on Bis to maintain that.
 
Bis themselves dont actually use dtaext (or scripts) in any of their campaigns. Probably because their mission makers either weren't aware of them, or could understand them.
 
But, from not making used of the global architecture, means common sound files (and common scripts) are bloated in each mission that uses one, for any official campaign.
 
=other=
 
 
<pre>
class CfgRadio //straightfoward array of {filename,volume,pitch}
{
  sounds[]={};
  class Seq0{name="Seq0";  sound[]={"sound\09r06.wss", db-40, 1.0}; title=$STRM_09r06;  };
};
class CfgSFX
{
  sounds[]={hospoda2};
  class Hospoda2
  {
    name="Hospoda2";
    sounds[]={sound1};//<<<<<name of sound array
    sound1[]={"hospoda2.ogg", db-0,1, 1, 1, 1, 1};//who knows
    empty[]= {, , , , 1 , 5, 20};
  };
};
</pre>
=cfgSounds=
one hell of a mess with titleS note the plural
 
ofp used semi colons between
 
titles[]={StartTime,Text};
titles[]=
 
<pre>
class CfgSounds
{
  sounds[]={};
  class Seq1 {name="Seq1";  sound[]={"sound\09v07.ogg", db, 1.0};    titles[]={0,      $STRM_09v07};  };//standard
 
  class 11v01{name="11v01"; sound[]={"sound\11v01.ogg", db-05, 1.0}; titles[]={{0,0.4}, $STRM_11v01};  };
  class 11v04{name="11v04"; sound[]={"sound\11v04.ogg", db-05, 1.0}; titles[]={ 0,      $STRM_11v04,  {5.5,0.5}, $STRM_11v04a};    };
  class DX04v01
  {
    name="DX04v01";
    sound[]={"sound\DX04v01.ogg", db+60, 1.0};
    titlesfont="tahomaB24";
    titlessize=0.025;
  titles[]=
    {
      0, $STRD_DX04v01;
      10, $STRD_DX04v02;
    };
  }; //wierd
</pre>
 
=cfgENVsounds==
<pre>
class CfgEnvSounds
{
  sounds[]={dest};
  class dest
  {
    name="dest";
    sound[]={"sound\dest.ogg", db, 1.0};
    soundNight[]={"sound\dest.ogg", db, 1.0};//<<<<
    titles[]={};
  };
};
</pre>
 
 
=Scripts=
scripts are part of mission.sqm and \hardpaths to addons are valid. Therefore, all relative references in a mission.sqm (and their scripts) are relative to the mission.sqm, NOT the folder they are encountered in. (sigh)
 
expActiv="nul=[] execVM ""scripts\dialog.sqf""";
 
relative to mission.sqm
 
expActiv="nul=[] execVM ""\scripts\dialog.sqf""";
 
would refer to a (non existent) pboprefix 'scripts'
 
fowley kbAddTopic ["dialog", "scripts\dialog.bikb", ""];
 
again, relative to mission.sqm, even tho, this piece of text is in the 'scripts' folder.
 
Note that Campaign root scripts folder is implied if it cannot find file in the mission.
 
execvm thing.sqf // assumes it's in mission.sqm root, OR campaignroot\scripts
execvm Scripts\thing.sqf // will look in mission.sqm\scripts or campaignRoot\scripts\scripts
 
previously, mission.sqm\scripts and ~\sound were also a default folders. but it looks like they broke it.
 
==bikb==
 
    speech[] = {"\sound\02v1.ogg"};
 
similar to mission.sqm's and desc.ext, if the file is not found in a genuine addon, it's looked for in missionRoot. However:
 
'''you CANNOT have relative refereces'''
 
    speech[] = {"sound\02v1.ogg"};
 
 
goes off to wander land
 
this because of some hotfix patch in version 1.05, where previously, bikb couldn't access anything except addons
 
WHY to bis do this to themselves.
 
notes:
*bikb is only a convention. you can have any extension.
*the file cannot be binarised even tho it's classtext. This is marked to change at further engine revisions.

Latest revision as of 20:22, 22 April 2024

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