Description.ext: Difference between revisions

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Line 221: Line 221:
  {
  {
  name="Givens";
  name="Givens";
                 nameSound = "Givens";
                 nameSound = "Givens"; // ArmA3 only!
  face="whiteHead_06";
  face="whiteHead_06";
  glasses="None";
  glasses="None";

Revision as of 16:32, 28 August 2013

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.

For edits to description.ext to take effect in Preview you must first save or re-load the mission into the editor.

Params

Intro- duced in Param name Type Description See Also

Template: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 = "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.

Template:Table Config Item

onLoadIntro

String Displays a message while the intro is loading.
onLoadIntro = "YourMessage"

Template: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;

Template: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;

Template:Table Config Item

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";

Template:Table Config Item

cfgLoadingTexts

Class Define mission specific loading texts.

Template: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, maxScore

Template: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, maxScore

Template: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, avgScore

Template: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).
  • 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, respawnVehicleDelay, respawnDialog

Template:Table Config Item

respawnDelay

Number Set respawn delay in seconds.
respawnDelay = 42;
respawn, respawnVehicleDelay, respawnDialog

Template:Table Config Item

respawnVehicleDelay

Number Set vehicle respawn delay in seconds.
respawnVehicleDelay = 11;
respawn, respawnDelay, respawnDialog

Template: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, respawnDelay, respawnVehicleDelay

Template:Table Config Item

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)

Template:Table Config Item

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

Template:Table Config Item

cfgMusic

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

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

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

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

Use in missions:

playMusic  "MarsIntro"

Template: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. Note: nameSound is only valid for ArmA3.
class CfgIdentities
{
	class MyLittleSoldier
	{
		name="Givens";
                nameSound = "Givens"; // ArmA3 only!
		face="whiteHead_06";
		glasses="None";
		speaker="Male05ENG";
		pitch=1.1;
	};
};

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

setIdentity

Template:Table Config Item

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

Template:Table Config Item

keysLimit

Number Number of keys from the keys list needed for unlock a mission.
keysLimit[] = 2;
keys, doneKeys

Template:Table Config Item

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

Template:Table Config Item

disabledAI

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.

Template:Table Config Item

aiKills

Number Enables scorelist for AI players
aiKills = 1;

Template:Table Config Item

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.

Template:Table Config Item

debriefing

Number Defines if the debriefing is shown or not at the end of the mission.
debriefing = 0;

Template:Table Config Item

showGPS

Number Enables/Disables the GPS
ShowGPS = 0;

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

Template:Table Config Item

showCompass

Number Defines if the compass is visible.
showCompass = 0;

Template:Table Config Item

showMap

Number Defines if the map is shown after the mission starts.
showMap = 0;

Template:Table Config Item

showNotePad

Number In ArmA, defines if the NotePad is shown after the mission starts.
showNotePad = 0;

Template:Table Config Item

showPad

Number Defines if the NotePad is shown after the mission starts. (Not in ArmA)
showPad = 0;

Template:Table Config Item

showWatch

Number Defines if the watch is visible.
showWatch = 0;

Template:Table Config Item

scriptedPlayer

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

Template:Table Config Item

rscTitles

Class Defines custom UI displays.

To show such displays, use cutRsc or titleRsc.

Template:Table Config Item

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

Template:Table Config Item

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

Template:Table Config Item

backpacks

Class Set backpacks available to players during the briefing.
class Backpacks 
{
 	class US_Patrol_Pack_EP1 {count = 4;};
 	class US_Assault_Pack_EP1 {count = 4;};
};
weapons, magazines

Template:Table Config Item

weaponPool

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

See also Command Group: Weapon Pool.

Template: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 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};

Template:Table Config Item

valuesParam%

Array See titleParam% titleParam%

Template:Table Config Item

defValueParam%

Number See titleParam% titleParam%

Template:Table Config Item

textsParam%

Array See titleParam% titleParam%

Template:Table Config Item

params

Class Advanced multiplayer mission params, replacing obsolete titleParam%. The array of parameters can be accessed via paramsArray (Array, paramsArray select 0, etc.)

class Params { class Score { title = "$STR_mp_param_score"; values[] = {10,200}; texts[] = {"10","200"}; default = 10; }; class Duration { title = "$STR_mp_param_duration"; values[] = {1,2}; texts[] = {"one hour","two hours"}; default = 1; }; etc. ..... }

titleParam%

Template:Table Config Item

header

Class See Multiplayer Game Types

Template:Table Config Item

disableChannels

Array Disable global, side, command and system chat. MOTD and admin say have exception and will show in global. Introduced in BETA 1.60.93398.
disableChannels[]={0,1,2,6};

0 = Global
1 = Side
2 = Command
3 = Group
4 = Vehicle
5 = Direct
6 = System

Template:Table Config Item

enableItemsDropping

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

0 = Disable
1 = Enable

Template:Table Config Item

onLoadName

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

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

Loading Screens

Template:Table Config Item

author

String Author of the mission. The default loading screen shows this string below the onLoadName in a smaller font prefixed by "by". See onLoadName Loading Screens

Template:Table Config Item

joinUnassigned

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

0 = Disable
1 = Enable

Template:Table Config Item

allowFunctionsLog

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

0 = Disable
1 = Enable

BIS_fnc_error

Template:Table Config Item

enableDebugConsole

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

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

Mission_Editor:_Debug_Console