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Description.ext is mission config placed in mission's [[Mission_Editor:_External#Mission_Folder|root]]. Even while it retains [[Config.cpp]] structure, supported classes are limited and many like CfgVehicles won't work. | |||
In '''[[:Category:Operation_Flashpoint:_Elite|OFP:Elite]]''' this file is required for MP missions. If this is not included -1 error is shown when selecting a mission and the mission won't load. | |||
{{Important|For edits to '''description.ext''' to take effect in Preview you must first save or re-load the mission into the editor.}} | {{Important|For edits to '''description.ext''' to take effect in Preview you must first save or re-load the mission into the editor.}} | ||
== Params == | |||
{| class="wikitable sortable" | |||
! Intro- duced in | |||
! Param name | |||
! Type | |||
! class="unsortable"| Description | |||
! class="unsortable"| See Also | |||
< | <!-----------------------------------------------------------> | ||
{{Table Config Item}} | |||
====onLoadMission==== | |||
|[[String]] | |||
|Displays a message while the mission is loading. Note that a mission that takes very little time to load will only display the message for a short time. Care should be taken to see whether your message is readable in that timeframe. | |||
onLoadMission <nowiki>=</nowiki> "YourMissionName"; | |||
The '''OnLoadMission''' option is used to present the mission name to the user. In MP this is the name you see when selecting a mission and also the name that is presented to the GameSpy browser. | |||
=== | <!-----------------------------------------------------------> | ||
{{Table Config Item}} | |||
==== onLoadIntro ==== | |||
|[[String]] | |||
|Displays a message while the intro is loading. | |||
onLoadIntro <nowiki>=</nowiki> "YourMessage" | |||
<!-----------------------------------------------------------> | |||
{{Table Config Item}} | |||
==== onLoadMissionTime ==== | |||
|[[Number]] | |||
|Define whether you will see the time and date displayed while the mission loads. 1 means visible, 0 hidden. | |||
onLoadMissionTime = 1; | |||
<!-----------------------------------------------------------> | |||
{{Table Config Item}} | |||
==== onLoadIntroTime ==== | |||
|[[Number]] | |||
|Define whether you will see the time and date displayed while the intro loads. 1 means visible, 0 hidden. | |||
onLoadIntroTime = 1; | |||
<!-----------------------------------------------------------> | |||
{{Table Config Item|arma2oa|1.51}} | |||
==== loadScreen ==== | |||
|[[String]] | |||
==== | |You can define a picture to be shown while the mission is loaded. | ||
The path is relative to the mission folder. | |||
loadScreen = "pictures\intro.paa"; | loadScreen = "pictures\intro.paa"; | ||
<!-----------------------------------------------------------> | |||
{{Table Config Item}} | |||
==== minScore ==== | |||
|[[Number]] | |||
|Set minimum score for your mission. Score is related to the star display in the debriefing screen. The score can be influenced during a missions progress by using the [[addRating]] command. | |||
minScore = 0; | |||
Values have to follow this formula: ''minScore < avgScore < maxScore''. Any other combinations can lead to game freeze upon mission end. | |||
|[[#avgScore|avgScore]], [[#maxScore|maxScore]] | |||
< | <!-----------------------------------------------------------> | ||
{{Table Config Item}} | |||
==== avgScore ==== | |||
|[[Number]] | |||
|Set average score for your mission. Score is related to the star display in the debriefing screen. The score can be influenced during a missions progress by using the [[addRating]] command. | |||
avgScore = 1800; | |||
Values have to follow this formula: ''minScore < avgScore < maxScore''. Any other combinations can lead to game freeze upon mission end. | |||
|[[#minScore|minScore]], [[#maxScore|maxScore]] | |||
=== | <!-----------------------------------------------------------> | ||
{{Table Config Item}} | |||
==== maxScore ==== | |||
|[[Number]] | |||
|Set minimum score for your mission. Score is related to the star display in the debriefing screen. The score can be influenced during a missions progress by using the [[addRating]] command. | |||
maxScore = 75000; | |||
Values have to follow this formula: ''minScore < avgScore < maxScore''. Any other combinations can lead to game freeze upon mission end. | |||
|[[#minScore|minScore]], [[#avgScore|avgScore]] | |||
<!-----------------------------------------------------------> | |||
{{Table Config Item}} | |||
==== respawn ==== | |||
|[[String]] or [[Number]] | |||
|Sets respawn type. | |||
Can be one of: | |||
* '''0''' or '''"NONE"''' - No respawn | |||
* '''1''' or '''"BIRD"''' - Respawn as a seagull | |||
* '''2''' or '''"INSTANT"''' - Respawn just where you died. | |||
* '''3''' or '''"BASE"''' - Respawn in base. | |||
** Requires a marker named: | |||
*** ''respawn_west'' | |||
*** ''respawn_east'' | |||
*** ''respawn_guerrila'' | |||
*** ''respawn_civilian'' | |||
** Add markers named with the prefix 'respawn_west' with any suffix (eg: respawn_westABC, respawn_west1, respawn_west_2, etc) for multiple random respawn points. Similarly for east, guerrila and civilian. | |||
** Vehicle respawn in base requires a marker named: | |||
*** ''respawn_vehicle_west'' | |||
*** ''respawn_vehicle_east'' | |||
*** ''respawn_vehicle_guerrila'' | |||
*** ''respawn_vehicle_civilian'' | |||
* '''4''' or '''"GROUP"''' - Respawn in your group (if there's no AI left, you'll become a seagull). | |||
* [[File:arma 1.08.gif]] '''5''' or '''"SIDE"''' - Respawn into an AI unit on your side (if there's no AI left, you'll become a seagull). With this respawn type, team switch is also available to any AI controlled playable units. | |||
|[[#respawnDelay|respawnDelay]], [[#respawnVehicleDelay|respawnVehicleDelay]], [[#respawnVehicleDialog|respawnVehicleDialog]] | |||
<!-----------------------------------------------------------> | |||
{{Table Config Item}} | |||
==== respawnDelay ==== | |||
|[[Number]] | |||
|Set respawn delay in seconds. | |||
respawnDelay = 42; | |||
|[[#respawn|respawn]], [[#respawnVehicleDelay|respawnVehicleDelay]], [[#respawnVehicleDialog|respawnVehicleDialog]] | |||
< | <!-----------------------------------------------------------> | ||
{{Table Config Item}} | |||
==== respawnVehicleDelay ==== | |||
|[[Number]] | |||
|Set vehicle respawn delay in seconds. | |||
respawnVehicleDelay = 11; | |||
|[[#respawn|respawn]], [[#respawnDelay|respawnDelay]], [[#respawnVehicleDialog|respawnVehicleDialog]] | |||
=== | <!-----------------------------------------------------------> | ||
{{Table Config Item}} | |||
==== respawnDialog ==== | |||
|[[Number]] | |||
|Show the scoreboard and respawn countdown timer for a player if he is killed with respawnType 3. Default is 1 (true). | |||
respawnDialog = 0; | |||
|[[#respawn|respawn]], [[#respawnDelay|respawnDelay]], [[#respawnVehicleDelay|respawnVehicleDelay]] | |||
# | |||
<!-----------------------------------------------------------> | |||
{{Table Config Item}} | |||
==== cfgSounds ==== | |||
|Class | |||
|General sounds that can be used for dialog, voiceovers in the briefing etc. | |||
class CfgSounds | class CfgSounds | ||
{ | { | ||
sounds[] = {}; | |||
class wolf1 | |||
{ | |||
{{codecomment|// how the sound is referred to in the editor (e.g. trigger effects)}} | |||
name = "my_wolf_sound"; | |||
{{codecomment|// filename, volume, pitch}} | |||
sound[] = {"fx\wolf1.ogg", 1, 1}; | |||
}; | titles[] = {}; | ||
}; | |||
}; | |||
Use in missions: | |||
[[playSound]] "wolf1"; // use the class name! | [[playSound]] "wolf1"; // use the class name! | ||
player [[say]] ["wolf1", 100]; | player [[say]] ["wolf1", 100]; | ||
Line 144: | Line 151: | ||
(see [http://ofp.toadlife.net/downloads/tutorials/tutorial_sound/tutorial_sound.html tutorial]) | (see [http://ofp.toadlife.net/downloads/tutorials/tutorial_sound/tutorial_sound.html tutorial]) | ||
==== | <!-----------------------------------------------------------> | ||
{{Table Config Item}} | |||
==== cfgRadio ==== | |||
|Class | |||
| Radio sentences | |||
class CfgRadio | class CfgRadio | ||
{ | { | ||
sounds[] = {}; | |||
class RadioMsg1 | |||
{ | |||
name = ""; | |||
sound[] = {"\sound\filename1.ogg", db-100, 1.0}; | |||
title = "I am ready for your orders."; | |||
}; | |||
class RadioMsg2 | |||
{ | |||
name = ""; | |||
sound[] = {"\sound\filename2", db-100, 1.0}; // .wss implied | |||
title = {$STR_RADIO_2}; | |||
}; | |||
}; | }; | ||
Note that the location of the sound file is relative to the mission. | Note that the location of the sound file is relative to the mission. | ||
Use in missions: | |||
unit [[sideRadio]] RadioMsg2 | unit [[sideRadio]] RadioMsg2 | ||
==== | <!-----------------------------------------------------------> | ||
{{Table Config Item}} | |||
==== cfgMusic ==== | |||
|Class | |||
| | |||
class CfgMusic | class CfgMusic | ||
{ | { | ||
tracks[]={};<br> | |||
class MarsIntro | |||
{ | |||
name = ""; | |||
sound[] = {"\music\filename.ogg", db+0, 1.0}; | |||
}; | |||
class Ludwig9 | |||
{ | |||
name = ""; | |||
sound[] = {"\music\filename.ogg", db+10, 1.0}; | |||
}; | |||
}; | }; | ||
'''Name''' can be left blank as in the examples above. Only specify a name if you wish to access these sounds via the environment options of a trigger. | '''Name''' can be left blank as in the examples above. Only specify a name if you wish to access these sounds via the environment options of a trigger. | ||
Line 192: | Line 202: | ||
{{Important|Setting volume (db) of music far from zero will disable [[fadeMusic]] command. Optimal values are from -10 to 10.}} | {{Important|Setting volume (db) of music far from zero will disable [[fadeMusic]] command. Optimal values are from -10 to 10.}} | ||
Use in missions: | |||
[[playMusic]] "MarsIntro" | |||
< | <!-----------------------------------------------------------> | ||
{{Table Config Item}} | |||
=== | ==== cfgIdentities ==== | ||
|Class | |||
|Define the identities of individual units, you can specify the face, type of glasses worn, voice, tone of voice and name of an identity. You then give a specific unit this identity by using the command [[setIdentity]] in the mission. | |||
class CfgIdentities | class CfgIdentities | ||
{ | { | ||
class John_Doe | |||
{ | |||
name="John Bartholemew Doe"; | |||
face="Face20"; | |||
glasses="None"; | |||
speaker="Dan"; | |||
pitch=1.1; | |||
}; | |||
}; | }; | ||
See [[setIdentity]] for valid options for: face, glasses, speaker etc. | See [[setIdentity]] for valid options for: face, glasses, speaker etc. | ||
< | <!-----------------------------------------------------------> | ||
==== | {{Table Config Item|arma}} | ||
==== keys ==== | |||
|[[Array]] | |||
|List of keys (needed for keysLimit) | |||
keys[] = {"key1","key2","key3"}; | |||
Note that unlike other 'text' items $STR_ variables (in the stringtable.csv for the mission) cannot be used | |||
|[[#keysLimit|keysLimit]], [[#doneKeys|doneKeys]] | |||
<!-----------------------------------------------------------> | |||
{{Table Config Item|arma}} | |||
==== keysLimit ==== | |||
|[[Number]] | |||
|Number of keys from the [[#keys|keys]] list needed for unlock a mission. | |||
keysLimit[] = 2; | |||
|[[#keys|keys]], [[#doneKeys|doneKeys]] | |||
==== | |||
<!-----------------------------------------------------------> | |||
{{Table Config Item|arma}} | |||
==== doneKeys ==== | |||
|[[Array]] | |||
|Name of key(s) needed for mark a mission in SP missions list as completed. | |||
doneKeys[] = {"key4"}; | |||
Note that unlike other 'text' items $STR_ variables (in the stringtable.csv for the mission) cannot be used | Note that unlike other 'text' items $STR_ variables (in the stringtable.csv for the mission) cannot be used | ||
Keys can be activated using [[activateKey]] and checked by [[isKeyActive]]. | |||
|[[#keys|keys]], [[#keysLimit|keysLimit]] | |||
<!-----------------------------------------------------------> | |||
{{Table Config Item}} | |||
==== disableAI ==== | |||
|[[Number]] | |||
|When 1, removes all playable units which do not have a human player. (MP) | |||
disabledAI = 1; | |||
Disabling all the AI units will prevent [[JIP]] into playable units. | |||
<!-----------------------------------------------------------> | |||
{{Table Config Item}} | |||
==== aiKills ==== | |||
|[[Number]] | |||
|Enables scorelist for AI players | |||
aiKills = 1; | |||
<!-----------------------------------------------------------> | |||
{{Table Config Item}} | |||
==== briefing ==== | |||
|[[Number]] | |||
|Skip briefing screen for SP missions. If no briefing.html is present, it is skipped anyway. | |||
= | |||
=== | |||
Skip briefing screen for SP missions. If no briefing.html is present, it is skipped anyway | |||
briefing = 0; | briefing = 0; | ||
Briefing will still be displayed untill all clients are connected and done loading. | |||
====debriefing==== | <!-----------------------------------------------------------> | ||
Defines if the debriefing is shown or not at the end of the mission. | {{Table Config Item}} | ||
==== debriefing ==== | |||
|[[Number]] | |||
|Defines if the debriefing is shown or not at the end of the mission. | |||
debriefing = 0; | debriefing = 0; | ||
< | <!-----------------------------------------------------------> | ||
{{Table Config Item}} | |||
=== | ==== showGPS ==== | ||
|[[Number]] | |||
Enables/Disables the GPS | |Enables/Disables the GPS | ||
ShowGPS = 0; | ShowGPS = 0; | ||
In [[ArmA]] ''1.04'' toggle this option to disable the mini map attached to the GPS. | |||
<!-----------------------------------------------------------> | |||
{{Table Config Item}} | |||
==== showCompass ==== | |||
|[[Number]] | |||
|Defines if the compass is visible. | |||
showCompass = 0; | |||
<!-----------------------------------------------------------> | |||
{{Table Config Item}} | |||
==== showMap ==== | |||
====showMap==== | |[[Number]] | ||
Defines if the map is shown after the mission starts. | |Defines if the map is shown after the mission starts. | ||
showMap = 0; | showMap = 0; | ||
====showNotePad==== | |||
In ArmA, defines if the NotePad is shown after the mission starts. | <!-----------------------------------------------------------> | ||
{{Table Config Item|arma}} | |||
==== showNotePad ==== | |||
|[[Number]] | |||
|In ArmA, defines if the NotePad is shown after the mission starts. | |||
showNotePad = 0; | showNotePad = 0; | ||
====showPad==== | |||
Defines if the NotePad is shown after the mission starts. (Not in ArmA) | <!-----------------------------------------------------------> | ||
{{Table Config Item}} | |||
==== showPad ==== | |||
|[[Number]] | |||
|Defines if the NotePad is shown after the mission starts. (Not in ArmA) | |||
showPad = 0; | showPad = 0; | ||
====showWatch==== | |||
Defines if the watch is visible. | <!-----------------------------------------------------------> | ||
{{Table Config Item}} | |||
==== showWatch ==== | |||
|[[Number]] | |||
|Defines if the watch is visible. | |||
showWatch = 0; | showWatch = 0; | ||
=== | <!-----------------------------------------------------------> | ||
{{Table Config Item}} | |||
==== rscTitles ==== | |||
|Class | |||
|Defines custom UI [[Dialog Control|displays]]. | |||
To show such displays, use [[cutRsc]] or [[titleRsc]]. | |||
<!-----------------------------------------------------------> | |||
{{Table Config Item}} | |||
==== weapons ==== | |||
|Class | |||
|Set weapons available to players during the briefing. | |||
class Weapons | class Weapons | ||
{ | { | ||
class AK74 {count = 8;}; | |||
class RPG7V {count = 2;}; | |||
class Binocular {count = 2;}; | |||
}; | }; | ||
|[[#magazines|magazines]], [[#backpacks|backpacks]] | |||
<!-----------------------------------------------------------> | |||
{{Table Config Item}} | |||
==== magazines ==== | |||
|Class | |||
|Set magazines available to players during the briefing. | |||
class Magazines | class Magazines | ||
{ | { | ||
class 30Rnd_545x39_AK {count = 32;}; | |||
class PG7V {count = 6;}; | |||
class HandGrenade {count = 16;}; | |||
}; | }; | ||
|[[#weapons|weapons]], [[#backpacks|backpacks]] | |||
=== | <!-----------------------------------------------------------> | ||
{{Table Config Item|arma2oa|1.51}} | |||
[[ArmA 2 OA: Backpacks|Backpacks]] | ==== backpacks ==== | ||
|Class | |||
class Backpacks | |Set [[ArmA 2 OA: Backpacks|Backpacks|backpacks]] available to players during the briefing. | ||
class Backpacks | |||
{ | { | ||
class US_Patrol_Pack_EP1 {count = 4;}; | |||
class US_Assault_Pack_EP1 {count = 4;}; | |||
}; | }; | ||
|[[#weapons|weapons]], [[#magazines|magazines]] | |||
=== | <!-----------------------------------------------------------> | ||
{{Table Config Item|arma2oa|1.56}} | |||
==== <span style="letter-spacing:-1px;">allowSubordinatesTakeWeapons</span> ==== | |||
|[[Number]] | |||
|Allows group subordinates to access |[[#weapons|weapons]], [[#magazines|magazines]] and [[#backpacks|backpacks]]. | |||
allowSubordinatesTakeWeapons = 1; | |||
|[[#weapons|weapons]], [[#magazines|magazines]], [[#backpacks|backpacks]] | |||
''' | <!-----------------------------------------------------------> | ||
{{Table Config Item}} | |||
==== titleParam% ==== | |||
|[[String]] | |||
|'''titleParam1''' and '''titleParam2''' (% in title is replaced either by 1 or 2) are multiplayer options. These options are seen in the lobby of a multiplayer game. These options can be useful for setting time limits and score limits in such games as Capture the Flag and Death Matches. Other popular uses include accelerate time, setting the mission difficulty or switching the intro on/off. | |||
In the mission '''param1''' and '''param2''' have the values of the chosen options. Many people will assign a variable in the [[Init.sqs|init.sqs]] file to '''param1''' for simplicity, an example of this would be to assign variable ''timelimit'' = '''param1'''. | In the mission '''param1''' and '''param2''' have the values of the chosen options. Many people will assign a variable in the [[Init.sqs|init.sqs]] file to '''param1''' for simplicity, an example of this would be to assign variable ''timelimit'' = '''param1'''. | ||
titleParam1 = "Time limit:"; | titleParam1 = "Time limit:"; | ||
valuesParam1[] = {0, 300, 600, 900}; | valuesParam1[] = {0, 300, 600, 900}; | ||
Line 604: | Line 395: | ||
textsParam2[] = {"Unlimited", 5, 7, 10, 15, 20, 25, 30}; | textsParam2[] = {"Unlimited", 5, 7, 10, 15, 20, 25, 30}; | ||
[[ | {{Table Config Item}} | ||
==== valuesParam% ==== | |||
|[[Array]] | |||
|See [[#titleParam%|titleParam%]] | |||
|[[#titleParam%|titleParam%]] | |||
{{Table Config Item}} | |||
==== defValueParam% ==== | |||
|[[Number]] | |||
|See [[#titleParam%|titleParam%]] | |||
|[[#titleParam%|titleParam%]] | |||
{{Table Config Item}} | |||
==== textsParam% ==== | |||
|[[Array]] | |||
|See [[#titleParam%|titleParam%]] | |||
|[[#titleParam%|titleParam%]] | |||
{{Table Config Item|arma2|1.03}} | |||
==== params ==== | |||
|Class | |||
|Advanced multiplayer mission params, replacing obsolete [[#titleParam%|titleParam%]]. | |||
<code>class Params | <code>class Params | ||
{ | { | ||
Line 625: | Line 435: | ||
etc. ..... | etc. ..... | ||
}</code> | }</code> | ||
|[[#titleParam%|titleParam%]] | |||
=== | {{Table Config Item|arma}} | ||
==== header ==== | |||
|Class | |||
|The purpose of this class definition is to signal the engine the gameType which is displayed in the MP game browser. This can assist other players for finding particular missions using the filters. | |||
class Header | class Header | ||
{ | { | ||
gameType = COOP; {{codecomment|//game type}} | |||
minPlayers = 1; {{codecomment|//min # of players the mission supports}} | |||
maxPlayers = 10; {{codecomment|//max # of players the mission supports}} | |||
playerCountMultipleOf = 1; {{codecomment|//OFP:Elite option.}} | |||
}; | }; | ||
* '''gameType''' can be one of following | |||
** DM - Death Match | |||
** CTF - Capture the Flag | |||
** FF - Flag Fight | |||
** Coop -Cooperative Mission | |||
** Team - Team Mission | |||
** Scont - Sector Control | |||
** Hold - Hold Location | |||
** Unknown - Unknown - is used when no class header is defined. | |||
* '''playerCountMultipleOf''' was introduced in '''OFP:Elite''', the game server would set the maximum amount of players based on bandwidth and eventually this parameter. The default is 2, so it means the mission will try to balance the game to multiples of 2 (2 vs 2, 4 vs 4, etc.) and you did not end up with a team mission with 5 maximum players(2 vs 3 is unfair?). Coop type missions use 1, Team type missions use 2 (default). | |||
In '''[[:Category:Operation_Flashpoint:_Elite|OFP:Elite]]''' this file is required for MP missions. If this is not included -1 error is shown when selecting a mission and the mission won't load. | |||
''' | |||
[[ | Since '''[[Arma]]''' if this class is missing the mission will still load with an error in the [[Crash Files|RPT file]] and the mission type will be considered '''Unknown'''. | ||
|} | |||
[[ | |||
Revision as of 10:46, 26 October 2011
Description.ext is mission config placed in mission's root. Even while it retains Config.cpp structure, supported classes are limited and many like CfgVehicles won't work.
In OFP:Elite this file is required for MP missions. If this is not included -1 error is shown when selecting a mission and the mission won't load.
Params
Intro- duced in | Param name | Type | Description | See Also
onLoadMission |
String | Displays a message while the mission is loading. Note that a mission that takes very little time to load will only display the message for a short time. Care should be taken to see whether your message is readable in that timeframe.
onLoadMission = "YourMissionName"; The OnLoadMission option is used to present the mission name to the user. In MP this is the name you see when selecting a mission and also the name that is presented to the GameSpy browser. onLoadIntro |
String | Displays a message while the intro is loading.
onLoadIntro = "YourMessage" onLoadMissionTime |
Number | Define whether you will see the time and date displayed while the mission loads. 1 means visible, 0 hidden.
onLoadMissionTime = 1; onLoadIntroTime |
Number | Define whether you will see the time and date displayed while the intro loads. 1 means visible, 0 hidden.
onLoadIntroTime = 1; loadScreen |
String | You can define a picture to be shown while the mission is loaded.
The path is relative to the mission folder. loadScreen = "pictures\intro.paa"; minScore |
Number | Set minimum score for your mission. Score is related to the star display in the debriefing screen. The score can be influenced during a missions progress by using the addRating command.
minScore = 0; Values have to follow this formula: minScore < avgScore < maxScore. Any other combinations can lead to game freeze upon mission end. |
avgScore, maxScore
avgScore |
Number | Set average score for your mission. Score is related to the star display in the debriefing screen. The score can be influenced during a missions progress by using the addRating command.
avgScore = 1800; Values have to follow this formula: minScore < avgScore < maxScore. Any other combinations can lead to game freeze upon mission end. |
minScore, maxScore
maxScore |
Number | Set minimum score for your mission. Score is related to the star display in the debriefing screen. The score can be influenced during a missions progress by using the addRating command.
maxScore = 75000; Values have to follow this formula: minScore < avgScore < maxScore. Any other combinations can lead to game freeze upon mission end. |
minScore, avgScore
respawn |
String or Number | Sets respawn type.
Can be one of:
|
respawnDelay, respawnVehicleDelay, respawnVehicleDialog
respawnDelay |
Number | Set respawn delay in seconds.
respawnDelay = 42; |
respawn, respawnVehicleDelay, respawnVehicleDialog
respawnVehicleDelay |
Number | Set vehicle respawn delay in seconds.
respawnVehicleDelay = 11; |
respawn, respawnDelay, respawnVehicleDialog
respawnDialog |
Number | Show the scoreboard and respawn countdown timer for a player if he is killed with respawnType 3. Default is 1 (true).
respawnDialog = 0; |
respawn, respawnDelay, respawnVehicleDelay
cfgSounds |
Class | General sounds that can be used for dialog, voiceovers in the briefing etc.
class CfgSounds { sounds[] = {}; class wolf1 { // how the sound is referred to in the editor (e.g. trigger effects) name = "my_wolf_sound"; // filename, volume, pitch sound[] = {"fx\wolf1.ogg", 1, 1}; titles[] = {}; }; }; Use in missions: playSound "wolf1"; // use the class name! player say ["wolf1", 100]; (see tutorial) cfgRadio |
Class | Radio sentences
class CfgRadio { sounds[] = {}; class RadioMsg1 { name = ""; sound[] = {"\sound\filename1.ogg", db-100, 1.0}; title = "I am ready for your orders."; }; class RadioMsg2 { name = ""; sound[] = {"\sound\filename2", db-100, 1.0}; // .wss implied title = {$STR_RADIO_2}; }; }; Note that the location of the sound file is relative to the mission. Use in missions: unit sideRadio RadioMsg2 cfgMusic |
Class |
class CfgMusic { tracks[]={}; Name can be left blank as in the examples above. Only specify a name if you wish to access these sounds via the environment options of a trigger. Title is the text string that will be displayed on the screen when the sound file is played. See also Stringtable.csv Use in missions: playMusic "MarsIntro" cfgIdentities |
Class | Define the identities of individual units, you can specify the face, type of glasses worn, voice, tone of voice and name of an identity. You then give a specific unit this identity by using the command setIdentity in the mission.
class CfgIdentities { class John_Doe { name="John Bartholemew Doe"; face="Face20"; glasses="None"; speaker="Dan"; pitch=1.1; }; }; See setIdentity for valid options for: face, glasses, speaker etc. keys |
Array | List of keys (needed for keysLimit)
keys[] = {"key1","key2","key3"}; Note that unlike other 'text' items $STR_ variables (in the stringtable.csv for the mission) cannot be used |
keysLimit, doneKeys
keysLimit |
Number | Number of keys from the keys list needed for unlock a mission.
keysLimit[] = 2; |
keys, doneKeys
doneKeys |
Array | Name of key(s) needed for mark a mission in SP missions list as completed.
doneKeys[] = {"key4"}; Note that unlike other 'text' items $STR_ variables (in the stringtable.csv for the mission) cannot be used Keys can be activated using activateKey and checked by isKeyActive. |
keys, keysLimit
disableAI |
Number | When 1, removes all playable units which do not have a human player. (MP)
disabledAI = 1; Disabling all the AI units will prevent JIP into playable units. aiKills |
Number | Enables scorelist for AI players
aiKills = 1; briefing |
Number | Skip briefing screen for SP missions. If no briefing.html is present, it is skipped anyway.
briefing = 0; Briefing will still be displayed untill all clients are connected and done loading. debriefing |
Number | Defines if the debriefing is shown or not at the end of the mission.
debriefing = 0; showGPS |
Number | Enables/Disables the GPS
ShowGPS = 0; In ArmA 1.04 toggle this option to disable the mini map attached to the GPS. showCompass |
Number | Defines if the compass is visible.
showCompass = 0; showMap |
Number | Defines if the map is shown after the mission starts.
showMap = 0; showNotePad |
Number | In ArmA, defines if the NotePad is shown after the mission starts.
showNotePad = 0; showPad |
Number | Defines if the NotePad is shown after the mission starts. (Not in ArmA)
showPad = 0; showWatch |
Number | Defines if the watch is visible.
showWatch = 0; rscTitles |
Class | Defines custom UI displays.
To show such displays, use cutRsc or titleRsc. weapons |
Class | Set weapons available to players during the briefing.
class Weapons { class AK74 {count = 8;}; class RPG7V {count = 2;}; class Binocular {count = 2;}; }; |
magazines, backpacks
magazines |
Class | Set magazines available to players during the briefing.
class Magazines { class 30Rnd_545x39_AK {count = 32;}; class PG7V {count = 6;}; class HandGrenade {count = 16;}; }; |
weapons, backpacks
backpacks |
Class | Set Backpacks|backpacks available to players during the briefing.
class Backpacks { class US_Patrol_Pack_EP1 {count = 4;}; class US_Assault_Pack_EP1 {count = 4;}; }; |
weapons, magazines
allowSubordinatesTakeWeapons |
Number | weapons, magazines and backpacks.
allowSubordinatesTakeWeapons = 1; |
weapons, magazines, backpacks
titleParam% |
String | titleParam1 and titleParam2 (% in title is replaced either by 1 or 2) are multiplayer options. These options are seen in the lobby of a multiplayer game. These options can be useful for setting time limits and score limits in such games as Capture the Flag and Death Matches. Other popular uses include accelerate time, setting the mission difficulty or switching the intro on/off.
In the mission param1 and param2 have the values of the chosen options. Many people will assign a variable in the init.sqs file to param1 for simplicity, an example of this would be to assign variable timelimit = param1. titleParam1 = "Time limit:"; valuesParam1[] = {0, 300, 600, 900}; defValueParam1 = 900; textsParam1[] = {"Unlimited", "5 min", "10 min", "15 min"}; titleParam2 = "Score to win:"; valuesParam2[] = {10000, 5, 7, 10, 15, 20, 25, 30}; defValueParam2 = 5; textsParam2[] = {"Unlimited", 5, 7, 10, 15, 20, 25, 30}; valuesParam% |
Array | See titleParam% | titleParam%
defValueParam% |
Number | See titleParam% | titleParam%
textsParam% |
Array | See titleParam% | titleParam%
params |
Class | Advanced multiplayer mission params, replacing obsolete titleParam%.
|
titleParam%
header |
Class | The purpose of this class definition is to signal the engine the gameType which is displayed in the MP game browser. This can assist other players for finding particular missions using the filters.
class Header { gameType = COOP; //game type minPlayers = 1; //min # of players the mission supports maxPlayers = 10; //max # of players the mission supports playerCountMultipleOf = 1; //OFP:Elite option. };
In OFP:Elite this file is required for MP missions. If this is not included -1 error is shown when selecting a mission and the mission won't load. Since Arma if this class is missing the mission will still load with an error in the RPT file and the mission type will be considered Unknown. |
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