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Level 2 titles: categories (Mission information, Starting gear, etc.) | |||
Level 3 titles: [NONE AT THE MOMENT] possible sub-categories – e.g "Mission information/Overview/xxx" | |||
Level 4 titles: the settings themselves | |||
--> | |||
The [[Description.ext]] is a [[missionConfigFile]] and is used to set the overall mission attributes or to define global properties that will be available for other scripts. | |||
It is placed in the [[Mission Editor: External#Mission Folder|mission root folder]] and uses the same syntax as the config.cpp file, but supports only a limited number of config classes. | |||
Additionally, many attributes can also be set via the [[:Category:Eden Editor|Eden Editor]], where changes are automatically refreshed upon scenario preview. | |||
In the [[2D Editor]] the mission has to be reloaded for changes to be applied. | |||
{{Feature|ofpe|This file is required in {{GameCategory|ofpe|link= y}} for MP missions to work, otherwise a '''-1 error''' is shown.}} | |||
{{Feature|informative|This page is about the '''Mission Description.ext'''. For the campaign version, see [[Campaign Description.ext]].}} | |||
{{Feature|warning|The keyword {{hl|class}} for class definitions '''must''' be lowercase, otherwise a parsing error will occur.}} | |||
{{Feature|important| | |||
Accidentally creating this file with a wrong file extension is a frequent cause of issues. | |||
If you are unfamiliar with script file creation, read {{Link|Introduction to Arma Scripting#File Creation}} for a step-by-step tutorial. | |||
}} | |||
{{Feature|arma3|Since {{arma3}} v2.02, it is possible to import a class from main config and inherit from it in mission config: | |||
<syntaxhighlight lang="cpp"> | |||
import RscText; | |||
class MyText : RscText | |||
{ | |||
// ... | |||
}; | |||
</syntaxhighlight> | |||
For more information, see the [[import (Config)]] page. | |||
}} | |||
{{ConfigPage|start|notoc= y}} | |||
{{ConfigPage|abc}} | |||
== Mission Information == | |||
This section helps you find out how to customise Mission overall external appearance, from [[Mission Overview]] to [[Loading Screens]]. | |||
<div style="text-align: center">'''Loading screen parameters'''</div> | |||
<div class="float-right">[[File:2013-03-08_00004.jpg|thumb|Loading screen example|250px]]</div> | |||
<syntaxhighlight lang="cpp"> | |||
author = "Varanon"; | |||
onLoadName = "Point Insertion"; | |||
onLoadMission = "A group of NATO soldiers is tasked with sabotaging a coastal defense."; | |||
loadScreen = "images\loadScreen.paa"; | |||
class Header | |||
{ | |||
gameType = "Coop"; // Game type | |||
minPlayers = 1; // minimum number of players the mission supports | |||
maxPlayers = 10; // maximum number of players the mission supports | |||
}; | |||
</syntaxhighlight> | |||
{{Feature|informative|The {{hl|playerCountMultipleOf}} entry is available in earlier titles ({{ofpe}} to {{arma3}} 1.30) to setup the auto-assign team balancing factor: 1 for Coop, 2 for Versus.}} | |||
{{ArgTitle|4|author|{{GVI|arma3|0.50}}}} | |||
Mission author's name. The default loading screen shows this string below the {{Link|#onLoadName}} in a smaller font prefixed by "by ". | |||
{{ArgTitle|4|onLoadName|{{GVI|arma3|0.50}}}} | |||
String (usually mission name) shown during [[Loading Screens|mission loading]]. The string is shown in a slightly larger font above the loadScreen. | |||
The {{Link|#onLoadMission}} text is placed below the load screen and the {{Link|#header|header gameType}} determines the game type on top of the box. | |||
==== onLoadMission ==== | ==== onLoadMission ==== | ||
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. | |||
In '''{{Name|ofp|short}}''' this is the name you see when selecting a mission in MP and also the name that is presented to the Multiplayer browser. | |||
<syntaxhighlight lang="cpp">onLoadMission = "YourMissionName";</syntaxhighlight> | |||
| | |||
{{ArgTitle|4|loadScreen|{{GVI|arma2oa|1.50}}}} | |||
The picture to be shown while the mission is loaded. The path is relative to the mission folder. Must be in PAA file format. | |||
2:1 aspect ratio (different aspect are rendered correctly as well, but won't cover the whole area). | |||
Ideally 1024x512 pixels. | |||
<syntaxhighlight lang="cpp">loadScreen = "pictures\intro.paa";</syntaxhighlight> | |||
{{ArgTitle|4|header|{{GVI|arma1|1.00}}}} | |||
This class defines mission type and other settings displayed in the multiplayer browser. | |||
<syntaxhighlight lang="cpp"> | |||
class Header | |||
{ | |||
gameType = "CTF"; // Game type | |||
minPlayers = 1; // minimum number of players the mission supports | |||
maxPlayers = 10; // maximum number of players the mission supports | |||
}; | |||
</syntaxhighlight> | |||
See [[Multiplayer Game Types]] for more detailed information. | |||
==== onLoadIntro ==== | ==== onLoadIntro ==== | ||
Displays a message while the intro is loading. | |||
<syntaxhighlight lang="cpp">onLoadIntro = "YourMessage";</syntaxhighlight> | |||
==== onLoadMissionTime ==== | ==== onLoadMissionTime ==== | ||
Define whether you will see the time and date displayed while the mission loads. Effect unkown in {{arma3}}. | |||
<syntaxhighlight lang="cpp">onLoadMissionTime = 1; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight> | |||
==== onLoadIntroTime ==== | ==== onLoadIntroTime ==== | ||
Define whether you will see the time and date displayed while the intro loads. | |||
<syntaxhighlight lang="cpp">onLoadIntroTime = 1; // 0: disabled - 1: enabled. Default: 0</syntaxhighlight> | |||
{{ArgTitle|4|briefingName|{{GVI|arma3|1.56}}}} | |||
Mission name displayed in the mission selection menu. | |||
<syntaxhighlight lang="cpp">briefingName = "TAG 1-5 CO My super mission";</syntaxhighlight> | |||
{{Feature|important|Please note that the same parameter can be defined in 3DEN in Attributes->General->Presentation->Title, but 'briefingName' from 'description.ext' has a priority. To use [[localize]]d string either in 3DEN field or in 'description.ext', prefix stringtable ID with {{hl|@}}.}} | |||
{{ArgTitle|4|CfgLoadingTexts|{{GVI|tkoh|1.00}}}} | |||
Define mission specific [[Loading Screens#Texts|loading texts]]. | |||
{{ArgTitle|4|overviewPicture|{{GVI|arma3|0.50}}}} | |||
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 – ideally 1024×512 ({{arma3}}). | |||
{{ArgTitle|4|overviewText|{{GVI|arma3|0.50}}}} | |||
Text to be displayed below the {{Link|#overviewPicture}} on the mission selection screen when the mission is available to play. | |||
{{Feature|important|Please note that the same parameter can be defined in 3DEN in Attributes->General->Overview->Text, but 'overviewText' from 'description.ext' has a priority. To use [[localize]]d string either in 3DEN field or in 'description.ext', prefix stringtable ID with {{hl|@}}.}} | |||
{{Feature|important| | |||
The text that appears at the top of an MP mission is defined in '''mod''' mission definition and '''not''' through [[Description.ext]]: | |||
<syntaxhighlight lang="cpp"> | |||
class Mission | |||
{ | |||
// ... | |||
class Intel | |||
{ | |||
overviewText = "This text here"; | |||
// ... | |||
}; | |||
// ... | |||
}; | |||
</syntaxhighlight> | |||
}} | |||
{{ArgTitle|4|overviewTextLocked|{{GVI|arma3|0.50}}}} | |||
Text to be displayed below the {{Link|#overviewPicture}} on the mission selection screen when the mission is locked from play. | |||
{{Feature|important|Please note that to use [[localize]]d string prefix stringtable ID with {{hl|@}}.}} | |||
==== onBriefingGear ==== | |||
Defines a sound (defined in {{Link|#CfgSounds}}) that will play when accessing the gear part of the briefing. See [[Briefing.html#Advanced Briefings|Briefing.html]]. | |||
==== | <syntaxhighlight lang="cpp">onBriefingGear = "SoundName";</syntaxhighlight> | ||
| | {{Feature|arma3|Has no effect in {{arma3}}.}} | ||
| | |||
==== onBriefingGroup ==== | |||
Defines a sound (defined in {{Link|#CfgSounds}}) that will play when accessing the group part of the briefing. See [[Briefing.html#Advanced Briefings|Briefing.html]]. | |||
==== | <syntaxhighlight lang="cpp">onBriefingGroup = "SoundName";</syntaxhighlight> | ||
| | {{Feature|arma3|Has no effect in {{arma3}}.}} | ||
| | |||
==== | ==== onBriefingPlan ==== | ||
|[[ | Defines a sound (defined in {{Link|#CfgSounds}}) that will play when accessing the plan part of the briefing. See [[Briefing.html#Advanced Briefings|Briefing.html]]. | ||
<syntaxhighlight lang="cpp">onBriefingPlan = "SoundName";</syntaxhighlight> | |||
{{Feature|arma3|Has no effect in {{arma3}}.}} | |||
{{ArgTitle|4|CfgWorlds|{{GVI|arma3|2.02}}}} | |||
Could be used to override the following properties used on mission loading: author, description, pictureMap, pictureShot, loadingTexts[]. | |||
If a specific world name given as a subclass, override will happen only when this world is loading. If subclass with name Any is used, then aforementioned properties would be overridden for any world that is loading. | |||
<syntaxhighlight lang="cpp"> | |||
class CfgWorlds | |||
{ | |||
class Any // or specific world name | |||
{ | |||
author = "author"; | |||
description = "description"; | |||
pictureMap = "picturepath"; | |||
pictureShot = "picturepath"; | |||
loadingTexts[] = { "text1", "text2", "text3" }; | |||
}; | |||
}; | |||
</syntaxhighlight> | |||
== Respawn/Revive == | |||
This section talks about respawn and revive actions. | |||
{{ | * for {{arma2}}, see [[First Aid]]. | ||
* for {{arma3}}, see [[Arma 3: Respawn]] and [[Arma 3: Revive]]. | |||
| | {| class="wikitable float-right align-center-col-1" style="max-width: 50%" | ||
|+ Respawn types | |||
|- | |||
! style="min-width: 2em" | ID | |||
! Text version | |||
! Description | |||
|- | |||
| '''0''' | |||
| '''"NONE"''' | |||
| No respawn | |||
|- | |||
| '''1''' | |||
| '''"BIRD"''' | |||
| Respawn as a seagull | |||
|- | |||
| '''2''' | |||
| '''"INSTANT"''' | |||
| Respawn just where you died. | |||
|- | |||
| '''3''' | |||
| '''"BASE"''' | |||
| Respawn in base.<br>A respawn marker is needed. If no marker is defined, respawn behaviour will be the same as '''"INSTANT"'''.<br>Marker role names: | |||
* Unit respawn: ''respawn_'''SIDE''''' | |||
* Vehicle respawn: ''respawn_vehicle_'''SIDE''''' | |||
Side can be one of ''west'', ''east'', ''guerrila'' (sic), ''civilian'', e.g '''respawn_west'''.<br>Any suffix (eg: respawn_west'''ABC''', respawn_west'''_1''', etc) will allow multiple random respawn points. | |||
|- | |||
| '''4''' | |||
| '''"GROUP"''' | |||
| Respawn in your group. If there is no remaining AI, you will become a seagull. | |||
|- | |||
| '''5''' | |||
| '''"SIDE"''' | |||
| {{GVI|arma1|1.08}} Respawn into an AI unit on your side (if there's no AI left, you'll become a seagull).<br>With this respawn type, team switch is also available to any AI controlled playable units. | |||
|} | |||
==== respawn ==== | |||
Sets soldiers and vehicles respawn type. | |||
<syntaxhighlight lang="cpp"> | |||
respawn = 0; // Default: 0 for SP, 1 for MP | |||
respawn = "SIDE"; // text version works too | |||
</syntaxhighlight> | |||
{{ArgTitle|4|respawnVehicle|{{GVI|arma3|2.18}}}} | |||
{{ | Sets vehicles only respawn type. Vehicles can only have 2 (or "INSTANT") and 3 (or "BASE") respawn mode. All other modes are equal to disabled respawn. If 'respawnVehicle' is not defined, the 'respawn' value is used. | ||
<syntaxhighlight lang="cpp"> | |||
respawnVehicle = 3; // number version | |||
respawnVehicle = "BASE"; // text version works too | |||
</syntaxhighlight> | |||
==== respawnButton ==== | ==== respawnButton ==== | ||
Enable or disable the respawn button in the menu for INSTANT and BASE respawn types. | |||
<syntaxhighlight lang="cpp">respawnButton = 0; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight> | |||
< | |||
==== respawnDelay ==== | ==== respawnDelay ==== | ||
Set respawn delay in seconds. | |||
<syntaxhighlight lang="cpp">respawnDelay = 42; // Default: ?</syntaxhighlight> | |||
==== respawnVehicleDelay ==== | ==== respawnVehicleDelay ==== | ||
Set vehicle respawn delay in seconds. | |||
<syntaxhighlight lang="cpp">respawnVehicleDelay = 12; // Default: ?</syntaxhighlight> | |||
==== respawnDialog ==== | ==== respawnDialog ==== | ||
Show the scoreboard and respawn countdown timer for a player if he is killed with {{Link|#respawn|respawn type}} '''3'''. | |||
<syntaxhighlight lang="cpp">respawnDialog = 0; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight> | |||
==== respawnOnStart ==== | ==== respawnOnStart ==== | ||
Respawn player when he joins the game. Available only for INSTANT and BASE {{Link|#respawn|respawn types}}. | |||
<syntaxhighlight lang="cpp">respawnOnStart = 1; // Default: 0</syntaxhighlight> | |||
* -1 - Dont respawn on start. Don't run respawn script on start. | |||
* 0 - Dont respawn on start. Run respawn script on start. | |||
* 1 - Respawn on start. Run respawn script on start. | |||
==== respawnTemplates ==== | ==== respawnTemplates ==== | ||
Respawn templates from [[Arma 3: Respawn#Respawn Templates|CfgRespawnTemplates]]. You can combine any number of them together. | |||
<syntaxhighlight lang="cpp">respawnTemplates[] = { "Counter", "Wave" };</syntaxhighlight> | |||
{{Feature|important|Side specific respawn templates can be specified with ''respawnTemplates'''''SIDE'''''[]'' where '''SIDE''' can be any playable side (West, East, Guer, Civ).<br> | |||
Side specific respawn templates can be specified with | When such is undefined, general respawnTemplates are used instead.}} | ||
|[[# | |||
{{ArgTitle|4|respawnWeapons|{{GVI|arma1|1.00}}}} | |||
Set weapons players will receive upon respawn. {{Link|#respawnMagazines}} has to be defined as well. | |||
<syntaxhighlight lang="cpp">respawnWeapons[] = { "arifle_Katiba_GL_F" };</syntaxhighlight> | |||
{{Feature|important|Side specific respawn weapons can be specified with ''respawnWeapons'''''SIDE'''''[]'' where '''SIDE''' can be any playable side (West, East, Guer, Civ).<br> | |||
Corresponding ''respawnMagazines'''''SIDE'''''[]'' has to be defined as well.}} | |||
{{ArgTitle|4|respawnMagazines|{{GVI|arma1|1.00}}}} | |||
Set magazines players will receive upon respawn. {{Link|#respawnWeapons}} has to be defined as well. | |||
<syntaxhighlight lang="cpp">respawnMagazines[] = { "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green" };</syntaxhighlight> | |||
{{Feature|important|Side specific respawn weapons can be specified with ''respawnMagazines'''''SIDE'''''[]'' where '''SIDE''' can be any playable side (West, East, Guer, Civ).<br> | |||
Corresponding ''respawnWeapons'''''SIDE'''''[]'' has to be defined as well.}} | |||
{{ArgTitle|4|reviveMode|{{GVI|arma3|1.62}}}} | |||
Define if [[Arma 3: Revive|Revive mode]] is enabled. | |||
<syntaxhighlight lang="cpp">reviveMode = 1; // Default: 0</syntaxhighlight> | |||
* 0 - disabled | |||
* 1 - enabled | |||
* 2 - controlled by player attributes | |||
{{ArgTitle|4|reviveUnconsciousStateMode|{{GVI|arma3|1.62}}}} | |||
Define revive mode. | |||
<syntaxhighlight lang="cpp">reviveUnconsciousStateMode = 0; // Default: 0</syntaxhighlight> | |||
* 0 - basic mode | |||
* 1 - advanced mode | |||
* 2 - realistic | |||
See [[Arma 3: Revive#Damage Modeling|damage model]] for more detailed information. | |||
{{ArgTitle|4|reviveRequiredTrait|{{GVI|arma3|1.62}}}} | |||
Define if only a medic (or unit with medic [[setUnitTrait|trait]]) can perform a revive. | |||
<syntaxhighlight lang="cpp">reviveRequiredTrait = 0; // 0: disabled - 1: enabled. Default: 0</syntaxhighlight> | |||
{{ArgTitle|4|reviveRequiredItems|{{GVI|arma3|1.62}}}} | |||
Define if a medical item (first aid kit or medkit) is required to begin a revive process. | |||
<syntaxhighlight lang="cpp">reviveRequiredItems = 2; // Default: ?</syntaxhighlight> | |||
* 0 - none | |||
* 1 - medkit | |||
* 2 - medkit or first aid kit | |||
{{ArgTitle|4|reviveRequiredItemsFakConsumed|{{GVI|arma3|1.62}}}} | |||
Define if a first aid kit is consumed on reviving a teammate | |||
<syntaxhighlight lang="cpp">reviveRequiredItemsFakConsumed = 1; // 0: disabled - 1: enabled. Default: ?</syntaxhighlight> | |||
{{ArgTitle|4|reviveMedicSpeedMultiplier|{{GVI|arma3|1.62}}}} | |||
Speed multiplier for revive performed by medic | |||
<syntaxhighlight lang="cpp">reviveMedicSpeedMultiplier = 2; // medic revive will be two times faster compared to another soldier</syntaxhighlight> | |||
{{ArgTitle|4|reviveDelay|{{GVI|arma3|1.62}}}} | |||
The time in seconds it takes to revive an incapacitated unit. Having a Medikit will halve this time. | |||
<syntaxhighlight lang="cpp">reviveDelay = 10; // Default: 6</syntaxhighlight> | |||
{{ArgTitle|4|reviveForceRespawnDelay|{{GVI|arma3|1.62}}}} | |||
The time in seconds it takes for an incapacitated unit to force their respawn. | |||
<syntaxhighlight lang="cpp">reviveForceRespawnDelay = 5; // Default: 3</syntaxhighlight> | |||
{{ArgTitle|4|reviveBleedOutDelay|{{GVI|arma3|1.62}}}} | |||
The time in seconds it takes for a unit to bleed out. | |||
<syntaxhighlight lang="cpp">reviveBleedOutDelay = 300; // Default: 120</syntaxhighlight> | |||
{{ArgTitle|4|enablePlayerAddRespawn|{{GVI|arma3|1.62}}}} | |||
Usage unsure, may be related to {{Link|#respawnTemplates|respawn template}} '''MenuPosition'''. | |||
<syntaxhighlight lang="cpp">enablePlayerAddRespawn = 0; // Disable framework respawn</syntaxhighlight> | |||
{{ArgTitle|4|CfgRespawnInventory|{{GVI|arma3|1.62}}}} | |||
This class defines a respawn inventory, used with '''MenuInventory''' {{Link|#respawnTemplates|respawn template}}. | |||
Loadouts with no assigned role are automatically assigned to the "Default" role.<br> | |||
See also [[BIS_fnc_addRespawnInventory]], [[BIS_fnc_removeRespawnInventory]] | |||
<syntaxhighlight lang="cpp"> | |||
class CfgRespawnInventory | |||
{ | |||
class Blufor1 | |||
{ | |||
displayName = "Light"; // Name visible in the menu | |||
icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name | |||
role = "Assault"; // Optional, see CfgRoles | |||
// Loadout definition, uses same entries as CfgVehicles classes | |||
weapons[] = | |||
{ | |||
"arifle_MXC_F", | |||
"Binocular" | |||
}; | |||
magazines[] = | |||
{ | |||
"30Rnd_65x39_caseless_mag", | |||
"30Rnd_65x39_caseless_mag", | |||
"SmokeShell" | |||
}; | |||
items[] = | |||
{ | |||
"FirstAidKit" | |||
}; | |||
linkedItems[] = | |||
{ | |||
"V_Chestrig_khk", | |||
"H_Watchcap_blk", | |||
"optic_Aco", | |||
"acc_flashlight", | |||
"ItemMap", | |||
"ItemCompass", | |||
"ItemWatch", | |||
"ItemRadio" | |||
}; | |||
uniformClass = "U_B_CombatUniform_mcam_tshirt"; | |||
backpack = "B_AssaultPack_mcamo"; | |||
}; | |||
class Blufor2 | |||
{ | |||
// Alternative configuration pointing to a CfgVehicles class. Loadout will be copied from it. | |||
vehicle = "B_soldier_AR_F" | |||
}; | |||
}; | |||
</syntaxhighlight> | |||
{{ArgTitle|4|CfgRespawnTemplates|{{GVI|arma3|1.62}}}} | |||
This class defines new respawn templates to be used with {{Link|#respawnTemplates|respawn templates}}. | |||
<syntaxhighlight lang="cpp"> | |||
class CfgRespawnTemplates | |||
{ | |||
// class used in respawnTemplates entry | |||
class myTag_beacon | |||
{ | |||
// function or script executed upon death | |||
// parameters passed into it are the same as are passed into onPlayerKilled.sqf file | |||
onPlayerKilled = "\myAddon\scripts\respawnBeacon.sqf"; | |||
// function or script executed upon respawn | |||
// parameters passed into it are the same as are passed into onPlayerRespawn.sqf file | |||
onPlayerRespawn = "\myAddon\scripts\respawnBeacon.sqf"; | |||
// default respawn delay | |||
// can be overwitten by description.ext attribute of the same name | |||
respawnDelay = 20; | |||
// see respawnOnStart for description and limitations | |||
// can be overridden by description.ext attribute of the same name | |||
respawnOnStart = 1; | |||
}; | |||
class Spectator | |||
{ | |||
onPlayerRespawn = "BIS_fnc_respawnSpectator"; // a function can be used instead of a script | |||
}; | |||
}; | |||
</syntaxhighlight> | |||
{{ArgTitle|4|CfgRoles|{{GVI|arma3|1.62}}}} | |||
This class defines Respawn roles. The main purpose of Roles is to make things clearer and simpler for player when selecting a loadout. All the loadouts available in a mission are now divided into various roles. | |||
Mission designer can use roles already created in the game config, or custom roles can be defined in description.ext file. Loadouts with no role assigned are automatically assigned to the ''Default'' role. | |||
<syntaxhighlight lang="cpp"> | |||
// all default roles with icons | |||
class CfgRoles | |||
{ | |||
class Assault | |||
{ | |||
displayName = "$STR_A3_Role_Assault"; | |||
icon = "a3\Ui_f\data\GUI\Cfg\RespawnRoles\assault_ca.paa"; | |||
}; | |||
class Support | |||
{ | |||
displayName = "$STR_A3_Role_Support"; | |||
icon = "a3\Ui_f\data\GUI\Cfg\RespawnRoles\support_ca.paa"; | |||
}; | |||
class Recon | |||
{ | |||
displayName = "$STR_A3_Role_Recon"; | |||
icon = "a3\Ui_f\data\GUI\Cfg\RespawnRoles\recon_ca.paa"; | |||
}; | |||
}; | |||
</syntaxhighlight> | |||
== Mission Keys == | |||
Mission keys are used to lock/unlock certain missions until you completed other ones. It can also be used in mission to know which missions you finished.<br> | |||
Activated keys can be found in user profile (e.g documents\''username.Arma3profile'') under ''activeKeys'' section.<br> | |||
See also commands [[activateKey]], [[isKeyActive]] and [[deActivateKey]] for more detailed information. | |||
{{Feature|important|Please note that unlike other text items, [[Stringtable.xml|stringtable]] translations ($STR_*) cannot be used.}} | |||
{{ArgTitle|4|keys|{{GVI|arma1|1.00}}}} | |||
List of keys from which {{Link|#keysLimit}} counts the ''done'' ones. | |||
<syntaxhighlight lang="cpp">keys[] = { "key1", "key2", "key3" };</syntaxhighlight> | |||
{{ArgTitle|4|keysLimit|{{GVI|arma1|1.00}}}} | |||
Number of keys from the {{Link|#keys}} list needed ''done'' to unlock (and be able to play) this mission. | |||
<syntaxhighlight lang="cpp">keysLimit = 2;</syntaxhighlight> | |||
{{ArgTitle|4|doneKeys|{{GVI|arma1|1.00}}}} | |||
Name of keys marked ''done'' on mission completion. | |||
<syntaxhighlight lang="cpp">doneKeys[] = { "key4" };</syntaxhighlight> | |||
== Player's UI == | |||
This section explains HUD customisation possibilities.<br> | |||
See also commands: | |||
* [[showCompass]], [[shownCompass]], [[visibleCompass]] | |||
* [[showGPS]], [[shownGPS]], [[visibleGPS]] | |||
* [[showHUD]], [[shownHUD]] | |||
* [[showWatch]], [[shownWatch]], [[visibleWatch]] | |||
* [[showUAVFeed]], [[shownUAVFeed]] {{GVI|arma3|1.16}} | |||
* [[showPad]], [[shownPad]] {{GVI|ofp|1.00}} | |||
{{ArgTitle|4|overrideFeedback|{{GVI|arma3|1.98}}}} | |||
Some of the feedback effects in {{arma3}} are scripted and executed by {{hl|functions_f\feedback\fn_feedbackMain.fsm}}. Those include being hit, pulsation, dirt from explosion, choking etc. | |||
Adding {{hl|overrideFeedback}} with value > 0 will stop feedback FSM from executing, allowing mission/mod makers to script their own, custom effects. The param is first checked in the mission config and then mod config. | |||
If mission config has this param set to 0, it will force default feedback handling without possibility to override it by mods. Do not set this param unless you are planning to enforce feedback one way or another. | |||
<syntaxhighlight lang="cpp">overrideFeedback = 1; // 0: force default handling, 1+: allow custom handling. Default: not set</syntaxhighlight> | |||
==== showHUD ==== | |||
Enables/Disables the following IGUI elements: | |||
* Vehicle and unit info | |||
* Radar and tactical display | |||
* Vehicle compass | |||
* Tank direction indicator | |||
* Commanding menu | |||
* Group info bar | |||
* HUD weapon cursors | |||
* Vehicle display panels | |||
* Kill messages | |||
* 3D Icons visibility | |||
<syntaxhighlight lang="cpp">showHUD = 0; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight> | |||
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.<br> | |||
Since {{arma3}} v1.50 '''showHUD''' param can be an array to allow control over separate HUD elements, for example: | |||
<syntaxhighlight lang="cpp"> | |||
showHUD[] = | |||
{ | |||
1, // Scripted HUD (same as showHUD command) | |||
1, // Vehicle and unit info | |||
0, // Vehicle radar [HIDDEN] | |||
0, // Vehicle compass [HIDDEN] | |||
1, // Tank direction indicator | |||
1, // Commanding menu | |||
1, // Group info bar | |||
1, // HUD weapon cursors | |||
1, // Vehicle display panels | |||
1, // "x killed by y" systemChat messages | |||
1 // force show drawIcon3D icons | |||
}; | |||
</syntaxhighlight> | |||
{{Feature|important|Using the '''showHUD[]''' array parameter will disable the [[showHUD]] command entirely.}} | |||
==== showCompass ==== | |||
Defines if the compass is visible. | |||
<syntaxhighlight lang="cpp">showCompass = 0; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight> | |||
==== showGPS ==== | |||
Enables/Disables the GPS. | |||
<syntaxhighlight lang="cpp">showGPS = 0; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight> | |||
In [[:Category:ArmA: Armed Assault|{{arma1}}]] ''1.04'' toggle this option to disable the mini map attached to the GPS. | |||
{{ArgTitle|4|showGroupIndicator|{{GVI|arma3|1.00}}}} | |||
Changes default GPS mini map into a radar like display that indicates group members relative position to the player. | |||
<syntaxhighlight lang="cpp">showGroupIndicator = 1; // 0: disabled - 1: enabled. Default: 0</syntaxhighlight> | |||
{{Feature|important|Has no effect since custom panels were introduced in {{arma3}}. See [[BIS_fnc_groupIndicator]].}} | |||
==== showMap ==== | |||
Defines if the map is shown after the mission starts. | |||
<syntaxhighlight lang="cpp">showMap = 0; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight> | |||
{{ArgTitle|4|showNotePad|{{GVI|arma1|1.00}}}} | |||
In {{arma1}}, defines if the NotePad is shown after the mission starts. | |||
<syntaxhighlight lang="cpp">showNotePad = 0; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight> | |||
{{ArgTitle|4|showPad|{{GVI|ofp|1.00}}}} | |||
Defines if the NotePad is shown after the mission starts. '''Only in OFP:CWC'''. | |||
<syntaxhighlight lang="cpp">showPad = 0; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight> | |||
==== showWatch ==== | |||
Defines if the watch is visible. | |||
<syntaxhighlight lang="cpp">showWatch = 0; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight> | |||
{{ArgTitle|4|showUAVFeed|{{GVI|arma3|1.16}}}} | |||
Enables/Disables the UAV Feed. | |||
<syntaxhighlight lang="cpp">showUAVFeed = 0; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight> | |||
{{ArgTitle|4|showSquadRadar|{{GVI|arma3|1.60}}}} | |||
Defines if the Squad Radar is visible. | |||
<syntaxhighlight lang="cpp">showSquadRadar = 0; // 0: disabled - 1: enabled. Default: 0</syntaxhighlight> | |||
{{Feature|important|Has no effect since custom panels were introduced in {{arma3}}.}} | |||
{{ArgTitle|4|overrideHazeQuality|{{GVI|arma3|2.16}}}} | |||
0/1/2 - VeryLow/Low/Standard - Forces haze quality and in MP has priority over the server 'overrideHazeQuality' option. Standard(2) - mod config driven. Default(-1) - do not force. | |||
<syntaxhighlight lang="cpp">overrideHazeQuality = 1; // Low </syntaxhighlight> | |||
== Starting Gear == | |||
Starting gear points to briefing-available equipment. For respawn equipment, see {{Link|#Respawn/Revive}}.<br> | |||
See also [[:Category:Command Group: Weapon Pool|Weapon Pool Commands]] for more detailed information about weapon pool system. | |||
==== weapons ==== | |||
Set weapons available to players during the briefing. | |||
<syntaxhighlight lang="cpp"> | |||
class Weapons | |||
{ | |||
class AK74 { count = 8; }; | |||
class RPG7V { count = 2; }; | |||
class Binocular { count = 2; }; | |||
}; | |||
</syntaxhighlight> | |||
==== magazines ==== | |||
Set magazines available to players during the briefing. | |||
<syntaxhighlight lang="cpp"> | |||
class Magazines | |||
{ | |||
class 30Rnd_545x39_AK { count = 32; }; | |||
class PG7V { count = 6; }; | |||
class HandGrenade { count = 16; }; | |||
}; | |||
</syntaxhighlight> | |||
{{ArgTitle|4|backpacks|{{GVI|arma2oa|1.50}}}} | |||
Set [[Arma 2 OA: Backpacks|backpacks]] available to players during the briefing. | |||
<syntaxhighlight lang="cpp"> | |||
class Backpacks | |||
{ | |||
class US_Patrol_Pack_EP1 { count = 4; }; | |||
class US_Assault_Pack_EP1 { count = 4; }; | |||
}; | |||
</syntaxhighlight> | |||
{{ArgTitle|4|allowSubordinatesTakeWeapons|{{GVI|arma2oa|1.56}}}} | |||
Allows subordinates (i.e., not leaders) to equip items defined in {{Link|#weapons}}, {{Link|#magazines}} and {{Link|#backpacks}}. | |||
<syntaxhighlight lang="cpp">allowSubordinatesTakeWeapons = 1; // 0: disabled - 1: enabled. Default: ?</syntaxhighlight> | |||
{{ArgTitle|4|arsenalRestrictedItems|{{GVI|arma3|1.98}}}} | |||
Used to blacklist undesired [[Arma 3: Arsenal|Arsenal]] equipment, which prevents user saved loadout from being loaded if it contains restricted items. | |||
<syntaxhighlight lang="cpp">arsenalRestrictedItems[] = { "U_B_Soldier_VR" };</syntaxhighlight> | |||
{{ArgTitle|4|allowProfileGlasses|{{GVI|arma3|2.04}}}} | |||
When set to 0 will stop glasses set in player profile from being added to player's gear: | |||
<syntaxhighlight lang="cpp">allowProfileGlasses = 0;</syntaxhighlight> | |||
== Corpse and Wreck Management == | |||
This section explains how to use game-included '''garbage collector''' ('''GC''') for better performances.<br> | |||
See also [[addToRemainsCollector]], [[isInRemainsCollector]] and [[removeFromRemainsCollector]] commands. | |||
The Remains Collector, if enabled, runs at background on every client and clears mission of corpses and wrecks depending on set params and mode. | |||
Individual objects can be added or removed from collector monitoring. Items in remains collector are sorted depending on how valuable they are. | |||
The most valuable items are pushed to the end of remains array and will be deleted last if possible; for example, the flag carrier is never deleted while it has the flag. | |||
{{ArgTitle|4|corpseManagerMode|{{GVI|arma3|1.32}}}} | |||
Sets the mode for automatic corpse removal. | |||
<syntaxhighlight lang="cpp">corpseManagerMode = 0; // Default SP: 0; Default MP: 2</syntaxhighlight> | |||
* 0 ''(Default in SP)'' = None - None of the units are automatically managed by the manager | |||
* 1 = All - All units are automatically managed by the manager | |||
* 2 ''(Default in MP)'' = None_But_Respawned - Only units that can respawn are automatically managed by the manager | |||
* 3 = All_But_Respawned - All units are automatically managed by the manager with the exception of respawned ones (opposite to mode 2) | |||
{{ArgTitle|4|corpseLimit|{{GVI|arma3|0.50}}}} | |||
If the total number of monitored corpses is higher than '''corpseLimit''', the corpses that have been dead for longer than {{Link|#corpseRemovalMinTime}} will be considered for removal. | |||
<syntaxhighlight lang="cpp">corpseLimit = 1; // Default: 15</syntaxhighlight> | |||
{{ArgTitle|4|corpseRemovalMinTime|{{GVI|arma3|0.50}}}} | |||
See {{Link|#corpseLimit}} above. | |||
<syntaxhighlight lang="cpp">corpseRemovalMinTime = 60; // seconds. Default: 10</syntaxhighlight> | |||
{{ArgTitle|4|corpseRemovalMaxTime|{{GVI|arma3|0.50}}}} | |||
Monitored corpses that are dead for longer than '''corpseRemovalMaxTime''' will be considered for removal regardless of the {{Link|#corpseLimit}}. | |||
<syntaxhighlight lang="cpp">corpseRemovalMaxTime = 1200; // seconds. Default: 3600</syntaxhighlight> | |||
{{ArgTitle|4|disposalCheckPeriod|{{GVI|arma3|2.18}}}} | |||
How often the remains collector checks monitored remains for removal. The value can be between 1 and 60. | |||
<syntaxhighlight lang="cpp">disposalCheckPeriod = 10; // seconds. Default: 5</syntaxhighlight> | |||
{{ArgTitle|4|minPlayerDistance|{{GVI|arma3|1.66}}}} | |||
This value applies for monitored corpses, wrecks and weaponholders. The minimum distance between remains and the nearest player before the remains are allowed to be removed by the remains collector. | |||
The remains closer than minimum distance to nearest player will not be removed until distance increases. If 'minPlayerDistance' is set to 0, the distance check is not performed. | |||
<syntaxhighlight lang="cpp">minPlayerDistance = 50; // meters. Default: 0</syntaxhighlight> | |||
< | {{ArgTitle|4|minPlayerDistance[]|{{GVI|arma3|2.18}}}} | ||
Array variant of the above that allows setting individual minPlayerDistance for {corpses, wrecks, weaponholders} | |||
<syntaxhighlight lang="cpp">minPlayerDistance[] = {50, 60, 70}; // meters. Default: {0, 0, 0}</syntaxhighlight> | |||
{{ArgTitle|4|weaponholderManagerMode|{{GVI|arma3|2.18}}}} | |||
| | Sets the mode for automatic weapon holder removal. | ||
| | <syntaxhighlight lang="cpp">weaponholderManagerMode = 0; // Default SP: 0; Default MP: 2</syntaxhighlight> | ||
* 0 ''(Default in SP)'' = None - None of the weapon holders are automatically managed by the manager | |||
* 1 = All - All weapon holders are automatically managed by the manager | |||
* 2 ''(Default in MP)'' = None_But_Respawned - Only weapon holders from units that can respawn are automatically managed by the manager | |||
* 3 = All_But_Respawned - All weapon holders are automatically managed by the manager with the exception of the ones from respawned units (opposite to mode 2) | |||
{{ArgTitle|4|weaponholderLimit|{{GVI|arma3|2.18}}}} | |||
| | If the total number of monitored weapon holders is higher than '''weaponholderLimit''', the weapon holders that exist for longer than {{Link|#weaponholderRemovalMinTime}} will be considered for removal. | ||
| | <syntaxhighlight lang="cpp">weaponholderLimit = 1; // Default: 50</syntaxhighlight> | ||
{{ArgTitle|4|weaponholderRemovalMinTime|{{GVI|arma3|2.18}}}} | |||
{{ | See {{Link|#weaponholderLimit}} above. | ||
<syntaxhighlight lang="cpp">weaponholderRemovalMinTime = 60; // seconds. Default: 3600</syntaxhighlight> | |||
| | |||
| | |||
{{ArgTitle|4|weaponholderRemovalMaxTime|{{GVI|arma3|2.18}}}} | |||
Monitored weapon holders that exist for longer than '''weaponholderRemovalMaxTime''' will be considered for removal regardless of the {{Link|#weaponholderLimit}}. | |||
<syntaxhighlight lang="cpp">weaponholderRemovalMaxTime = 1200; // seconds. Default: 36000</syntaxhighlight> | |||
< | |||
{{ArgTitle|4|wreckManagerMode|{{GVI|arma3|1.32}}}} | |||
Sets the mode for automatic wreck removal. | |||
<syntaxhighlight lang="cpp">wreckManagerMode = 0; // Default SP: 0; Default MP: 2</syntaxhighlight> | |||
* 0 ''(Default in SP)'' = None - None of the vehicles are automatically managed by the manager | |||
* 1 = All - All vehicles are automatically managed by the manager | |||
* 2 ''(Default in MP)'' = None_But_Respawned - Only vehicles that can respawn are automatically managed by the manager | |||
* 3 = All_But_Respawned - All vehicles are automatically managed by the manager with exception of respawned (opposite to mode 2) | |||
{{ArgTitle|4|wreckLimit|{{GVI|arma3|0.50}}}} | |||
If the total number of monitored wrecks is higher than '''wreckLimit''', the wrecks that existed for longer than {{Link|#wreckRemovalMinTime}} will be considered for removal. | |||
<syntaxhighlight lang="cpp">wreckLimit = 1; // seconds. Default: 15</syntaxhighlight> | |||
{{ArgTitle|4|wreckRemovalMinTime|{{GVI|arma3|0.50}}}} | |||
See {{Link|#wreckLimit}} above. | |||
<syntaxhighlight lang="cpp">wreckRemovalMinTime = 60; // seconds. Default: 10</syntaxhighlight> | |||
{{ArgTitle|4|wreckRemovalMaxTime|{{GVI|arma3|0.50}}}} | |||
{{ | Monitored wrecks that existed for longer than '''wreckRemovalMaxTime''' will be considered for removal regardless of the {{Link|#wreckLimit}}. | ||
<syntaxhighlight lang="cpp">wreckRemovalMaxTime = 1800; // seconds. Default: 36000 (10 hours)</syntaxhighlight> | |||
==== | == Mission Parameters == | ||
Mission parameters allow you to add settings to your creation. These settings are in-game accessible only in Multiplayer mode, but can also be accessed by commands for a scripted use in Singleplayer mode.<br> | |||
See [[Mission Parameters]], along with [[BIS_fnc_getParamValue]] function ([[paramsArray]] usage is '''not''' recommended). | |||
{{ArgTitle|4|param1/param2|{{GVI|ofp|1.00}}}} | |||
| | '''param1''' and '''param2''' are multiplayer options that can be seen in the multiplayer lobby. | ||
| | They can be useful for setting time limits and score limits in such games as Capture the Flag and Death Matches. | ||
Other popular uses include time acceleration, setting the mission difficulty or switching the intro on/off. | |||
''' | |||
''' | In the mission, variables '''param1''' and '''param2''' have the corresponding values of the chosen options. | ||
{{ | {{Feature|important| | ||
* While '''param1'''/'''param2''' were introduced in '''{{Name|ofp|short}}''' and can still be used in later titles, it is '''highly recommended''' to use config class {{Link|#Params}}, available since {{arma2}} v1.03. | |||
* '''param1'''/'''param2''' variables can be overridden during the mission as they are '''not''' read-only. | |||
}} | |||
<syntaxhighlight lang="cpp"> | |||
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 }; | |||
</syntaxhighlight> | |||
< | Example: | ||
<sqf>hint format ["param1 = %1\nparam2 = %2", param1, param2];</sqf> | |||
== | |||
{{ArgTitle|4|Params|{{GVI|arma2|1.03}}}} | |||
{{ | These are Multiplayer parameters, available in the lobby by the server administrator. | ||
They are intended as a replacement for {{Link|#param1/param2}}. | |||
<syntaxhighlight lang="cpp"> | |||
class Params | |||
{ | |||
class ViewDistance | |||
{ | |||
// Visible name in lobby settings list | |||
title = "View distance"; | |||
// must be integers - commas e.g 1.5 are not allowed | |||
values[] = { 500, 1000, 2000, 5000 }; | |||
// Description of each selectable item - must have the same number of items as 'values' | |||
{ | // If texts are missing, the values will be displayed instead | ||
texts[] = { "500m", "1000m", "2 km", "5 km" }; | |||
// must be listed in 'values' array, otherwise 0 is used. If not integer, fallback value is 1 | |||
default = 1000; | |||
// (optional) script file called when player joins, selected value is passed as an argument | |||
file = "setViewDistance.sqf"; | |||
}; | |||
}; | |||
</syntaxhighlight> | |||
See [[Mission Parameters]] for more detailed information. | |||
==== | == Mission Settings == | ||
These are non-editable, mission maker design settings. | |||
They can be used for a smoother experience, briefing/debriefing behaviour, saving options, etc.<br> | |||
See also [[Debriefing]] for more detailed information. | |||
==== aiKills ==== | ==== aiKills ==== | ||
Enables AI units score to appear in score table. | |||
<syntaxhighlight lang="cpp">aiKills = 1; // 0: disabled - 1: enabled. Default: 0</syntaxhighlight> | |||
==== briefing ==== | ==== briefing ==== | ||
Skip briefing screen for SP missions. If no briefing.html is present, it is skipped anyway. | |||
<syntaxhighlight lang="cpp">briefing = 0; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight> | |||
Briefing will still be displayed until all clients are connected and done loading. | Briefing will still be displayed until all clients are connected and done loading. | ||
==== debriefing ==== | ==== debriefing ==== | ||
Defines if the debriefing is shown or not at the end of the mission. | |||
<syntaxhighlight lang="cpp">debriefing = 0; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight> | |||
{{ | {{ArgTitle|4|CfgDebriefing|{{GVI|arma3|0.50}}}} | ||
Define custom mission endings or override the default endings (found under CfgDebriefing in the game's config file). | |||
<syntaxhighlight lang="cpp"> | |||
class CfgDebriefing | |||
< | |||
{ | { | ||
// Used when all players die in MP | // Used when all players die in MP | ||
Line 466: | Line 852: | ||
picture = "KIA"; | picture = "KIA"; | ||
}; | }; | ||
};</ | }; | ||
</syntaxhighlight> | |||
'''For a detailed description, see [[Arma 3: Debriefing]].''' | |||
{{ArgTitle|4|CfgDebriefingSections|{{GVI|arma3|0.50}}}} | |||
{{ | Define custom sections to be displayed on the debriefing screen. Useful for custom scoring systems or displaying player achievements. | ||
<syntaxhighlight lang="cpp"> | |||
class CfgDebriefingSections | |||
< | |||
{ | { | ||
class bPoints | class bPoints | ||
Line 481: | Line 867: | ||
variable = "BLU_P"; | variable = "BLU_P"; | ||
}; | }; | ||
class oPoints | class oPoints | ||
{ | { | ||
Line 486: | Line 873: | ||
variable = "OPF_P"; | variable = "OPF_P"; | ||
}; | }; | ||
};</ | }; | ||
</syntaxhighlight> | |||
< | {{ArgTitle|4|DifficultyOverride|{{GVI|arma3|2.16}}}} | ||
{{ | Allow to override a difficulty setting for the mission only. | ||
At the moment, only {{hl|tacticalPing}} is supported. | |||
<syntaxhighlight lang="cpp"> | |||
class DifficultyOverride | |||
{ | |||
tacticalPing = 0; // disables tactical ping in this mission, even if selected difficulty preset has it enabled | |||
} | |||
</syntaxhighlight> | |||
{| class="wikitable float-right align-center" style="max-width: 50%" | |||
! colspan="7" | [[Channel IDs|Channel ID]] number command correspondence | |||
|- | |||
| Global | |||
| Side | |||
| Command | |||
| Group | |||
| Vehicle | |||
| Direct | |||
| System | |||
|- | |||
| 0 | |||
| 1 | |||
| 2 | |||
| 3 | |||
| 4 | |||
| 5 | |||
| {{n/a}} | |||
|- | |||
| [[globalRadio]] | |||
| [[sideRadio]] | |||
| [[commandRadio]] | |||
| [[groupRadio]] | |||
| [[vehicleRadio]] | |||
| [[directSay]] | |||
| {{n/a}} | |||
|- | |||
| [[globalChat]] | |||
| [[sideChat]] | |||
| [[commandChat]] | |||
| [[groupChat]] | |||
| [[vehicleChat]] | |||
| {{n/a}} | |||
| [[systemChat]] | |||
|} | |||
{{ArgTitle|4|disableChannels|{{GVI|arma2oa|1.62}}}} | |||
Disable global, side, command or system chat. MOTD and admin say have exception and will show in global. | |||
{{Feature|informative| | |||
* This setting is not considered when hosting from {{Link|Category:Eden Editor|Eden Editor}}. | |||
* A mission using '''disableChannels''' will override any <syntaxhighlight lang="cpp" inline>disableChannels[]</syntaxhighlight> value in {{Link|Arma 3: Server Config File|server config}}. | |||
}} | |||
{{GVI|arma2oa|1.62}} '''basic syntax''': | |||
<syntaxhighlight lang="cpp">disableChannels[] = { 0, 3 }; // simple channel ID list</syntaxhighlight> | |||
{{GVI|arma3|1.60}} '''advanced syntax''': | |||
<syntaxhighlight lang="cpp"> | |||
disableChannels[] = | |||
{ | |||
{ | |||
0, // channel ID | |||
false, // text chat remains enabled | |||
true // voice chat is disabled | |||
}, | |||
{ 3, true, true } | |||
}; | |||
</syntaxhighlight> | |||
==== disabledAI ==== | |||
Multiplayer setting that removes all playable units which do not have a human player.<br> | |||
When AI is disabled, a player logging out will '''not''' have AI take control of his character. | |||
{{Feature|important|Disabling AI units will prevent [[Multiplayer Scripting#Join In Progress|JIP]] into playable units if '''respawn''' is disabled.}} | |||
<syntaxhighlight lang="cpp">disabledAI = 1; // 0: AIs fill empty slots - 1: AIs are disabled, only players can spawn. Default: 0</syntaxhighlight> | |||
{{ArgTitle|4|disableRandomization|{{GVI|arma3|1.42}}}} | |||
Disables randomization on certain objects, object types or object kinds in the mission. For more information visit: [[Arma 3: Vehicle Customisation]] | |||
<syntaxhighlight lang="cpp">disableRandomization[] = { "All", "AllVehicles", "B_G_Offroad_01_F", "myCar", "MyUnitName", "B_Soldier_F" };</syntaxhighlight> | |||
Note: This takes higher priority and will override the following: | |||
<sqf>_vehicle setVariable ["BIS_enableRandomization", true]; // cannot enable for all or specific vehicles once disabled in description.ext</sqf> | |||
{{ArgTitle|4|enableDebugConsole|{{GVI|arma3|0.50}}}} | |||
Allows access to the [[Arma 3: Debug Console|Debug Console]] in multiplayer scenarios outside of the editor. This has no effect for singleplayer scenarios. | |||
Since {{GVI|arma3|2.18}} also makes the console available in singleplayer scenarios. | |||
<syntaxhighlight lang="cpp">enableDebugConsole = 2; // dangerous in MP</syntaxhighlight> | |||
* 0 - Default behavior, available only in editor | |||
* 1 - Available in SP and for hosts / logged in admins | |||
* 2 - Available for everyone | |||
Alternative since {{GVI|arma3|1.72}} | |||
<syntaxhighlight lang="cpp">enableDebugConsole[] = { "76561198XXXXXXXXX", "76561198YYYYYYYYY", }; // admins and players with their UID in this list have access</syntaxhighlight> | |||
{{ArgTitle|4|enableItemsDropping|{{GVI|arma2oa|1.62}}}} | |||
Disable dropping items while swimming. Introduced in {{arma2oa}} BETA 1.60.93965. Doesn't seem to have any effect in {{arma3}}. | |||
<syntaxhighlight lang="cpp">enableItemsDropping = 0; // 0: disabled - 1: enabled. Default: ?</syntaxhighlight> | |||
==== enableTeamSwitch ==== | |||
Enables or disables [[Team Switch]] functionality in MP when [[#respawn|respawn type]] is 5 (SIDE). | |||
<syntaxhighlight lang="cpp">enableTeamSwitch = 0; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight> | |||
{{ArgTitle|4|forceRotorLibSimulation|{{GVI|arma3|1.34}}}} | |||
Force enable or disable RotorLib flight model. | |||
<syntaxhighlight lang="cpp">forceRotorLibSimulation = 1; // Default: 0</syntaxhighlight> | |||
* 0 - based on player's options | |||
* 1 - enabled (advanced mode) | |||
* 2 - disabled (default flight mode) | |||
{{ArgTitle|4|hostDoesNotSkipLobby|{{GVI|arma3|2.06}}}} | |||
Stops hosting player from skipping the lobby if {{hl|c= skipLobby = 1;}} is used | |||
<syntaxhighlight lang="cpp">hostDoesNotSkipLobby = 1;</syntaxhighlight> | |||
{{ArgTitle|4|joinUnassigned|{{GVI|arma3|0.50}}}} | |||
By default a new player is not auto assigned a free playable slot in the mission lobby in Multiplayer. | |||
Disable this setting to make him auto assigned to the side with least players. | |||
<syntaxhighlight lang="cpp">joinUnassigned = 0; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight> | |||
==== minScore, avgScore, maxScore ==== | |||
Set minimum, average and maximum score for your mission. | |||
Score is related to the star display in the debriefing screen (OFP:CWC). | |||
The score can be influenced during a missions progress by using the [[addRating]] command. | |||
<syntaxhighlight lang="cpp"> | |||
minScore = 0; | |||
avgScore = 1800; | |||
maxScore = 75000; | |||
</syntaxhighlight> | |||
{{Feature|important|Values have to follow this formula: '''minScore < avgScore < maxScore'''. Any other combinations can lead to game freeze upon mission end.}} | |||
{{ArgTitle|4|missionGroup|{{GVI|arma3|2.10}}}} | |||
Shared mission group name to override default [[missionName]] used with [[missionProfileNamespace]], [[saveMissionProfileNamespace]] | |||
<syntaxhighlight lang="cpp">missionGroup = "SomeNameDescribingCommonMissions";</syntaxhighlight> | |||
{{ArgTitle|4|onCheat|{{GVI|arma3|1.00}}}} | |||
Executes custom statement when player enters the GETALLGEAR cheat (see: [[Arma 3: Cheats#GETALLGEAR|GETALLGEAR]]). | |||
<syntaxhighlight lang="cpp">onCheat = "hint str _this";</syntaxhighlight> | |||
{{ArgTitle|4|onPauseScript|{{GVI|arma2oa|1.62}}}} | |||
Executes a custom SQF script or function in [[Scheduler#Scheduled Environment|scheduled environment]] ([[execVM]]) when player brings up Game Pause screen (presses 'Esc' button). | |||
[[Display]] parameter of the resulting [[dialog]] is available ''via'' <sqf inline>_this select 0</sqf> inside the script. | |||
<syntaxhighlight lang="cpp"> | |||
onPauseScript = "myOnPauseScript.sqf"; // file path | |||
onPauseScript[] = { "myOnPauseFunction1", "myOnPauseFunction2" }; // function name - since Arma 3 | |||
</syntaxhighlight> | |||
{{Feature|important|The script or function executes '''in its own [[Namespace|namespace]]'''. In order to get/set external global variable you need to explicitly use mission namespace: | |||
; Set: | |||
<sqf> | |||
// myVar2 = "345"; // will set the variable only in onPauseScript namespace | |||
missionNamespace setVariable ["myVar2", "345"]; // will be available as a global variable | |||
</sqf> | |||
; Get: | |||
<sqf> | |||
// hint str myVar; // will raise an undefined variable myVar error | |||
hint str (missionNamespace getVariable "myVar"); // will access the global variable properly | |||
</sqf> | |||
}} | |||
{{ArgTitle|4|saving|{{GVI|arma1|1.00}}}} | |||
{{ | Toggle saving possibility. | ||
<syntaxhighlight lang="cpp">saving = 0; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight> | |||
{{ArgTitle|4|scriptedPlayer|{{GVI|tkoh|1.00}}}} | |||
{{ | When scripted player is enabled, game no longer shows "No player select" error message upon mission start when no player unit is present. | ||
<syntaxhighlight lang="cpp">scriptedPlayer = 1; // 0: disabled - 1: enabled. Default: 0</syntaxhighlight> | |||
{{ArgTitle|4|skipLobby|{{GVI|arma3|1.60}}}} | |||
{{ | When enabled, joining player will join the mission bypassing role selection screen. | ||
The {{Link|#joinUnassigned}} param will be set to 1 automatically, so that player receives first available role from mission template. When leaving such mission, player will go straight back to server browser. | |||
| | <syntaxhighlight lang="cpp">skipLobby = 1; // 0: disabled - 1: enabled. Default: 0</syntaxhighlight> | ||
== Server Security == | |||
==== | |||
This section underlines mission security settings for server. They can secure or break your mission, so be sure to use them wisely. | |||
{{ArgTitle|4|allowFunctionsLog|{{GVI|arma3|0.50}}}} | |||
{{ | Allows functions to log to the RPT file. | ||
<syntaxhighlight lang="cpp">allowFunctionsLog = 1; // 0: disabled - 1: enabled. Default: ?</syntaxhighlight> | |||
{{ArgTitle|4|allowFunctionsRecompile|{{GVI|arma3|1.00}}}} | |||
{{ | As a security measure, functions are by default protected against rewriting during mission. | ||
This restriction does not apply in missions previewed from the editor. | |||
<syntaxhighlight lang="cpp">allowFunctionsRecompile = 1; // 0: disabled - 1: enabled. Default: 0</syntaxhighlight> | |||
{{ArgTitle|4|zeusCompositionScriptLevel|{{GVI|arma3|2.06}}}} | |||
{{ | <syntaxhighlight lang="cpp"> | ||
zeusCompositionScriptLevel = 0; // 0: all scripts are forbidden | |||
// 1: only attributes are allowed (including custom attributes added by mods) | |||
// 2: all scripts are allowed including init scripts | |||
// Default: 1 | |||
</syntaxhighlight> | |||
{{ArgTitle|4|CfgDisabledCommands|{{GVI|arma3|1.66}}}} | |||
Define disabled script commands. See [[CfgDisabledCommands]] for more detailed explanations. | |||
{{ArgTitle|4|CfgRemoteExec|{{GVI|arma3|1.50}}}} | |||
{{ | Define [[remoteExec]] and [[remoteExecCall]] restrictions. See [[CfgRemoteExec]] for more detailed explanations and examples. | ||
== Tasks == | |||
==== | |||
< | Tasks are part of the mission. This section deals with the settings for them.<br> | ||
{{ | See also {{Link|Arma 3: Task Framework#Task Overhaul}} | ||
{{ArgTitle|4|taskManagement_markers2D|{{GVI|arma3|1.42}}}} | |||
{{ | Use new 2D markers. | ||
<syntaxhighlight lang="cpp">taskManagement_markers2D = 1; // 0: disabled - 1: enabled. Default: 0</syntaxhighlight> | |||
0 | |||
1 | |||
{{ArgTitle|4|taskManagement_markers3D|{{GVI|arma3|1.42}}}} | |||
{{ | Use new 3D markers. | ||
<syntaxhighlight lang="cpp">taskManagement_markers3D = 1; // 0: disabled - 1: enabled. Default: 0</syntaxhighlight> | |||
{{ArgTitle|4|taskManagement_propagate|{{GVI|arma3|1.42}}}} | |||
{{ | Propagate shared tasks to subordinates. | ||
= | <syntaxhighlight lang="cpp">taskManagement_propagate = 1; // 0: disabled - 1: enabled. Default: 0</syntaxhighlight> | ||
{{ArgTitle|4|taskManagement_drawDist|{{GVI|arma3|1.42}}}} | |||
{{ | 3D marker maximum draw distance in meters. within this range, unassigned tasks are drawn on screen. | ||
<syntaxhighlight lang="cpp">taskManagement_drawDist = 2500; // in meters. Default: 2000</syntaxhighlight> | |||
| | |||
| | |||
{{ | |||
=== | {{ArgTitle|4|CfgTasks|{{GVI|arma1|1.00}}}} | ||
Agents task config | |||
<syntaxhighlight lang="cpp"> | |||
class CfgTasks | |||
{ | |||
class Default | |||
{ | |||
name = ""; | |||
fsm = ""; // relative path to fsm file | |||
condition = ""; // relative path to sqf file (compiled and stored for the duration of run time, executed frequently) | |||
description = ""; | |||
destination = ""; | |||
resources[] = {}; | |||
}; | |||
}; | |||
</syntaxhighlight> | |||
{{ArgTitle|4|CfgTaskTypes|{{GVI|arma3|1.54}}}} | |||
| | Define Task types and their icons. | ||
| | <syntaxhighlight lang="cpp"> | ||
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"; | |||
}; | |||
}; | |||
</syntaxhighlight> | |||
{{ArgTitle|4|CfgTaskDescriptions|{{GVI|arma3|1.12}}}} | |||
{{ | Define Task titles and descriptions. | ||
<syntaxhighlight lang="cpp"> | |||
class CfgTaskDescriptions | |||
{ | |||
class myTask1 | |||
{ | |||
title = "my task title"; | |||
description = "my task description"; | |||
marker = "my task destination marker"; | |||
}; | |||
= | class myTask2 | ||
{ | |||
title = "STR_myTask2Title"; // note the lack of $ sign here! | |||
description = "STR_myTask2Description"; // without $, it translates for each client | |||
marker = "STR_myTask2Marker"; // with $ everyone sees the server's language | |||
}; | |||
< | }; | ||
</syntaxhighlight> | |||
==== | {{ArgTitle|4|CfgTaskEnhancements|{{GVI|arma3|1.42}}}} | ||
Defines tasks enhancements directly in a class. | |||
<syntaxhighlight lang="cpp"> | |||
class CfgTaskEnhancements | |||
{ | |||
enable = 1; // 0: disable new task features (default), 1: enable new task features and add new task markers and task widgets into the map | |||
< | 3d = 1; // 0: do not use new 3D markers (default), 1: replace task waypoints with new 3D markers | ||
3dDrawDist = 0; // 3d marker draw distance (default: 2000) | |||
share = 1; // 0: do not count assigned players (default), 1: count how many players have the task assigned | |||
propagate = 1; // 0: do not propagate (default), 1: propagate shared tasks to subordinates | |||
}; | |||
</syntaxhighlight> | |||
==== | == Custom Content Definition == | ||
The following class definitions allow for mission-defined content like sounds, music, or more advanced content like functions | |||
==== CfgCameraEffects ==== | |||
Configure custom [[cameraEffect]]. | |||
<syntaxhighlight lang="cpp"> | |||
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; // CamChained | |||
chain[] = { "External", "Terminate" }; // Terminate will trigger after 3 seconds | |||
}; | |||
}; | |||
}; | |||
</syntaxhighlight> | |||
Example: | |||
<sqf> | |||
showCinemaBorder false; | |||
private _dur = getNumber (missionConfigFile >> "CfgCameraEffects" >> "Array" >> _this >> "duration"); | |||
private _cam = "camera" camCreate (player modelToWorld [0, -100, 50]); | |||
_cam camSetTarget player; | |||
< | _cam camSetRelPos [0, -0.1, 1.8]; | ||
_cam camCommit (_dur / 2); | |||
_cam cameraEffect ["AutoTerminate", "Back"]; | |||
waitUntil { camCommitted _cam }; | |||
camDestroy _cam; | |||
</sqf> | |||
{{ArgTitle|4|CfgCommunicationMenu|{{GVI|arma3|1.00}}}} | |||
| | This entry allows to add commanding menu option in the communication menu. See [[Arma 3: Communication Menu]] for more information. | ||
| | |||
{{ArgTitle|4|CfgCommands|{{GVI|arma3|1.50}}}} | |||
|[[ | This entry contains a list of configurations for certain scripting commands (currently only {{hl|allowedHTMLLoadURIs}} for [[htmlLoad]], [[ctrlSetURL]] and [[menuSetURL]]). | ||
Can be defined in [[Config.cpp]] or in campaign's or mission's [[Description.ext]]; the most local variant is used. | |||
<syntaxhighlight lang="cpp"> | |||
class CfgCommands | |||
{ | |||
< | // a list of URIs supported by HTMLLoad | ||
// note that in case of clients connected to dedicated server, restrictions defined in its config have priority. | |||
allowedHTMLLoadURIs[] = | |||
{ | |||
"*.mywebsite.com", // strings support wildcards '*' and '?' | |||
"*.mywebsite2.com/something/*", | |||
// ... | |||
"*.mywebsiteN.com", | |||
}; | |||
}; | |||
</syntaxhighlight> | |||
{{Feature|informative|Some domains are automatically whitelisted, such as "arma3.com" or "bistudio.com".}} | |||
{{ArgTitle|4|CfgFunctions|{{GVI|arma2|1.00}}}} | |||
| | Define functions for your mission. For a detailed explanation, see: | ||
| | {| | ||
| | | | ||
* {{GVI|arma3|1.00}} | |||
| [[Arma 3: Functions Library]] | |||
|- | |||
| | |||
* {{GVI|arma2|1.00}} {{GVI|arma2oa|1.00}} | |||
| [[Arma 2: Functions Library]] | |||
|- | |||
| | |||
* {{GVI|tkoh|1.00}} | |||
| [[Take On Helicopters: Functions Library]] | |||
|} | |||
{{ | {{ArgTitle|4|CfgHints|{{GVI|arma3|1.00}}}} | ||
Define [[Arma 3: Advanced Hints (Field Manual)|Advanced Hints]] (similar to the Field Manual ones). See [[Arma 3: Advanced Hints (Field Manual)#Config|Advanced Hints]] for more information. | |||
{{ | ==== CfgIdentities ==== | ||
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. | |||
{{Feature|informative|the {{hl|nameSound}} entry is only valid since {{arma3}}. See [[setNameSound]] for possible values.}} | |||
<syntaxhighlight lang="cpp"> | |||
class CfgIdentities | |||
{ | |||
class MyLittleSoldier | |||
{ | |||
name = "Givens"; | |||
nameSound = "Givens"; // Arma 3 only! | |||
face = "whiteHead_06"; | |||
glasses = "None"; | |||
speaker = "Male05ENG"; | |||
pitch = 1.1; | |||
}; | |||
}; | |||
</syntaxhighlight> | |||
Example: | |||
<sqf>player setIdentity "MyLittleSoldier";</sqf> | |||
See [[:Category:CfgIdentities|CfgIdentities]] for more detailed information and valid options for face, glasses, speaker etc. | |||
| | |||
{{ArgTitle|4|CfgLeaflets|{{GVI|arma3|1.76}}}} | |||
Define leaflets for your missions. See [[Arma 3: Leaflets]] for more information. | |||
==== | ==== CfgMusic ==== | ||
Defines music you can play with [[playMusic]]. | |||
<syntaxhighlight lang="cpp"> | |||
class CfgMusic | |||
{ | |||
tracks[] = {}; | |||
class MyIntro | |||
{ | |||
// display name | |||
name = "My intro music"; | |||
{{ | // filename, volume, pitch | ||
sound[] = { "\music\filename.ogg", db + 0, 1.0 }; | |||
}; | |||
class Ludwig9 | |||
{ | |||
name = "Ludwig Van Beethoven's Ninth Symphony"; | |||
sound[] = { "\music\ludwig9.ogg", db + 10, 1.0 }; | |||
}; | |||
}; | |||
</syntaxhighlight> | |||
Example: | |||
| | <sqf>playMusic "MyIntro";</sqf> | ||
{{Feature|important|Setting volume (db) of music far from zero will disable [[fadeMusic]] command. Optimal values are from -10 to 10.}} | |||
{{ArgTitle|4|CfgNotifications|{{GVI|arma3|1.12}}}} | |||
Define custom notifications to be shown with [[BIS_fnc_showNotification]]. See [[Notification]] for more detailed information and examples. | |||
{{ArgTitle|4|CfgPostprocessTemplates|{{GVI|arma3|1.00}}}} | |||
Define custom post-process effects, to [[Post Process Effects]] format (only "colorCorrection" and "filmGrain" are supported for now).<br> | |||
To be used with [[BIS_fnc_setPPeffectTemplate]]. | |||
<syntaxhighlight lang="cpp"> | |||
class CfgPostprocessTemplates | |||
{ | |||
< | class MyPurplePP | ||
{ | |||
colorCorrections[] = { 1, 1, 0, { 1, 1, 1, 0 }, { 1, 0.5, 1, 0 }, { 0.75, 0.25, 0, 1 } }; | |||
displayName = "Purple-ish!"; | |||
filmGrain[] = { 0.04, 1, 1, 0, 1 }; | |||
}; | |||
}; | |||
</syntaxhighlight> | |||
==== | ==== CfgRadio ==== | ||
Defines radio sentences you can play with these radio commands: [[customRadio]], [[vehicleRadio]], [[groupRadio]], [[sideRadio]], [[globalRadio]]. | |||
<syntaxhighlight lang="cpp"> | |||
class CfgRadio | |||
{ | |||
sounds[] = {}; | |||
class RadioMsg1 | |||
{ | |||
// display name | |||
name = ""; | |||
{ | // filename, volume, pitch | ||
sound[] = { "\sound\filename1.ogg", db - 100, 1.0 }; | |||
// radio caption | |||
title = "I am ready for your orders."; | |||
}; | |||
class RadioMsg2 | |||
{ | |||
name = ""; | |||
sound[] = { "\sound\filename2", db - 100, 1.0 }; // .wss implied | |||
title = "$STR_RADIO_2"; | |||
}; | |||
}; | |||
</syntaxhighlight> | |||
Example: | |||
<sqf>unit sideRadio "RadioMsg2";</sqf> | |||
==== CfgSentences ==== | |||
See [[Conversations#.bikb BIS_fnc_kbTell Example|Conversations]] for more information. | |||
==== CfgSFX ==== | |||
See [[CfgSFX]] for more information. | |||
{{ | ==== CfgSounds ==== | ||
General sounds that can be used for dialog, voiceovers in the briefing etc.<br> | |||
See also commands [[playSound]], [[say]], [[say2D]] and [[say3D]]. | |||
<syntaxhighlight lang="cpp"> | |||
class CfgSounds | |||
{ | |||
sounds[] = {}; // OFP required it filled, now it can be empty or absent depending on the game's version | |||
= | class wolf1 | ||
{ | |||
name = "My wolf sound"; // display name | |||
sound[] = { "fx\wolf1.ogg", 1, 1, 100 }; // file, volume, pitch, maxDistance | |||
titles[] = { 0, "*wolf growls*" }; // subtitles | |||
titlesFont = "LCD14"; // OFP:R - titles font family | |||
titlesSize = 0.1; // OFP:R - titles font size | |||
==== | forceTitles = 1; // Arma 3 - display titles even if global show titles option is off (1) or not (0) | ||
|[ | titlesStructured = 1; // Arma 3 - treat titles as Structured Text (1) or not (0) | ||
| | }; | ||
}; | |||
</syntaxhighlight> | |||
{| class="wikitable align-left-col-1 align-center-row-1 valign-top" | |||
! style="min-width: 15em" |<!-- line returns are to force a <p> in the cell --> | |||
Property | |||
! | |||
Description | |||
|- | |||
! | |||
sounds[] | |||
| | |||
''Was'' required in previous titles, and needed to be filled with {{hl|CfgSounds}} defined sounds at the beginning of {{ofp}}.<br> | |||
At least in {{arma3}} the engine finds them without this value which can now be ignored entirely. | |||
|- | |||
! | |||
name | |||
| | |||
(Optional) how the sound is referred to in the editor (e.g. name in trigger effects) this can be a translation (e.g <sqf inline>"$STR_My_Translation"</sqf>) | |||
|- | |||
! | |||
sound[] | |||
| | | | ||
<!----------- | An array containing: | ||
* file path: the relative path to the file<br><!-- | |||
-->Since {{GVI|arma3|1.50|size= 0.75}} the path can be prefixed with {{hl|@}} in order to look directly into addon files, e.g {{hl|"@a3\Ui_F_Curator\Data\Sound\CfgSound\visionMode"}} | |||
* volume: between 0 and 5, 1 being normal volume<br>{{Feature|informative|Volume may at some point be found defined with '''db''' (e.g {{hl|db-40}}). The formula for db-based volume is: {{hl|10^(''number'' * (1/20))}}.}} | |||
* pitch: 1 is normal pitch, 2 = chipmunk, 0.5 = Darth Vader, etc | |||
* max distance: (Optional, default {{hl|''volume'' × 1000}}) maximum distance at which the sound is heard, in metres | |||
|- | |||
! | |||
titles[] | |||
| | |||
An array format <syntaxhighlight lang="cpp" inline>{ time1, text1, time2, text2 }</syntaxhighlight> etc: | |||
* time#: can be a number or an array: | |||
** number: sound time at which the text is displayed (2 = 2s after sound start) | |||
** array: format <syntaxhighlight lang="cpp" inline>{ displayTime, displayDurationFactor }</syntaxhighlight>: | |||
*** displayTime: sound time at which the text is displayed (2 = 2s after sound start) | |||
*** displayDurationFactor: default value is 1 (for 10s subtitle display), 0.5 means half the time (5s), 2 means twice the time (20s) etc | |||
* text#: the text to be displayed | |||
{{Feature|important|If a subtitle is timed for ''after'' the sound is done, the sound will repeat until the subtitle is played (then played until its end).}} | |||
|- | |||
! | |||
{{GVI|ofpr|1.75|size= 0.75}} titlesFont | |||
| | |||
(Optional) titles font family | |||
|- | |||
! | |||
{{GVI|ofpr|1.75|size= 0.75}} titlesSize | |||
| | |||
(Optional) titles font size | |||
|- | |||
! | |||
{{GVI|arma3|0.50|size= 0.75}} forceTitles | |||
| | |||
(Optional) if set to 1, will display titles even if global show titles option is off | |||
|- | |||
! | |||
{{GVI|arma3|0.50|size= 0.75}} titlesStructured | |||
| | |||
(Optional) if set to 1, treat titles as [[Structured Text]] (e.g <syntaxhighlight lang="html" inline>0, "<t color=""#ff0000"">Red text</t>"</syntaxhighlight>) | |||
|} | |||
Example: | |||
<sqf> | |||
playSound "wolf1"; // class name as string | |||
player say ["wolf1", 100]; | |||
</sqf> | |||
{{ | {{Feature|informative|See {{Link|http://ofp.toadlife.net/downloads/tutorials/tutorial_sound/tutorial_sound.html|OFP ToadLife's tutorial}} for a sound advice.}} | ||
{{ | {{ArgTitle|4|CfgUnitInsignia|{{GVI|arma3|1.24}}}} | ||
Define custom unit insignia (shoulder patches). See [[Arma 3: Unit Insignia]] for more detailed information. | |||
<syntaxhighlight lang="cpp"> | |||
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, was reserved for future use | |||
}; | |||
}; | |||
</syntaxhighlight> | |||
{{ArgTitle|4|CfgUnitTemplates|{{GVI|arma3|1.50}}}} | |||
| | This class is used to create units templates. For now, this is only used with the function [[BIS_fnc_unitHeadgear]]. | ||
<syntaxhighlight lang="cpp"> | |||
class CfgUnitTemplates | |||
{ | |||
// Classic selectRandom | |||
class MyFirstTemplate : Default | |||
{ | |||
headgearList[] = | |||
{ | |||
"H_Cap_blk", | |||
"H_Cap_grn", | |||
"H_Cap_oli_hs" | |||
}; | |||
{ | facewearList[] = | ||
{ | |||
"G_Bandanna_beast", | |||
"G_Bandanna_blk", | |||
"G_Bandanna_khk" | |||
}; | |||
}; | |||
= | // the probabilities will be considered, weighted random | ||
class MySecondTemplate : Default | |||
{ | |||
headgearList[] = | |||
{ | |||
< | "H_Cap_blk", 0.9, | ||
"H_Cap_grn", 0.6, | |||
"H_Cap_oli_hs", 0.55 | |||
}; | |||
facewearList[] = | |||
{ | |||
"G_Bandanna_beast", 0.5, | |||
"G_Bandanna_blk", 0.5, | |||
"G_Bandanna_khk", 0.5 | |||
}; | |||
}; | |||
}; | |||
</syntaxhighlight> | |||
Example: | |||
<sqf> | |||
[myUnit, "MyFirstTemplate"] call BIS_fnc_unitHeadgear; | |||
[myUnit, "MySecondTemplate"] call BIS_fnc_unitHeadgear; | |||
</sqf> | |||
{{ArgTitle|4|CfgVehicles|{{GVI|arma3|1.70}}}} | |||
This class can only be used to [[createSoundSource|create sound sources]].<br> | |||
| | See also {{Link|#CfgSFX}} for more detailed information. | ||
<syntaxhighlight lang="cpp"> | |||
class CfgVehicles | |||
< | { | ||
class MyOwlSound // class name to be used with createSoundSource | |||
{ | |||
sound = "MyOwl"; // reference to CfgSFX class | |||
}; | |||
}; | |||
</syntaxhighlight> | |||
{{ArgTitle|4|CfgVehicleTemplates|{{GVI|arma3|1.42}}}} | |||
This class is used to create vehicle templates used by the [[Arma 3: Vehicle Customisation|Vehicle Customization system]]. | |||
<syntaxhighlight lang="cpp"> | |||
class CfgVehicleTemplates | |||
{ | |||
class BIS_Offroad_01_default | |||
{ | |||
displayName = "Default"; | |||
author = "Bohemia Interactive"; | |||
textureList[] = | |||
{ | |||
"guerilla_01", 0.5, | |||
"guerilla_02", 1 | |||
}; | |||
animationList[] = | |||
< | { | ||
"HideBumper1", 1, | |||
"HideBumper2", 1 | |||
}; | |||
}; | |||
}; | |||
</syntaxhighlight> | |||
==== | ==== RscTitles ==== | ||
This class is used to define custom HUDs. See [[Arma: GUI Configuration]] for more information. | |||
{{ConfigPage|end}} | |||
</div><!-- scrolling div end --> | |||
==== | <div> | ||
| | <div style="margin-left: 2em; position: sticky; top: 2em"> | ||
| | {{TabView | ||
|title1= Full TOC | |||
|title2= Mini TOC | |||
|content1= <div style="overflow: auto; max-height: 80vh; min-width: 22em">{{TOC}}</div> | |||
|content2= | |||
<div style="min-width: 12em"> | |||
{{TOC|subtoc|title= Main Categories|content= | |||
* 1. {{Link|#Mission Information}} | |||
* 2. {{Link|#Respawn/Revive}} | |||
* 3. {{Link|#Mission Keys}} | |||
* 4. {{Link|#Player's UI}} | |||
* 5. {{Link|#Starting Gear}} | |||
* 6. {{Link|#Corpse and Wreck Management}} | |||
* 7. {{Link|#Mission Parameters}} | |||
* 8. {{Link|#Mission Settings}} | |||
* 9. {{Link|#Server Security}} | |||
* 10. {{Link|#Tasks}} | |||
* 11. {{Link|#Custom Content Definition}} | |||
}} | |||
</div> | |||
</div><!-- sticky end --> | |||
}}<!-- TabView end --> | |||
</div> | |||
</div><!-- flex end --> | |||
[[Category | [[Category:Mission Editing]] | ||
Latest revision as of 14:51, 16 October 2024
The Description.ext is a missionConfigFile and is used to set the overall mission attributes or to define global properties that will be available for other scripts. It is placed in the mission root folder and uses the same syntax as the config.cpp file, but supports only a limited number of config classes.
Additionally, many attributes can also be set via the Eden Editor, where changes are automatically refreshed upon scenario preview. In the 2D Editor the mission has to be reloaded for changes to be applied.
Mission Information
This section helps you find out how to customise Mission overall external appearance, from Mission Overview to Loading Screens.
author = "Varanon";
onLoadName = "Point Insertion";
onLoadMission = "A group of NATO soldiers is tasked with sabotaging a coastal defense.";
loadScreen = "images\loadScreen.paa";
class Header
{
gameType = "Coop"; // Game type
minPlayers = 1; // minimum number of players the mission supports
maxPlayers = 10; // maximum number of players the mission supports
};
author
Mission author's name. The default loading screen shows this string below the onLoadName in a smaller font prefixed by "by ".
onLoadName
String (usually mission name) shown during mission loading. The string is shown in a slightly larger font above the loadScreen. The onLoadMission text is placed below the load screen and the header gameType determines the game type on top of the box.
onLoadMission
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. In OFP this is the name you see when selecting a mission in MP and also the name that is presented to the Multiplayer browser.
onLoadMission = "YourMissionName";
loadScreen
The picture to be shown while the mission is loaded. The path is relative to the mission folder. Must be in PAA file format. 2:1 aspect ratio (different aspect are rendered correctly as well, but won't cover the whole area). Ideally 1024x512 pixels.
loadScreen = "pictures\intro.paa";
header
This class defines mission type and other settings displayed in the multiplayer browser.
class Header
{
gameType = "CTF"; // Game type
minPlayers = 1; // minimum number of players the mission supports
maxPlayers = 10; // maximum number of players the mission supports
};
See Multiplayer Game Types for more detailed information.
onLoadIntro
Displays a message while the intro is loading.
onLoadIntro = "YourMessage";
onLoadMissionTime
Define whether you will see the time and date displayed while the mission loads. Effect unkown in Arma 3.
onLoadMissionTime = 1; // 0: disabled - 1: enabled. Default: 1
onLoadIntroTime
Define whether you will see the time and date displayed while the intro loads.
onLoadIntroTime = 1; // 0: disabled - 1: enabled. Default: 0
briefingName
Mission name displayed in the mission selection menu.
briefingName = "TAG 1-5 CO My super mission";
CfgLoadingTexts
Define mission specific loading texts.
overviewPicture
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 – ideally 1024×512 (Arma 3).
overviewText
Text to be displayed below the overviewPicture on the mission selection screen when the mission is available to play.
overviewTextLocked
Text to be displayed below the overviewPicture on the mission selection screen when the mission is locked from play.
onBriefingGear
Defines a sound (defined in CfgSounds) that will play when accessing the gear part of the briefing. See Briefing.html.
onBriefingGear = "SoundName";
onBriefingGroup
Defines a sound (defined in CfgSounds) that will play when accessing the group part of the briefing. See Briefing.html.
onBriefingGroup = "SoundName";
onBriefingPlan
Defines a sound (defined in CfgSounds) that will play when accessing the plan part of the briefing. See Briefing.html.
onBriefingPlan = "SoundName";
CfgWorlds
Could be used to override the following properties used on mission loading: author, description, pictureMap, pictureShot, loadingTexts[]. If a specific world name given as a subclass, override will happen only when this world is loading. If subclass with name Any is used, then aforementioned properties would be overridden for any world that is loading.
class CfgWorlds
{
class Any // or specific world name
{
author = "author";
description = "description";
pictureMap = "picturepath";
pictureShot = "picturepath";
loadingTexts[] = { "text1", "text2", "text3" };
};
};
Respawn/Revive
This section talks about respawn and revive actions.
- for Arma 2, see First Aid.
- for Arma 3, see Arma 3: Respawn and Arma 3: Revive.
ID | Text version | Description |
---|---|---|
0 | "NONE" | No respawn |
1 | "BIRD" | Respawn as a seagull |
2 | "INSTANT" | Respawn just where you died. |
3 | "BASE" | Respawn in base. A respawn marker is needed. If no marker is defined, respawn behaviour will be the same as "INSTANT". Marker role names:
Side can be one of west, east, guerrila (sic), civilian, e.g respawn_west. |
4 | "GROUP" | Respawn in your group. If there is no remaining AI, you will become a seagull. |
5 | "SIDE" | 1.08 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. |
respawn
Sets soldiers and vehicles respawn type.
respawn = 0; // Default: 0 for SP, 1 for MP
respawn = "SIDE"; // text version works too
respawnVehicle
Sets vehicles only respawn type. Vehicles can only have 2 (or "INSTANT") and 3 (or "BASE") respawn mode. All other modes are equal to disabled respawn. If 'respawnVehicle' is not defined, the 'respawn' value is used.
respawnVehicle = 3; // number version
respawnVehicle = "BASE"; // text version works too
respawnButton
Enable or disable the respawn button in the menu for INSTANT and BASE respawn types.
respawnButton = 0; // 0: disabled - 1: enabled. Default: 1
respawnDelay
Set respawn delay in seconds.
respawnDelay = 42; // Default: ?
respawnVehicleDelay
Set vehicle respawn delay in seconds.
respawnVehicleDelay = 12; // Default: ?
respawnDialog
Show the scoreboard and respawn countdown timer for a player if he is killed with respawn type 3.
respawnDialog = 0; // 0: disabled - 1: enabled. Default: 1
respawnOnStart
Respawn player when he joins the game. Available only for INSTANT and BASE respawn types.
respawnOnStart = 1; // Default: 0
- -1 - Dont respawn on start. Don't run respawn script on start.
- 0 - Dont respawn on start. Run respawn script on start.
- 1 - Respawn on start. Run respawn script on start.
respawnTemplates
Respawn templates from CfgRespawnTemplates. You can combine any number of them together.
respawnTemplates[] = { "Counter", "Wave" };
respawnWeapons
Set weapons players will receive upon respawn. respawnMagazines has to be defined as well.
respawnWeapons[] = { "arifle_Katiba_GL_F" };
respawnMagazines
Set magazines players will receive upon respawn. respawnWeapons has to be defined as well.
respawnMagazines[] = { "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green" };
reviveMode
Define if Revive mode is enabled.
reviveMode = 1; // Default: 0
- 0 - disabled
- 1 - enabled
- 2 - controlled by player attributes
reviveUnconsciousStateMode
Define revive mode.
reviveUnconsciousStateMode = 0; // Default: 0
- 0 - basic mode
- 1 - advanced mode
- 2 - realistic
See damage model for more detailed information.
reviveRequiredTrait
Define if only a medic (or unit with medic trait) can perform a revive.
reviveRequiredTrait = 0; // 0: disabled - 1: enabled. Default: 0
reviveRequiredItems
Define if a medical item (first aid kit or medkit) is required to begin a revive process.
reviveRequiredItems = 2; // Default: ?
- 0 - none
- 1 - medkit
- 2 - medkit or first aid kit
reviveRequiredItemsFakConsumed
Define if a first aid kit is consumed on reviving a teammate
reviveRequiredItemsFakConsumed = 1; // 0: disabled - 1: enabled. Default: ?
reviveMedicSpeedMultiplier
Speed multiplier for revive performed by medic
reviveMedicSpeedMultiplier = 2; // medic revive will be two times faster compared to another soldier
reviveDelay
The time in seconds it takes to revive an incapacitated unit. Having a Medikit will halve this time.
reviveDelay = 10; // Default: 6
reviveForceRespawnDelay
The time in seconds it takes for an incapacitated unit to force their respawn.
reviveForceRespawnDelay = 5; // Default: 3
reviveBleedOutDelay
The time in seconds it takes for a unit to bleed out.
reviveBleedOutDelay = 300; // Default: 120
enablePlayerAddRespawn
Usage unsure, may be related to respawn template MenuPosition.
enablePlayerAddRespawn = 0; // Disable framework respawn
CfgRespawnInventory
This class defines a respawn inventory, used with MenuInventory respawn template.
Loadouts with no assigned role are automatically assigned to the "Default" role.
See also BIS_fnc_addRespawnInventory, BIS_fnc_removeRespawnInventory
class CfgRespawnInventory
{
class Blufor1
{
displayName = "Light"; // Name visible in the menu
icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name
role = "Assault"; // Optional, see CfgRoles
// Loadout definition, uses same entries as CfgVehicles classes
weapons[] =
{
"arifle_MXC_F",
"Binocular"
};
magazines[] =
{
"30Rnd_65x39_caseless_mag",
"30Rnd_65x39_caseless_mag",
"SmokeShell"
};
items[] =
{
"FirstAidKit"
};
linkedItems[] =
{
"V_Chestrig_khk",
"H_Watchcap_blk",
"optic_Aco",
"acc_flashlight",
"ItemMap",
"ItemCompass",
"ItemWatch",
"ItemRadio"
};
uniformClass = "U_B_CombatUniform_mcam_tshirt";
backpack = "B_AssaultPack_mcamo";
};
class Blufor2
{
// Alternative configuration pointing to a CfgVehicles class. Loadout will be copied from it.
vehicle = "B_soldier_AR_F"
};
};
CfgRespawnTemplates
This class defines new respawn templates to be used with respawn templates.
class CfgRespawnTemplates
{
// class used in respawnTemplates entry
class myTag_beacon
{
// function or script executed upon death
// parameters passed into it are the same as are passed into onPlayerKilled.sqf file
onPlayerKilled = "\myAddon\scripts\respawnBeacon.sqf";
// function or script executed upon respawn
// parameters passed into it are the same as are passed into onPlayerRespawn.sqf file
onPlayerRespawn = "\myAddon\scripts\respawnBeacon.sqf";
// default respawn delay
// can be overwitten by description.ext attribute of the same name
respawnDelay = 20;
// see respawnOnStart for description and limitations
// can be overridden by description.ext attribute of the same name
respawnOnStart = 1;
};
class Spectator
{
onPlayerRespawn = "BIS_fnc_respawnSpectator"; // a function can be used instead of a script
};
};
CfgRoles
This class defines Respawn roles. The main purpose of Roles is to make things clearer and simpler for player when selecting a loadout. All the loadouts available in a mission are now divided into various roles. Mission designer can use roles already created in the game config, or custom roles can be defined in description.ext file. Loadouts with no role assigned are automatically assigned to the Default role.
// all default roles with icons
class CfgRoles
{
class Assault
{
displayName = "$STR_A3_Role_Assault";
icon = "a3\Ui_f\data\GUI\Cfg\RespawnRoles\assault_ca.paa";
};
class Support
{
displayName = "$STR_A3_Role_Support";
icon = "a3\Ui_f\data\GUI\Cfg\RespawnRoles\support_ca.paa";
};
class Recon
{
displayName = "$STR_A3_Role_Recon";
icon = "a3\Ui_f\data\GUI\Cfg\RespawnRoles\recon_ca.paa";
};
};
Mission Keys
Mission keys are used to lock/unlock certain missions until you completed other ones. It can also be used in mission to know which missions you finished.
Activated keys can be found in user profile (e.g documents\username.Arma3profile) under activeKeys section.
See also commands activateKey, isKeyActive and deActivateKey for more detailed information.
keys
List of keys from which keysLimit counts the done ones.
keys[] = { "key1", "key2", "key3" };
keysLimit
Number of keys from the keys list needed done to unlock (and be able to play) this mission.
keysLimit = 2;
doneKeys
Name of keys marked done on mission completion.
doneKeys[] = { "key4" };
Player's UI
This section explains HUD customisation possibilities.
See also commands:
- showCompass, shownCompass, visibleCompass
- showGPS, shownGPS, visibleGPS
- showHUD, shownHUD
- showWatch, shownWatch, visibleWatch
- showUAVFeed, shownUAVFeed 1.16
- showPad, shownPad 1.00
overrideFeedback
Some of the feedback effects in Arma 3 are scripted and executed by functions_f
overrideFeedback = 1; // 0: force default handling, 1+: allow custom handling. Default: not set
showHUD
Enables/Disables the following IGUI elements:
- Vehicle and unit info
- Radar and tactical display
- Vehicle compass
- Tank direction indicator
- Commanding menu
- Group info bar
- HUD weapon cursors
- Vehicle display panels
- Kill messages
- 3D Icons visibility
showHUD = 0; // 0: disabled - 1: enabled. Default: 1
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.
Since Arma 3 v1.50 showHUD param can be an array to allow control over separate HUD elements, for example:
showHUD[] =
{
1, // Scripted HUD (same as showHUD command)
1, // Vehicle and unit info
0, // Vehicle radar [HIDDEN]
0, // Vehicle compass [HIDDEN]
1, // Tank direction indicator
1, // Commanding menu
1, // Group info bar
1, // HUD weapon cursors
1, // Vehicle display panels
1, // "x killed by y" systemChat messages
1 // force show drawIcon3D icons
};
showCompass
Defines if the compass is visible.
showCompass = 0; // 0: disabled - 1: enabled. Default: 1
showGPS
Enables/Disables the GPS.
showGPS = 0; // 0: disabled - 1: enabled. Default: 1
In Armed Assault 1.04 toggle this option to disable the mini map attached to the GPS.
showGroupIndicator
Changes default GPS mini map into a radar like display that indicates group members relative position to the player.
showGroupIndicator = 1; // 0: disabled - 1: enabled. Default: 0
showMap
Defines if the map is shown after the mission starts.
showMap = 0; // 0: disabled - 1: enabled. Default: 1
showNotePad
In Armed Assault, defines if the NotePad is shown after the mission starts.
showNotePad = 0; // 0: disabled - 1: enabled. Default: 1
showPad
Defines if the NotePad is shown after the mission starts. Only in OFP:CWC.
showPad = 0; // 0: disabled - 1: enabled. Default: 1
showWatch
Defines if the watch is visible.
showWatch = 0; // 0: disabled - 1: enabled. Default: 1
showUAVFeed
Enables/Disables the UAV Feed.
showUAVFeed = 0; // 0: disabled - 1: enabled. Default: 1
showSquadRadar
Defines if the Squad Radar is visible.
showSquadRadar = 0; // 0: disabled - 1: enabled. Default: 0
overrideHazeQuality
0/1/2 - VeryLow/Low/Standard - Forces haze quality and in MP has priority over the server 'overrideHazeQuality' option. Standard(2) - mod config driven. Default(-1) - do not force.
overrideHazeQuality = 1; // Low
Starting Gear
Starting gear points to briefing-available equipment. For respawn equipment, see Respawn/Revive.
See also Weapon Pool Commands for more detailed information about weapon pool system.
weapons
Set weapons available to players during the briefing.
class Weapons
{
class AK74 { count = 8; };
class RPG7V { count = 2; };
class Binocular { count = 2; };
};
magazines
Set magazines available to players during the briefing.
class Magazines
{
class 30Rnd_545x39_AK { count = 32; };
class PG7V { count = 6; };
class HandGrenade { count = 16; };
};
backpacks
Set backpacks available to players during the briefing.
class Backpacks
{
class US_Patrol_Pack_EP1 { count = 4; };
class US_Assault_Pack_EP1 { count = 4; };
};
allowSubordinatesTakeWeapons
Allows subordinates (i.e., not leaders) to equip items defined in weapons, magazines and backpacks.
allowSubordinatesTakeWeapons = 1; // 0: disabled - 1: enabled. Default: ?
arsenalRestrictedItems
Used to blacklist undesired Arsenal equipment, which prevents user saved loadout from being loaded if it contains restricted items.
arsenalRestrictedItems[] = { "U_B_Soldier_VR" };
allowProfileGlasses
When set to 0 will stop glasses set in player profile from being added to player's gear:
allowProfileGlasses = 0;
Corpse and Wreck Management
This section explains how to use game-included garbage collector (GC) for better performances.
See also addToRemainsCollector, isInRemainsCollector and removeFromRemainsCollector commands.
The Remains Collector, if enabled, runs at background on every client and clears mission of corpses and wrecks depending on set params and mode. Individual objects can be added or removed from collector monitoring. Items in remains collector are sorted depending on how valuable they are. The most valuable items are pushed to the end of remains array and will be deleted last if possible; for example, the flag carrier is never deleted while it has the flag.
corpseManagerMode
Sets the mode for automatic corpse removal.
corpseManagerMode = 0; // Default SP: 0; Default MP: 2
- 0 (Default in SP) = None - None of the units are automatically managed by the manager
- 1 = All - All units are automatically managed by the manager
- 2 (Default in MP) = None_But_Respawned - Only units that can respawn are automatically managed by the manager
- 3 = All_But_Respawned - All units are automatically managed by the manager with the exception of respawned ones (opposite to mode 2)
corpseLimit
If the total number of monitored corpses is higher than corpseLimit, the corpses that have been dead for longer than corpseRemovalMinTime will be considered for removal.
corpseLimit = 1; // Default: 15
corpseRemovalMinTime
See corpseLimit above.
corpseRemovalMinTime = 60; // seconds. Default: 10
corpseRemovalMaxTime
Monitored corpses that are dead for longer than corpseRemovalMaxTime will be considered for removal regardless of the corpseLimit.
corpseRemovalMaxTime = 1200; // seconds. Default: 3600
disposalCheckPeriod
How often the remains collector checks monitored remains for removal. The value can be between 1 and 60.
disposalCheckPeriod = 10; // seconds. Default: 5
minPlayerDistance
This value applies for monitored corpses, wrecks and weaponholders. The minimum distance between remains and the nearest player before the remains are allowed to be removed by the remains collector. The remains closer than minimum distance to nearest player will not be removed until distance increases. If 'minPlayerDistance' is set to 0, the distance check is not performed.
minPlayerDistance = 50; // meters. Default: 0
minPlayerDistance[]
Array variant of the above that allows setting individual minPlayerDistance for {corpses, wrecks, weaponholders}
minPlayerDistance[] = {50, 60, 70}; // meters. Default: {0, 0, 0}
weaponholderManagerMode
Sets the mode for automatic weapon holder removal.
weaponholderManagerMode = 0; // Default SP: 0; Default MP: 2
- 0 (Default in SP) = None - None of the weapon holders are automatically managed by the manager
- 1 = All - All weapon holders are automatically managed by the manager
- 2 (Default in MP) = None_But_Respawned - Only weapon holders from units that can respawn are automatically managed by the manager
- 3 = All_But_Respawned - All weapon holders are automatically managed by the manager with the exception of the ones from respawned units (opposite to mode 2)
weaponholderLimit
If the total number of monitored weapon holders is higher than weaponholderLimit, the weapon holders that exist for longer than weaponholderRemovalMinTime will be considered for removal.
weaponholderLimit = 1; // Default: 50
weaponholderRemovalMinTime
See weaponholderLimit above.
weaponholderRemovalMinTime = 60; // seconds. Default: 3600
weaponholderRemovalMaxTime
Monitored weapon holders that exist for longer than weaponholderRemovalMaxTime will be considered for removal regardless of the weaponholderLimit.
weaponholderRemovalMaxTime = 1200; // seconds. Default: 36000
wreckManagerMode
Sets the mode for automatic wreck removal.
wreckManagerMode = 0; // Default SP: 0; Default MP: 2
- 0 (Default in SP) = None - None of the vehicles are automatically managed by the manager
- 1 = All - All vehicles are automatically managed by the manager
- 2 (Default in MP) = None_But_Respawned - Only vehicles that can respawn are automatically managed by the manager
- 3 = All_But_Respawned - All vehicles are automatically managed by the manager with exception of respawned (opposite to mode 2)
wreckLimit
If the total number of monitored wrecks is higher than wreckLimit, the wrecks that existed for longer than wreckRemovalMinTime will be considered for removal.
wreckLimit = 1; // seconds. Default: 15
wreckRemovalMinTime
See wreckLimit above.
wreckRemovalMinTime = 60; // seconds. Default: 10
wreckRemovalMaxTime
Monitored wrecks that existed for longer than wreckRemovalMaxTime will be considered for removal regardless of the wreckLimit.
wreckRemovalMaxTime = 1800; // seconds. Default: 36000 (10 hours)
Mission Parameters
Mission parameters allow you to add settings to your creation. These settings are in-game accessible only in Multiplayer mode, but can also be accessed by commands for a scripted use in Singleplayer mode.
See Mission Parameters, along with BIS_fnc_getParamValue function (paramsArray usage is not recommended).
param1/param2
param1 and param2 are multiplayer options that can be seen in the multiplayer lobby. They can be useful for setting time limits and score limits in such games as Capture the Flag and Death Matches. Other popular uses include time acceleration, setting the mission difficulty or switching the intro on/off.
In the mission, variables param1 and param2 have the corresponding values of the chosen options.
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 };
Example:
Params
These are Multiplayer parameters, available in the lobby by the server administrator. They are intended as a replacement for param1/param2.
class Params
{
class ViewDistance
{
// Visible name in lobby settings list
title = "View distance";
// must be integers - commas e.g 1.5 are not allowed
values[] = { 500, 1000, 2000, 5000 };
// Description of each selectable item - must have the same number of items as 'values'
// If texts are missing, the values will be displayed instead
texts[] = { "500m", "1000m", "2 km", "5 km" };
// must be listed in 'values' array, otherwise 0 is used. If not integer, fallback value is 1
default = 1000;
// (optional) script file called when player joins, selected value is passed as an argument
file = "setViewDistance.sqf";
};
};
See Mission Parameters for more detailed information.
Mission Settings
These are non-editable, mission maker design settings.
They can be used for a smoother experience, briefing/debriefing behaviour, saving options, etc.
See also Debriefing for more detailed information.
aiKills
Enables AI units score to appear in score table.
aiKills = 1; // 0: disabled - 1: enabled. Default: 0
briefing
Skip briefing screen for SP missions. If no briefing.html is present, it is skipped anyway.
briefing = 0; // 0: disabled - 1: enabled. Default: 1
Briefing will still be displayed until all clients are connected and done loading.
debriefing
Defines if the debriefing is shown or not at the end of the mission.
debriefing = 0; // 0: disabled - 1: enabled. Default: 1
CfgDebriefing
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";
};
};
For a detailed description, see Arma 3: Debriefing.
CfgDebriefingSections
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";
};
};
DifficultyOverride
Allow to override a difficulty setting for the mission only.
At the moment, only tacticalPing is supported.
class DifficultyOverride
{
tacticalPing = 0; // disables tactical ping in this mission, even if selected difficulty preset has it enabled
}
Channel ID number command correspondence | ||||||
---|---|---|---|---|---|---|
Global | Side | Command | Group | Vehicle | Direct | System |
0 | 1 | 2 | 3 | 4 | 5 | N/A |
globalRadio | sideRadio | commandRadio | groupRadio | vehicleRadio | directSay | N/A |
globalChat | sideChat | commandChat | groupChat | vehicleChat | N/A | systemChat |
disableChannels
Disable global, side, command or system chat. MOTD and admin say have exception and will show in global.
1.62 basic syntax:
disableChannels[] = { 0, 3 }; // simple channel ID list
1.60 advanced syntax:
disableChannels[] =
{
{
0, // channel ID
false, // text chat remains enabled
true // voice chat is disabled
},
{ 3, true, true }
};
disabledAI
Multiplayer setting that removes all playable units which do not have a human player.
When AI is disabled, a player logging out will not have AI take control of his character.
disabledAI = 1; // 0: AIs fill empty slots - 1: AIs are disabled, only players can spawn. Default: 0
disableRandomization
Disables randomization on certain objects, object types or object kinds in the mission. For more information visit: Arma 3: Vehicle Customisation
disableRandomization[] = { "All", "AllVehicles", "B_G_Offroad_01_F", "myCar", "MyUnitName", "B_Soldier_F" };
Note: This takes higher priority and will override the following:
enableDebugConsole
Allows access to the Debug Console in multiplayer scenarios outside of the editor. This has no effect for singleplayer scenarios.
Since 2.18 also makes the console available in singleplayer scenarios.
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
Alternative since 1.72
enableDebugConsole[] = { "76561198XXXXXXXXX", "76561198YYYYYYYYY", }; // admins and players with their UID in this list have access
enableItemsDropping
Disable dropping items while swimming. Introduced in Arma 2: Operation Arrowhead BETA 1.60.93965. Doesn't seem to have any effect in Arma 3.
enableItemsDropping = 0; // 0: disabled - 1: enabled. Default: ?
enableTeamSwitch
Enables or disables Team Switch functionality in MP when respawn type is 5 (SIDE).
enableTeamSwitch = 0; // 0: disabled - 1: enabled. Default: 1
forceRotorLibSimulation
Force enable or disable RotorLib flight model.
forceRotorLibSimulation = 1; // Default: 0
- 0 - based on player's options
- 1 - enabled (advanced mode)
- 2 - disabled (default flight mode)
hostDoesNotSkipLobby
Stops hosting player from skipping the lobby if skipLobby = 1; is used
hostDoesNotSkipLobby = 1;
joinUnassigned
By default a new player is not auto assigned a free playable slot in the mission lobby in Multiplayer. Disable this setting to make him auto assigned to the side with least players.
joinUnassigned = 0; // 0: disabled - 1: enabled. Default: 1
minScore, avgScore, maxScore
Set minimum, average and maximum score for your mission. Score is related to the star display in the debriefing screen (OFP:CWC). The score can be influenced during a missions progress by using the addRating command.
minScore = 0;
avgScore = 1800;
maxScore = 75000;
missionGroup
Shared mission group name to override default missionName used with missionProfileNamespace, saveMissionProfileNamespace
missionGroup = "SomeNameDescribingCommonMissions";
onCheat
Executes custom statement when player enters the GETALLGEAR cheat (see: GETALLGEAR).
onCheat = "hint str _this";
onPauseScript
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"; // file path
onPauseScript[] = { "myOnPauseFunction1", "myOnPauseFunction2" }; // function name - since Arma 3
saving
Toggle saving possibility.
saving = 0; // 0: disabled - 1: enabled. Default: 1
scriptedPlayer
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; // 0: disabled - 1: enabled. Default: 0
skipLobby
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 first available role from mission template. When leaving such mission, player will go straight back to server browser.
skipLobby = 1; // 0: disabled - 1: enabled. Default: 0
Server Security
This section underlines mission security settings for server. They can secure or break your mission, so be sure to use them wisely.
allowFunctionsLog
Allows functions to log to the RPT file.
allowFunctionsLog = 1; // 0: disabled - 1: enabled. Default: ?
allowFunctionsRecompile
As a security measure, functions are by default protected against rewriting during mission. This restriction does not apply in missions previewed from the editor.
allowFunctionsRecompile = 1; // 0: disabled - 1: enabled. Default: 0
zeusCompositionScriptLevel
zeusCompositionScriptLevel = 0; // 0: all scripts are forbidden
// 1: only attributes are allowed (including custom attributes added by mods)
// 2: all scripts are allowed including init scripts
// Default: 1
CfgDisabledCommands
Define disabled script commands. See CfgDisabledCommands for more detailed explanations.
CfgRemoteExec
Define remoteExec and remoteExecCall restrictions. See CfgRemoteExec for more detailed explanations and examples.
Tasks
Tasks are part of the mission. This section deals with the settings for them.
See also Arma 3: Task Framework - Task Overhaul
taskManagement_markers2D
Use new 2D markers.
taskManagement_markers2D = 1; // 0: disabled - 1: enabled. Default: 0
taskManagement_markers3D
Use new 3D markers.
taskManagement_markers3D = 1; // 0: disabled - 1: enabled. Default: 0
taskManagement_propagate
Propagate shared tasks to subordinates.
taskManagement_propagate = 1; // 0: disabled - 1: enabled. Default: 0
taskManagement_drawDist
3D marker maximum draw distance in meters. within this range, unassigned tasks are drawn on screen.
taskManagement_drawDist = 2500; // in meters. Default: 2000
CfgTasks
Agents task config
class CfgTasks
{
class Default
{
name = "";
fsm = ""; // relative path to fsm file
condition = ""; // relative path to sqf file (compiled and stored for the duration of run time, executed frequently)
description = "";
destination = "";
resources[] = {};
};
};
CfgTaskTypes
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";
};
};
CfgTaskDescriptions
Define Task titles and descriptions.
class CfgTaskDescriptions
{
class myTask1
{
title = "my task title";
description = "my task description";
marker = "my task destination marker";
};
class myTask2
{
title = "STR_myTask2Title"; // note the lack of $ sign here!
description = "STR_myTask2Description"; // without $, it translates for each client
marker = "STR_myTask2Marker"; // with $ everyone sees the server's language
};
};
CfgTaskEnhancements
Defines tasks enhancements directly in a class.
class CfgTaskEnhancements
{
enable = 1; // 0: disable new task features (default), 1: enable new task features and add new task markers and task widgets into the map
3d = 1; // 0: do not use new 3D markers (default), 1: replace task waypoints with new 3D markers
3dDrawDist = 0; // 3d marker draw distance (default: 2000)
share = 1; // 0: do not count assigned players (default), 1: count how many players have the task assigned
propagate = 1; // 0: do not propagate (default), 1: propagate shared tasks to subordinates
};
Custom Content Definition
The following class definitions allow for mission-defined content like sounds, music, or more advanced content like functions
CfgCameraEffects
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; // CamChained
chain[] = { "External", "Terminate" }; // Terminate will trigger after 3 seconds
};
};
};
Example:
CfgCommunicationMenu
This entry allows to add commanding menu option in the communication menu. See Arma 3: Communication Menu for more information.
CfgCommands
This entry contains a list of configurations for certain scripting commands (currently only allowedHTMLLoadURIs for htmlLoad, ctrlSetURL and menuSetURL). Can be defined in Config.cpp or in campaign's or mission's Description.ext; the most local variant is used.
class CfgCommands
{
// a list of URIs supported by HTMLLoad
// note that in case of clients connected to dedicated server, restrictions defined in its config have priority.
allowedHTMLLoadURIs[] =
{
"*.mywebsite.com", // strings support wildcards '*' and '?'
"*.mywebsite2.com/something/*",
// ...
"*.mywebsiteN.com",
};
};
CfgFunctions
Define functions for your mission. For a detailed explanation, see:
Arma 3: Functions Library | |
Arma 2: Functions Library | |
Take On Helicopters: Functions Library |
CfgHints
Define Advanced Hints (similar to the Field Manual ones). See Advanced Hints for more information.
CfgIdentities
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.
class CfgIdentities
{
class MyLittleSoldier
{
name = "Givens";
nameSound = "Givens"; // Arma 3 only!
face = "whiteHead_06";
glasses = "None";
speaker = "Male05ENG";
pitch = 1.1;
};
};
Example:
CfgLeaflets
Define leaflets for your missions. See Arma 3: Leaflets for more information.
CfgMusic
Defines music you can play with playMusic.
class CfgMusic
{
tracks[] = {};
class MyIntro
{
// display name
name = "My intro music";
// filename, volume, pitch
sound[] = { "\music\filename.ogg", db + 0, 1.0 };
};
class Ludwig9
{
name = "Ludwig Van Beethoven's Ninth Symphony";
sound[] = { "\music\ludwig9.ogg", db + 10, 1.0 };
};
};
Example:
CfgNotifications
Define custom notifications to be shown with BIS_fnc_showNotification. See Notification for more detailed information and examples.
CfgPostprocessTemplates
Define custom post-process effects, to Post Process Effects format (only "colorCorrection" and "filmGrain" are supported for now).
To be used with BIS_fnc_setPPeffectTemplate.
class CfgPostprocessTemplates
{
class MyPurplePP
{
colorCorrections[] = { 1, 1, 0, { 1, 1, 1, 0 }, { 1, 0.5, 1, 0 }, { 0.75, 0.25, 0, 1 } };
displayName = "Purple-ish!";
filmGrain[] = { 0.04, 1, 1, 0, 1 };
};
};
CfgRadio
Defines radio sentences you can play with these radio commands: customRadio, vehicleRadio, groupRadio, sideRadio, globalRadio.
class CfgRadio
{
sounds[] = {};
class RadioMsg1
{
// display name
name = "";
// filename, volume, pitch
sound[] = { "\sound\filename1.ogg", db - 100, 1.0 };
// radio caption
title = "I am ready for your orders.";
};
class RadioMsg2
{
name = "";
sound[] = { "\sound\filename2", db - 100, 1.0 }; // .wss implied
title = "$STR_RADIO_2";
};
};
Example:
CfgSentences
See Conversations for more information.
CfgSFX
See CfgSFX for more information.
CfgSounds
General sounds that can be used for dialog, voiceovers in the briefing etc.
See also commands playSound, say, say2D and say3D.
class CfgSounds
{
sounds[] = {}; // OFP required it filled, now it can be empty or absent depending on the game's version
class wolf1
{
name = "My wolf sound"; // display name
sound[] = { "fx\wolf1.ogg", 1, 1, 100 }; // file, volume, pitch, maxDistance
titles[] = { 0, "*wolf growls*" }; // subtitles
titlesFont = "LCD14"; // OFP:R - titles font family
titlesSize = 0.1; // OFP:R - titles font size
forceTitles = 1; // Arma 3 - display titles even if global show titles option is off (1) or not (0)
titlesStructured = 1; // Arma 3 - treat titles as Structured Text (1) or not (0)
};
};
Property |
Description |
---|---|
sounds[] |
Was required in previous titles, and needed to be filled with CfgSounds defined sounds at the beginning of Operation Flashpoint. |
name |
(Optional) how the sound is referred to in the editor (e.g. name in trigger effects) this can be a translation (e.g "$STR_My_Translation") |
sound[] |
An array containing:
|
titles[] |
An array format
|
1.75 titlesFont |
(Optional) titles font family |
1.75 titlesSize |
(Optional) titles font size |
0.50 forceTitles |
(Optional) if set to 1, will display titles even if global show titles option is off |
0.50 titlesStructured |
(Optional) if set to 1, treat titles as Structured Text (e.g |
Example:
CfgUnitInsignia
Define custom unit insignia (shoulder patches). See Arma 3: Unit Insignia for more detailed information.
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, was reserved for future use
};
};
CfgUnitTemplates
This class is used to create units templates. For now, this is only used with the function BIS_fnc_unitHeadgear.
class CfgUnitTemplates
{
// Classic selectRandom
class MyFirstTemplate : Default
{
headgearList[] =
{
"H_Cap_blk",
"H_Cap_grn",
"H_Cap_oli_hs"
};
facewearList[] =
{
"G_Bandanna_beast",
"G_Bandanna_blk",
"G_Bandanna_khk"
};
};
// the probabilities will be considered, weighted random
class MySecondTemplate : Default
{
headgearList[] =
{
"H_Cap_blk", 0.9,
"H_Cap_grn", 0.6,
"H_Cap_oli_hs", 0.55
};
facewearList[] =
{
"G_Bandanna_beast", 0.5,
"G_Bandanna_blk", 0.5,
"G_Bandanna_khk", 0.5
};
};
};
Example:
CfgVehicles
This class can only be used to create sound sources.
See also CfgSFX for more detailed information.
class CfgVehicles
{
class MyOwlSound // class name to be used with createSoundSource
{
sound = "MyOwl"; // reference to CfgSFX class
};
};
CfgVehicleTemplates
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", 0.5,
"guerilla_02", 1
};
animationList[] =
{
"HideBumper1", 1,
"HideBumper2", 1
};
};
};
RscTitles
This class is used to define custom HUDs. See Arma: GUI Configuration for more information.
- 1. Mission Information
- 2. Respawn/Revive
- 3. Mission Keys
- 4. Player's UI
- 5. Starting Gear
- 6. Corpse and Wreck Management
- 7. Mission Parameters
- 8. Mission Settings
- 9. Server Security
- 10. Tasks
- 11. Custom Content Definition