Lou Montana/Sandbox – User

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[[Category:Sandbox]]
<!-- sub-categories (2 equal signs) are left possible – for "Mission informations/Overview/*" for example -->
<table>
<tr><td rowSpan="2" style="min-width: 18em">{{toclimit|limit=2}}</td><td>The Description.ext file sets the overall mission attributes, and defines some global entities that will be available to other scripts. It is placed in mission's [[Mission_Editor:_External#Mission_Folder|root]] folder. It uses the same syntax and structure as the [[Config.cpp]] file, but supports only a limited number of the full set of Config.cpp classes. Many, such as CfgAmmo, won't work.
 
In '''[[:Category:Operation_Flashpoint:_Elite|OFP:Elite]]''' this file is required for MP missions. If this is not included, a "-1 error" is shown when selecting the mission and the mission won't load. </td></tr>
 
<tr><td>{{Important|In [[2D Editor]], scenario has to be saved or re-loaded before changes to ''Description.ext'' takes effect.
'''In [[Eden Editor]], changes are refreshed automatically upon scenario preview.}}</td></tr>
</table>
 
 
= Mission informations =
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma|1.00}}</div>
=== header ===
</div>
See [[Multiplayer Game Types]]
 
=== 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. 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 MultiPlayer browser.
 
=== 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. 1 means visible, 0 hidden. Default: 1. Effect unkown in Arma 3
onLoadMissionTime = 1;
 
=== onLoadIntroTime ===
Define whether you will see the time and date displayed while the intro loads. 1 means visible, 0 hidden. Default: 0
onLoadIntroTime = 1;
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma2oa|1.51}}</div>
=== loadScreen ===
</div>
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";
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.56}}</div>
=== briefingName ===
</div>
Mission name displayed in the mission selection menu.
briefingName = "TAG 1-5 CO My super mission";
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|TKOH|1.00}}</div>
=== CfgLoadingTexts ===
</div>
Define mission specific [[Loading_Screens#Texts|loading texts]].
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|0.50}}</div>
=== onLoadName ===
</div>
String (usually mission name) shown during [[Loading Screens|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|onLoadMission]] text is placed below the load screen and the [[#header|header gameType]] determines the game time on top of the box.
[[Loading Screens]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|0.50}}</div>
=== author ===
</div>
Mission author's name. The default loading screen shows this string below the [[#onLoadName|onLoadName]] in a smaller font prefixed by "by ". See [[Loading Screens]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|0.50}}</div>
=== overviewPicture ===
</div>
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 1024x512 (Arma 3).
See also [[Mission Overview]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|0.50}}</div>
=== overviewText ===
</div>
Text to be displayed below the [[#overviewPicture|overviewPicture]] on the mission selection screen when the mission is available to play.
See also [[Mission Overview]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|0.50}}</div>
=== overviewTextLocked ===
</div>
Text to be displayed below the [[#overviewPicture|overviewPicture]] on the mission selection screen when the mission is locked from play.
[[Mission Overview]]
 
 
 
 
 
= Respawn/Revive =
 
=== respawn ===
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, guerrilla 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).
* {{GVI|arma|1.08}} '''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]], [[#respawnDialog|respawnDialog]]
 
=== respawnButton ===
Enable or disable the respawn button in the menu for INSTANT and BASE respawn types. Default is 1 (enabled).
respawnButton = 0;
[[#respawn|respawn]], [[#respawnDialog|respawnDialog]]
 
=== respawnDelay ===
Set respawn delay in seconds.
respawnDelay = 42;
[[#respawn|respawn]], [[#respawnVehicleDelay|respawnVehicleDelay]], [[#respawnDialog|respawnDialog]]
 
=== respawnVehicleDelay ===
Set vehicle respawn delay in seconds.
respawnVehicleDelay = 11;
[[#respawn|respawn]], [[#respawnDelay|respawnDelay]], [[#respawnDialog|respawnDialog]]
 
=== respawnDialog ===
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]]
 
=== respawnOnStart ===
1 to respawn player when he joins the game. Available only for INSTANT and BASE respawn types.
respawnOnStart =  1; // Respawn on start. Run respawn script on start.
respawnOnStart =  0; // Dont respawn on start. Run respawn script on start.
respawnOnStart = -1; // Dont respawn on start. Don't run respawn script on start.
[[#respawn|respawn]], [[#respawnDelay|respawnDelay]], [[#respawnVehicleDelay|respawnVehicleDelay]]
 
=== respawnTemplates ===
Respawn templates from [[Arma_3_Respawn#Respawn_Templates|CfgRespawnTemplates]]. You can combine any number of them together.
respawnTemplates[] = {"Counter","Wave"};
Side specific respawn templates can be specified with "<i>respawnTemplates<b>SIDE</b>[]</i>" where <i><b>SIDE</b></i> can be any playable side (e.g. <i>respawnTemplatesEast[]</i>). When such is undefined, general respawnTemplates are used instead.
[[#respawn|respawn]], [[#respawnDelay|respawnDelay]], [[#respawnVehicleDelay|respawnVehicleDelay]], [[Arma 3 Respawn]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma|1.00}}</div>
=== respawnWeaponsWest ===
=== respawnWeaponsEast ===
=== respawnWeaponsGuer ===
=== respawnWeaponsCiv ===
</div>
Set weapons corresponding side players will receive upon respawn. Its corresponding ''respawnMagazinesX'' has to be defined as well.
respawnWeaponsGuer[] = { "arifle_Katiba_GL_F" };
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma|1.00}}</div>
=== respawnMagazinesWest ===
=== respawnMagazinesEast ===
=== respawnMagazinesGuer ===
=== respawnMagazinesCiv ===
</div>
Set magazines corresponding side players will receive upon respawn. Its corresponding ''respawnWeaponsX'' has to be defined as well.
respawnMagazinesGuer[] = { "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green" };
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.62}}</div>
=== ReviveMode ===
</div>
ReviveMode = 1; // 0: disabled, 1: enabled, 2: controlled by player attributes
[[Arma 3 Revive|Revive]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.62}}</div>
=== ReviveUnconsciousStateMode ===
</div>
ReviveUnconsciousStateMode = 0; // 0: basic, 1: advanced, 2: realistic
[[Arma 3 Revive|Revive]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.62}}</div>
=== ReviveRequiredTrait ===
</div>
ReviveRequiredTrait = 0; // 0: none, 1: medic trait is required
[[Arma 3 Revive|Revive]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.62}}</div>
=== ReviveRequiredItems ===
</div>
ReviveRequiredItems = 2; // 0: none, 1: medkit, 2: medkit or first aid kit
[[Arma 3 Revive|Revive]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.62}}</div>
=== ReviveRequiredItemsFakConsumed ===
</div>
ReviveRequiredItemsFakConsumed = 1; // 0: first aid kit is not consumed upon revive, 1: first aid kit is consumed
[[Arma 3 Revive|Revive]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.62}}</div>
=== ReviveMedicSpeedMultiplier ===
</div>
Speed multiplier for revive performed by medic
ReviveMedicSpeedMultiplier = 2;
[[Arma 3 Revive|Revive]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.62}}</div>
=== reviveDelay  ===
</div>
The time it takes to revive an incapacitated unit (default: 6 seconds). Having a Medikit will halve this time.
reviveDelay = 6;
[[Arma 3 Revive|Revive]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.62}}</div>
=== reviveForceRespawnDelay  ===
</div>
The time it takes for an incapacitated unit to force their respawn (default: 3 seconds).
reviveForceRespawnDelay = 3;
[[Arma 3 Revive|Revive]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.62}}</div>
=== reviveBleedOutDelay  ===
</div>
The time it takes for a unit to bleed out (default: 2 minutes).
reviveBleedOutDelay = 120;
[[Arma 3 Revive|Revive]]
 
 
 
 
 
= Mission keys =
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma|1.00}}</div>
=== keys ===
</div>
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]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma|1.00}}</div>
=== keysLimit ===
</div>
Number of keys from the [[#keys|keys]] list needed for unlock a mission.
keysLimit = 2;
[[#keys|keys]], [[#doneKeys|doneKeys]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma|1.00}}</div>
=== doneKeys ===
</div>
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|keys]], [[#keysLimit|keysLimit]]
 
 
 
 
 
= player's UI =
 
=== 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
showHUD = 0;
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 />
As of Arma 3 v1.49.131879 ''showHUD'' param could be an array to allow control over separate HUD elements, for example:
showHUD[] = {
true, // Scripted HUD (same as showHUD command)
true, // Vehicle + soldier info
false, // Vehicle radar [HIDDEN]
false, // Vehicle compass [HIDDEN]
true, // Tank direction indicator
true, // Commanding menu
true, // Group Bar
true, // HUD Weapon Cursors
true // Vehicle display panels
};
'''NOTE:''' adding new ''showHUD[]'' array param to ''description.ext'' will also disable scripted command [[showHUD]] entirely.
[[showHUD]], [[shownHUD]]
 
=== showCompass ===
Defines if the compass is visible.
showCompass = 0;
[[showCompass]], [[shownCompass]], [[visibleCompass]]
 
=== showGPS ===
Enables/Disables the GPS
showGPS = 0;
In [[ArmA]] ''1.04'' toggle this option to disable the mini map attached to the GPS.
[[showGPS]], [[shownGPS]], [[visibleGPS]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.00}}</div>
=== showGroupIndicator ===
</div>
When set to 1, changes default GPS mini map into a radar like display that indicates group members relative position to the player
showGroupIndicator = 1; // <b>Has no effect since custom panels were introduced in Arma 3</b>
 
=== showMap ===
Defines if the map is shown after the mission starts.
showMap = 0;
[[showMap]], [[shownMap]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma|1.00}}</div>
=== showNotePad ===
</div>
In ArmA, defines if the NotePad is shown after the mission starts.
showNotePad = 0;
 
<div><div style="float: right; margin-left: 0.5em;">only in {{GVI|ofp|1.00}}</div>
=== showPad ===
</div>
Defines if the NotePad is shown after the mission starts. Arma:CWC only.
showPad = 0;
[[showPad]], [[shownPad]]
 
=== showWatch ===
Defines if the watch is visible.
showWatch = 0;
[[showWatch]], [[shownWatch]], [[visibleWatch]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.16}}</div>
=== showUAVFeed ===
</div>
Enables/Disables the UAV Feed. Default: 1.
showUAVFeed = 0;
[[showUAVFeed]], [[shownUAVFeed]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.60}}</div>
=== showSquadRadar ===
Defines if the Squad Radar is visible.
showSquadRadar = 0;
 
 
 
 
 
= Starting gear =
 
=== weapons ===
Set weapons available to players during the briefing.
class Weapons
{
class AK74 { count = 8; };
class RPG7V { count = 2; };
class Binocular { count = 2; };
};
[[#magazines|magazines]], [[#backpacks|backpacks]]
 
=== 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; };
};
[[#weapons|weapons]], [[#backpacks|backpacks]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma2oa|1.51}}</div>
=== backpacks ===
</div>
Set [[ArmA 2 OA: 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]]
 
=== weaponPool ===
Allows equipment transferred from one campaign mission to the next to be available during the briefing in the gear menu.
weaponPool = 1;
See also [[:Category:Command_Group:_Weapon_Pool|Command Group: Weapon Pool]].
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma2oa|1.56}}</div>
=== allowSubordinatesTakeWeapons ===
</div>
Allows subordinates (i.e., not leaders) to equip items defined in [[#weapons|weapons]], [[#magazines|magazines]] and [[#backpacks|backpacks]].
allowSubordinatesTakeWeapons = 1;
 
 
 
 
 
= Corpse & wreck management =
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.32}}</div>
=== corpseManagerMode ===
</div>
Sets the mode for corpse removal manager.
corpseManagerMode = 0;
0 = None - None of the units are managed by the manager<br />
1 = All - All units are managed by the manager<br />
2 = None_But_Respawned - Only units that can respawn are managed by the manager<br />
3 = All_But_Respawned - All units are managed by the manager with exception of respawned (opposite to mode 2)<br />
Default value: 0 for SP, 2 for MP<br />
[[#wreckManagerMode|wreckManagerMode]], [[addToRemainsCollector]], [[isInRemainsCollector]], [[removeFromRemainsCollector]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|0.50}}</div>
=== corpseLimit ===
</div>
Corpse limit before which ( <= ) [[#corpseRemovalMaxTime|corpseRemovalMaxTime]] applies and after which ( > ) [[#corpseRemovalMinTime|corpseRemovalMinTime]] applies (see below).
corpseLimit = 1;
Default value: 15
[[#wreckeLimit|wreckLimit]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|0.50}}</div>
=== corpseRemovalMinTime ===
</div>
Remove all bodies that have been dead longer than '''corpseRemovalMinTime''' when [[#corpseLimit|corpseLimit]] is breached.
corpseRemovalMinTime = 60; //seconds
Default value: 10
[[#wreckeRemovalMinTime|wreckRemovalMinTime]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|0.50}}</div>
=== corpseRemovalMaxTime ===
</div>
Maximum time a corpse can remain on the ground if total number of corpses is equal or under [[#corpseLimit|corpseLimit]].
corpseRemovalMaxTime = 1200; //seconds
Default value: 3600
[[#wreckeRemovalMaxTime|wreckRemovalMaxTime]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.32}}</div>
=== wreckManagerMode ===
</div>
Sets the mode for wreck removal manager.
wreckManagerMode = 0;
0 = None - None of the vehicles are managed by the manager<br />
1 = All - All vehicles are managed by the manager<br />
2 = None_But_Respawned - Only vehicles that can respawn are managed by the manager<br />
3 = All_But_Respawned - All vehicles are managed by the manager with exception of respawned (opposite to mode 2)<br />
Default value: 0 for SP, 2 for MP<br />
[[#corpseManagerMode|corpseManagerMode]], [[addToRemainsCollector]], [[isInRemainsCollector]], [[removeFromRemainsCollector]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|0.50}}</div>
=== wreckLimit ===
</div>
Vehicle wreck limit before which ( <= ) [[#wreckRemovalMaxTime|wreckRemovalMaxTime]] applies and after which ( > ) [[#wreckRemovalMinTime|wreckRemovalMinTime]] applies (see below).
wreckLimit = 1;
Default value: 15<br />
[[#corpseLimit|corpseLimit]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|0.50}}</div>
=== wreckRemovalMinTime ===
</div>
Remove all wrecks that have existed longer than '''wreckRemovalMinTime''' when [[#wreckLimit|wreckLimit]] is breached.
wreckRemovalMinTime = 60; //seconds
Default value: 10<br />
[[#corpseRemovalMinTime|corpseRemovalMinTime]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|0.50}}</div>
=== wreckRemovalMaxTime ===
</div>
Maximum time a wreck can remain on the ground if total number of wrecks is equal or under [[#wreckLimit|wreckLimit]].
wreckRemovalMaxTime = 1200; //seconds
Default value: 36000 (10 hrs)<br />
[[#corpseRemovalMaxTime|corpseRemovalMaxTime]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.66}}</div>
=== minPlayerDistance ===
</div>
The minimum distance between corpse or wreck and nearest player before the corpse or wreck is allowed to be removed by the garbage collector.
minPlayerDistance = 50; //meters
Default value: 0<br />
[[#corpseRemovalMaxTime|corpseRemovalMaxTime]]
 
 
 
 
 
= Mission parameters =
 
=== titleParam% ===
'''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''&nbsp;=&nbsp;'''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% ===
See [[#titleParam%|titleParam%]]
[[#titleParam%|titleParam%]]
 
=== defValueParam% ===
See [[#titleParam%|titleParam%]]
[[#titleParam%|titleParam%]]
 
=== textsParam% ===
See [[#titleParam%|titleParam%]]
[[#titleParam%|titleParam%]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma2|1.03}}</div>
=== params ===
</div>
See [[Arma 3 Mission Parameters]]
 
 
 
 
 
= Mission settings =
 
=== aiKills ===
Enables scorelist for AI players
aiKills = 1;
 
=== briefing ===
Skip briefing screen for SP missions. If no briefing.html is present, it is skipped anyway.
briefing = 0;
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;
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|0.50}}</div>
=== CfgDebriefing ===
</div>
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";
};
};
[[Debriefing]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|0.50}}</div>
=== CfgDebriefingSections ===
</div>
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";
};
};
[[Debriefing]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma2oa|1.62}}</div>
=== disableChannels ===
</div>
Disable global, side, command and system chat. MOTD and admin say have exception and will show in global. Introduced in Arma 2 Arrowhead BETA 1.60.93398.
disableChannels[] = { <channelID>, <channelID> … }; // old syntax
Example:  disableChannels[] = { 0, 1, 2 };
disableChannels[] = { { <channelID>, <disableChat>, <disableVoice> }, … }; // new syntax
Example:  disableChannels[] = { { 0, true, true }, { 1, true, false }, … };
 
*channelID number correspondence:
**0 = Global
**1 = Side
**2 = Command
**3 = Group
**4 = Vehicle
**5 = Direct
**6 = System
 
*disableChat: [[Boolean|boolean]]
*disableVoice: [[Boolean|boolean]]
 
=== disabledAI ===
When 1, removes all playable units which do not have a human player. When 0, a logging out player will have AI take control of his character. Default value is 0. (MP)
disabledAI = 1;
Disabling all the AI units will prevent [[JIP]] into playable units.
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.42}}</div>
=== disableRandomization ===
</div>
Disables randomization on certain objects, object types or object kinds in the mission.
disableRandomization[] = {"All", "AllVehicles", "B_G_Offroad_01_F", "myCar", "MyUnitName", "B_Soldier_F"};
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|0.50}}</div>
=== enableDebugConsole ===
</div>
Allows access to the [[Mission_Editor:_Debug_Console_(Arma_3)|Debug Console]] outside of the editor during normal gameplay
enableDebugConsole = 2; //dangerous in MP
0 = Default behavior, available only in editor<br />
1 = Available in SP and for hosts / logged in admins<br />
2 = Available for everyone<br />
 
Alternative since 1.72
// player with the UID and admin has access
enableDebugConsole[] = {"76561198XXXXXXXXX"};
[[Mission_Editor:_Debug_Console]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma2oa|1.62}}</div>
=== enableItemsDropping ===
</div>
Disable dropping items while swimming. Introduced in BETA 1.60.93965.
enableItemsDropping = 0; // 0 = Disable, 1 = Enable - default = ?
 
=== enableTeamSwitch ===
Enables or disables [[Team Switch]] functionality in MP when [[#respawn|respawn]] type is 5 (SIDE). Default is 1.
enableTeamSwitch = 0; //Manual team switch disabled
[[#respawn|respawn]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.34}}</div>
=== forceRotorLibSimulation ===
</div>
Force enable or disable RotorLib.
forceRotorLibSimulation = 1; //force enable
Default value: 0 - options based; 1 - force enable; 2 - force disable<br />
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|0.50}}</div>
=== joinUnassigned ===
</div>
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; // 0 = Disable, 1 = Enable - default: 1
 
=== minScore ===
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]]
 
=== avgScore ===
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]]
 
=== maxScore ===
Set maximum 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]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma|1.00}}</div>
=== onCheat ===
</div>
Executes custom statement when player enters GETALLGEAR cheat (see: [[ArmA:_Cheats#GETALLGEAR|GETALLGEAR]]).
onCheat = "[[hint]] [[str]] [[_this]]";
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma2oa|1.62}}</div>
=== onPauseScript ===
</div>
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 (''_this'' [[select]] 0) inside the script.
onPauseScript = "myOnPauseScript.sqf";
onPauseScript[] = {myOnPauseFunction1,myOnPauseFunction2};//(Arma 3)
'''NOTE:''' The script or function executes in its own namespace, so in order to pass external global variable to the script you need to explicitly indicate namespace passed variable defined in. For example, while expression like myVar = "123"; defined elsewhere usually is treated as if myVar belongs to [[missionNamespace]], inside onPauseScript you have to be explicit about it:
[[hint]] [[str]] myVar; //Undefined variable myVar error!
[[hint]] [[str]] ([[missionNamespace]] [[getVariable]] "myVar"); //123
The above is also true if defining global variable inside onPauseScript for use elsewhere:
myVar2 = "345"; //incorrect!
[[missionNamespace]] [[setVariable]] ["myVar2", "345"]; //correct!
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma|1.00}}</div>
=== saving ===
</div>
Toggle saving.
saving = 0; // disable saving
Default value: 1
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|TKOH|1.00}}</div>
=== scriptedPlayer ===
</div>
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;
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.60}}</div>
=== skipLobby ===
</div>
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 1st available role from mission template. When leaving such mission, player will go straight back to server browser.
skipLobby = 1; //enabled
Default value: 0
 
 
 
 
 
= Server security =
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|0.50}}</div>
=== allowFunctionsLog ===
</div>
Allows functions to log to the RPT file. Set it to 1/true to allow RPT logging.
allowFunctionsLog = 1;//true
0 = Disable<br />
1 = Enable<br />
[[BIS_fnc_error]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.00}}</div>
=== allowFunctionsRecompile ===
</div>
As a security measure, functions are by default protected against rewriting during the mission. This restriction does not apply in missions previewed from the editor and in missions with the following attribute in Description.ext
allowFunctionsRecompile = 1;
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.50}}</div>
=== CfgRemoteExec ===
</div>
Define remoteExec restrictions.
class CfgRemoteExec
{
// List of script functions allowed to be sent from client via remoteExec
class Functions
{
// RemoteExec modes:
// 0-turned off
// 1-turned on, taking whitelist into account
// 2-turned on, ignoring whitelist (default, because of backward compatibility)
mode = 2;
// Ability to send jip messages: 0-disabled, 1-enabled (default)
jip = 1;
// your functions here
class BIS_fnc_aFunction
{
allowedTargets = 0; // can target anyone (default)
jip = 0;            // sending jip messages is disabled for this function
// (overrides settings in the Functions class)
};
class YourFunctionOne { allowedTargets = 1; }; // can target only clients
class YourFunctionTwo { allowedTargets = 2; }; // can target only the server
};
// List of script commands allowed to be sent from client via remoteExec
class Commands
{
// your commands here
class setDir
{
allowedTargets = 2; // can target only the server
jip = 0; // sending jip is turned off
// (overrides settings in the Commands class)
};
};
};
[[CfgRemoteExec]], [[remoteExec]], [[remoteExecCall]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.32}}</div>
=== CfgRemoteExecCommands ===
</div>
Define commands available for remote execution with [[BIS_fnc_MP]]. See [[CfgRemoteExecCommands]] for more info.
class CfgRemoteExecCommands {}; //disable remote execution of all commands
[[CfgRemoteExecCommands]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.66}}</div>
=== CfgDisabledCommands ===
</div>
Disables certain script commands. See [[CfgDisabledCommands]] for detailed info.
[[CfgDisabledCommands]]
 
 
 
 
 
= Tasks =
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.42}}</div>
=== taskManagement_markers2D ===
</div>
0: do not use new 2D markers (default), 1: replace task markers with new 2D markers
taskManagement_markers2D = 1;
[[Shared Objectives]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.42}}</div>
=== taskManagement_markers3D ===
</div>
0: do not use new 3D markers (default), 1: replace task waypoints with new 3D markers
taskManagement_markers3D = 1;
[[Shared Objectives]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.42}}</div>
=== taskManagement_propagate ===
</div>
0: do not propagate (default), 1: propagate shared tasks to subordinates
taskManagement_propagate = 1;
[[Shared Objectives]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.42}}</div>
=== taskManagement_drawDist ===
</div>
3d marker draw distance in meters (default: 2000). within this range, unassigned tasks are drawn on screen.
taskManagement_drawDist = 2500;
[[Shared Objectives]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.53}}</div>
=== CfgTaskTypes ===
</div>
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;
};
};
[[Arma 3 Tasks Overhaul]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.12}}</div>
=== CfgTaskDescriptions ===
</div>
Define Task titles and descriptions
class CfgTaskDescriptions
{
class myTask1
{
title = "myTaskTitle";
description = "myTaskDescription";
marker = "myTaskDestinationMarker";
};
class myTask2
{
title = $STR_myTask2Title;
description = $STR_myTask2Description;
marker = $STR_myTask2Marker;
};
};
[[Arma 3 Tasks Overhaul]]
 
 
 
 
 
= Custom content definition =
 
=== 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:
"AutoTerminate" [[spawn]] {
[[showCinemaBorder]] false;
_dur = [[getNumber]] ([[missionConfigFile]] >> "CfgCameraEffects" >> "Array" >> _this >> "duration");
_cam = "camera" [[camCreate]] ([[player]] [[modelToWorld]] [0, -100, 50]);
_cam [[camSetTarget]] [[player]];
_cam [[camSetRelPos]] [0, -0.1, 1.8];
_cam [[camCommit]] _dur/2;
_cam [[cameraEffect]] [_this, "Back"];
[[waitUntil]] {[[camCommitted]] _cam};
[[camDestroy]] _cam;
};
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma2|1.00}}</div>
=== CfgFunctions ===
</div>
Define functions for your mission. See [[Functions|Functions Library]] for detailed info.
[[Functions|Functions Library]]
 
=== 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.  '''Note''':  ''nameSound'' is only valid for Arma 3.
class CfgIdentities
{
class MyLittleSoldier
{
name = "Givens";
        nameSound = "Givens"; // Arma 3 only!
face = "whiteHead_06";
glasses = "None";
speaker = "Male05ENG";
pitch = 1.1;
};
};
Usage:
myUnit setIdentity "MyLittleSoldier"
See [[:Category:CfgIdentities]] for valid options for: face, glasses, speaker etc.
[[setIdentity]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.75}}</div>
=== CfgLeaflets ===
</div>
Define leaflets for your missions. See [[Arma 3 Leaflets]] for more information.
[[Functions|Functions Library]]
 
=== CfgMusic ===
Defines music you can play with [[playMusic]].
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.<br />
'''Title''' is the text string that will be displayed on the screen when the sound file is played.  See also [[Stringtable.csv]]
 
{{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"
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.12}}</div>
=== CfgNotifications ===
</div>
Define custom notifications to be shown with [[BIS_fnc_showNotification]]
class CfgNotifications
{
class MyNotification
{
// NOTE: title, iconPicture, iconText and description are filled by BIS_fnc_showNotification arguments
title = "";          // Title displayed as text on black background
iconPicture = "";    // Small icon displayed in left part
iconText = "";      // Short text displayed over the icon
description = "";    // Brief description displayed as structured text
color[] = {1,1,1,1}; // Icon and description color
duration = 5;        // How many seconds will the notification be displayed
priority = 0;        // Priority; higher number = more important
difficulty[] = {};  // Required difficulty settings - all difficulty settings have to be enabled
};
};
[[BIS_fnc_showNotification]], [[Notification]]
 
=== CfgRadio ===
Defines radio sentences you can play with *Radio commands: [[customRadio]], [[vehicleRadio]], [[groupRadio]], [[sideRadio]], [[globalRadio]]
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";
 
=== CfgSFX ===
See [[CfgSFX]] for more information.
 
=== CfgSounds ===
General sounds that can be used for dialog, voiceovers in the briefing etc.
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, distance}}
sound[] = {"fx\wolf1.ogg", 1, 1, 100};
{{codecomment|// subtitle delay in seconds, subtitle text}}
titles[] = { 1, "*wolf growls*" };
};
};
Use in missions:
[[playSound]] "wolf1";  // use the class name!
[[player]] [[say]] ["wolf1", 100];
See [http://ofp.toadlife.net/downloads/tutorials/tutorial_sound/tutorial_sound.html|OFP ToadLife tutorial] for more informations.
 
'''NOTE:''' Since Arma 3 v1.49.131710 it is possible to define AddOn sounds in mission config. In order to make engine look for the sound in AddOn, the sound path must start with '''@''' (instead of '''\''') for example:
class CfgSounds
{
sounds[] = {};
class addonsound1
{
name = "sound from addon";
{{codecomment|// start path to sound file in AddOn with @}}
sound[] = { "@a3\Ui_F_Curator\Data\Sound\CfgSound\visionMode", 0.8, 1, 100 };
titles[] = { 0, "" };
};
};
 
The following will play Vision Mode change sound from AddOn:
[[playSound]] "addonsound1";
[[player]] [[say]] "addonsound1";
[[player]] [[say2D]] "addonsound1";
[[player]] [[say3D]] "addonsound1";
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.24}}</div>
=== CfgUnitInsignia ===
</div>
Defines custom unit insignia (shoulder patches).
class CfgUnitInsignia
{
class 111thID
{
displayName = "111th Infantry Division"; {{codecomment|// Name displayed in [[Arsenal]]}}
author = "Bohemia Interactive"; {{codecomment|// Author displayed in Arsenal}}
texture = "\a3\UI_F_Bootcamp\Data\CfgUnitInsignia\B_111thID_texture_ca.paa"; {{codecomment|// Image path}}
textureVehicle = ""; {{codecomment|// Does nothing currently, reserved for future use}}
};
};
[[Arma 3 Unit Insignia]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.50}}</div>
=== CfgUnitTemplates ===
</div>
This class is used to create units templates. For now, this is only used with the function [[BIS_fnc_unitHeadgear]]
class CfgUnitTemplates
{
// Classic selectRandom
// [myUnit, "MyFirstTemplate"] call bis_fnc_unitHeadgear;
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
// [myUnit, "MySecondTemplate"] call bis_fnc_unitHeadgear;
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
};
};
};
[[BIS_fnc_unitHeadgear]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.69}}</div>
=== CfgVehicles ===
</div>
This class can only be used to create sound sources, since Arma 3 v1.69.141183
class CfgVehicles
{
class MyOwlSound // class name to be used with createSoundSource
{
sound = "MyOwl"; // reference to CfgSFX class
};
};
[[CfgSFX]], [[createSoundSource]]
 
<div><div style="float: right; margin-left: 0.5em;">{{GVI|arma3|1.42}}</div>
=== CfgVehicleTemplates ===
</div>
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", 1,
"guerilla_02", 1
};
animationList[] =
{
"HideBumper1", 1,
"HideBumper2", 1
};
};
};
[[Vehicle_Customization (VhC)]]
 
=== rscTitles ===
Defines custom UI [[Dialog Control|displays]]. To show such displays, use [[cutRsc]] or [[titleRsc]].
 
 
[[Category:ArmA: Mission Editing]]
[[Category:Mission Editor]]

Revision as of 01:05, 24 February 2018

Template:toclimitThe Description.ext file sets the overall mission attributes, and defines some global entities that will be available to other scripts. It is placed in mission's root folder. It uses the same syntax and structure as the Config.cpp file, but supports only a limited number of the full set of Config.cpp classes. Many, such as CfgAmmo, won't work. In OFP:Elite this file is required for MP missions. If this is not included, a "-1 error" is shown when selecting the mission and the mission won't load.
In 2D Editor, scenario has to be saved or re-loaded before changes to Description.ext takes effect. In Eden Editor, changes are refreshed automatically upon scenario preview.


Mission informations

-wrong parameter ("Arma") defined!-1.00

header

See Multiplayer Game Types

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. 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 MultiPlayer browser.

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. 1 means visible, 0 hidden. Default: 1. Effect unkown in Arma 3

onLoadMissionTime = 1;

onLoadIntroTime

Define whether you will see the time and date displayed while the intro loads. 1 means visible, 0 hidden. Default: 0

onLoadIntroTime = 1;

loadScreen

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";

briefingName

Mission name displayed in the mission selection menu.

briefingName = "TAG 1-5 CO My super mission";

CfgLoadingTexts

Define mission specific loading texts.

onLoadName

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

author

Mission author's name. The default loading screen shows this string below the onLoadName in a smaller font prefixed by "by ". See Loading Screens

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 1024x512 (Arma 3). See also Mission Overview

overviewText

Text to be displayed below the overviewPicture on the mission selection screen when the mission is available to play. See also Mission Overview

overviewTextLocked

Text to be displayed below the overviewPicture on the mission selection screen when the mission is locked from play. Mission Overview



Respawn/Revive

respawn

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, guerrilla 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).
  • -wrong parameter ("Arma") defined!-1.08 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

respawnButton

Enable or disable the respawn button in the menu for INSTANT and BASE respawn types. Default is 1 (enabled).

respawnButton = 0;

respawn, respawnDialog

respawnDelay

Set respawn delay in seconds.

respawnDelay = 42;

respawn, respawnVehicleDelay, respawnDialog

respawnVehicleDelay

Set vehicle respawn delay in seconds.

respawnVehicleDelay = 11;

respawn, respawnDelay, respawnDialog

respawnDialog

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

respawnOnStart

1 to respawn player when he joins the game. Available only for INSTANT and BASE respawn types.

respawnOnStart =  1; // Respawn on start. Run respawn script on start.
respawnOnStart =  0; // Dont respawn on start. Run respawn script on start.
respawnOnStart = -1; // Dont respawn on start. Don't run respawn script on start.

respawn, respawnDelay, respawnVehicleDelay

respawnTemplates

Respawn templates from CfgRespawnTemplates. You can combine any number of them together.

respawnTemplates[] = {"Counter","Wave"};

Side specific respawn templates can be specified with "respawnTemplatesSIDE[]" where SIDE can be any playable side (e.g. respawnTemplatesEast[]). When such is undefined, general respawnTemplates are used instead. respawn, respawnDelay, respawnVehicleDelay, Arma 3 Respawn

-wrong parameter ("Arma") defined!-1.00

respawnWeaponsWest

respawnWeaponsEast

respawnWeaponsGuer

respawnWeaponsCiv

Set weapons corresponding side players will receive upon respawn. Its corresponding respawnMagazinesX has to be defined as well.

respawnWeaponsGuer[] = { "arifle_Katiba_GL_F" };
-wrong parameter ("Arma") defined!-1.00

respawnMagazinesWest

respawnMagazinesEast

respawnMagazinesGuer

respawnMagazinesCiv

Set magazines corresponding side players will receive upon respawn. Its corresponding respawnWeaponsX has to be defined as well.

respawnMagazinesGuer[] = { "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green" };

ReviveMode

ReviveMode = 1; // 0: disabled, 1: enabled, 2: controlled by player attributes

Revive

ReviveUnconsciousStateMode

ReviveUnconsciousStateMode = 0; // 0: basic, 1: advanced, 2: realistic

Revive

ReviveRequiredTrait

ReviveRequiredTrait = 0; // 0: none, 1: medic trait is required

Revive

ReviveRequiredItems

ReviveRequiredItems = 2; // 0: none, 1: medkit, 2: medkit or first aid kit

Revive

ReviveRequiredItemsFakConsumed

ReviveRequiredItemsFakConsumed = 1; // 0: first aid kit is not consumed upon revive, 1: first aid kit is consumed

Revive

ReviveMedicSpeedMultiplier

Speed multiplier for revive performed by medic

ReviveMedicSpeedMultiplier = 2;

Revive

reviveDelay

The time it takes to revive an incapacitated unit (default: 6 seconds). Having a Medikit will halve this time.

reviveDelay = 6;

Revive

reviveForceRespawnDelay

The time it takes for an incapacitated unit to force their respawn (default: 3 seconds).

reviveForceRespawnDelay = 3;

Revive

reviveBleedOutDelay

The time it takes for a unit to bleed out (default: 2 minutes).

reviveBleedOutDelay = 120;

Revive



Mission keys

-wrong parameter ("Arma") defined!-1.00

keys

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

-wrong parameter ("Arma") defined!-1.00

keysLimit

Number of keys from the keys list needed for unlock a mission.

keysLimit = 2;

keys, doneKeys

-wrong parameter ("Arma") defined!-1.00

doneKeys

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



player's UI

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
showHUD = 0;

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.
As of Arma 3 v1.49.131879 showHUD param could be an array to allow control over separate HUD elements, for example:

showHUD[] = {
	true,	// Scripted HUD (same as showHUD command)
	true,	// Vehicle + soldier info
	false,	// Vehicle radar [HIDDEN]
	false,	// Vehicle compass [HIDDEN]
	true,	// Tank direction indicator
	true,	// Commanding menu
	true,	// Group Bar
	true,	// HUD Weapon Cursors
	true	// Vehicle display panels
};

NOTE: adding new showHUD[] array param to description.ext will also disable scripted command showHUD entirely. showHUD, shownHUD

showCompass

Defines if the compass is visible.

showCompass = 0;

showCompass, shownCompass, visibleCompass

showGPS

Enables/Disables the GPS

showGPS = 0;

In ArmA 1.04 toggle this option to disable the mini map attached to the GPS. showGPS, shownGPS, visibleGPS

showGroupIndicator

When set to 1, changes default GPS mini map into a radar like display that indicates group members relative position to the player

showGroupIndicator = 1; // Has no effect since custom panels were introduced in Arma 3

showMap

Defines if the map is shown after the mission starts.

showMap = 0;

showMap, shownMap

-wrong parameter ("Arma") defined!-1.00

showNotePad

In ArmA, defines if the NotePad is shown after the mission starts.

showNotePad = 0;
only in Logo A0.png1.00

showPad

Defines if the NotePad is shown after the mission starts. Arma:CWC only.

showPad = 0;

showPad, shownPad

showWatch

Defines if the watch is visible.

showWatch = 0;

showWatch, shownWatch, visibleWatch

showUAVFeed

Enables/Disables the UAV Feed. Default: 1.

showUAVFeed = 0;

showUAVFeed, shownUAVFeed

showSquadRadar

Defines if the Squad Radar is visible.

showSquadRadar = 0;



Starting gear

weapons

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

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

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

weaponPool

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.

allowSubordinatesTakeWeapons

Allows subordinates (i.e., not leaders) to equip items defined in weapons, magazines and backpacks.

allowSubordinatesTakeWeapons = 1;



Corpse & wreck management

corpseManagerMode

Sets the mode for corpse removal manager.

corpseManagerMode = 0;

0 = None - None of the units are managed by the manager
1 = All - All units are managed by the manager
2 = None_But_Respawned - Only units that can respawn are managed by the manager
3 = All_But_Respawned - All units are managed by the manager with exception of respawned (opposite to mode 2)
Default value: 0 for SP, 2 for MP
wreckManagerMode, addToRemainsCollector, isInRemainsCollector, removeFromRemainsCollector

corpseLimit

Corpse limit before which ( <= ) corpseRemovalMaxTime applies and after which ( > ) corpseRemovalMinTime applies (see below).

corpseLimit = 1;

Default value: 15 wreckLimit

corpseRemovalMinTime

Remove all bodies that have been dead longer than corpseRemovalMinTime when corpseLimit is breached.

corpseRemovalMinTime = 60; //seconds

Default value: 10 wreckRemovalMinTime

corpseRemovalMaxTime

Maximum time a corpse can remain on the ground if total number of corpses is equal or under corpseLimit.

corpseRemovalMaxTime = 1200; //seconds

Default value: 3600 wreckRemovalMaxTime

wreckManagerMode

Sets the mode for wreck removal manager.
wreckManagerMode = 0;

0 = None - None of the vehicles are managed by the manager
1 = All - All vehicles are managed by the manager
2 = None_But_Respawned - Only vehicles that can respawn are managed by the manager
3 = All_But_Respawned - All vehicles are managed by the manager with exception of respawned (opposite to mode 2)
Default value: 0 for SP, 2 for MP
corpseManagerMode, addToRemainsCollector, isInRemainsCollector, removeFromRemainsCollector

wreckLimit

Vehicle wreck limit before which ( <= ) wreckRemovalMaxTime applies and after which ( > ) wreckRemovalMinTime applies (see below).

wreckLimit = 1;

Default value: 15
corpseLimit

wreckRemovalMinTime

Remove all wrecks that have existed longer than wreckRemovalMinTime when wreckLimit is breached.

wreckRemovalMinTime = 60; //seconds

Default value: 10
corpseRemovalMinTime

wreckRemovalMaxTime

Maximum time a wreck can remain on the ground if total number of wrecks is equal or under wreckLimit.

wreckRemovalMaxTime = 1200; //seconds

Default value: 36000 (10 hrs)
corpseRemovalMaxTime

minPlayerDistance

The minimum distance between corpse or wreck and nearest player before the corpse or wreck is allowed to be removed by the garbage collector.

minPlayerDistance = 50; //meters

Default value: 0
corpseRemovalMaxTime



Mission parameters

titleParam%

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%

See titleParam% titleParam%

defValueParam%

See titleParam% titleParam%

textsParam%

See titleParam% titleParam%

params

See Arma 3 Mission Parameters



Mission settings

aiKills

Enables scorelist for AI players

aiKills = 1;

briefing

Skip briefing screen for SP missions. If no briefing.html is present, it is skipped anyway.

briefing = 0;

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;

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";

	};
};

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";
	};
};

Debriefing

disableChannels

Disable global, side, command and system chat. MOTD and admin say have exception and will show in global. Introduced in Arma 2 Arrowhead BETA 1.60.93398.

disableChannels[] = { <channelID>, <channelID> … }; // old syntax
Example:  disableChannels[] = { 0, 1, 2 };
disableChannels[] = { { <channelID>, <disableChat>, <disableVoice> }, … }; // new syntax
Example:  disableChannels[] = { { 0, true, true }, { 1, true, false }, … };
  • channelID number correspondence:
    • 0 = Global
    • 1 = Side
    • 2 = Command
    • 3 = Group
    • 4 = Vehicle
    • 5 = Direct
    • 6 = System

disabledAI

When 1, removes all playable units which do not have a human player. When 0, a logging out player will have AI take control of his character. Default value is 0. (MP)

disabledAI = 1;

Disabling all the AI units will prevent JIP into playable units.

disableRandomization

Disables randomization on certain objects, object types or object kinds in the mission.
disableRandomization[] = {"All", "AllVehicles", "B_G_Offroad_01_F", "myCar", "MyUnitName", "B_Soldier_F"};

enableDebugConsole

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

Alternative since 1.72

// player with the UID and admin has access
enableDebugConsole[] = {"76561198XXXXXXXXX"};

Mission_Editor:_Debug_Console

enableItemsDropping

Disable dropping items while swimming. Introduced in BETA 1.60.93965.

enableItemsDropping = 0; // 0 = Disable, 1 = Enable - default = ?

enableTeamSwitch

Enables or disables Team Switch functionality in MP when respawn type is 5 (SIDE). Default is 1.

enableTeamSwitch = 0; //Manual team switch disabled

respawn

forceRotorLibSimulation

Force enable or disable RotorLib.

forceRotorLibSimulation = 1; //force enable

Default value: 0 - options based; 1 - force enable; 2 - force disable

joinUnassigned

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; // 0 = Disable, 1 = Enable - default: 1

minScore

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

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

Set maximum 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

-wrong parameter ("Arma") defined!-1.00

onCheat

Executes custom statement when player enters 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";
onPauseScript[] = {myOnPauseFunction1,myOnPauseFunction2};//(Arma 3)

NOTE: The script or function executes in its own namespace, so in order to pass external global variable to the script you need to explicitly indicate namespace passed variable defined in. For example, while expression like myVar = "123"; defined elsewhere usually is treated as if myVar belongs to missionNamespace, inside onPauseScript you have to be explicit about it:

hint str myVar; //Undefined variable myVar error!
hint str (missionNamespace getVariable "myVar"); //123 

The above is also true if defining global variable inside onPauseScript for use elsewhere:

myVar2 = "345"; //incorrect!
missionNamespace setVariable ["myVar2", "345"]; //correct!
-wrong parameter ("Arma") defined!-1.00

saving

Toggle saving.
saving = 0; // disable saving

Default value: 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;

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 1st available role from mission template. When leaving such mission, player will go straight back to server browser.

skipLobby = 1; //enabled

Default value: 0



Server security

allowFunctionsLog

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

allowFunctionsRecompile

As a security measure, functions are by default protected against rewriting during the mission. This restriction does not apply in missions previewed from the editor and in missions with the following attribute in Description.ext

allowFunctionsRecompile = 1;

CfgRemoteExec

Define remoteExec restrictions.

class CfgRemoteExec
{
	// List of script functions allowed to be sent from client via remoteExec
	class Functions
	{
		// RemoteExec modes: 
		// 0-turned off
		// 1-turned on, taking whitelist into account
		// 2-turned on, ignoring whitelist (default, because of backward compatibility)
		mode = 2;
		// Ability to send jip messages: 0-disabled, 1-enabled (default)
		jip = 1;
		// your functions here
		class BIS_fnc_aFunction
		{
			allowedTargets = 0; // can target anyone (default)
			jip = 0;            // sending jip messages is disabled for this function
								// (overrides settings in the Functions class)
		};
		class YourFunctionOne { allowedTargets = 1; }; // can target only clients
		class YourFunctionTwo { allowedTargets = 2; }; // can target only the server
	};

	// List of script commands allowed to be sent from client via remoteExec
	class Commands
	{
		// your commands here
		class setDir
		{
			allowedTargets = 2;	// can target only the server
			jip = 0;			// sending jip is turned off
								// (overrides settings in the Commands class)
		};
	};
};

CfgRemoteExec, remoteExec, remoteExecCall

CfgRemoteExecCommands

Define commands available for remote execution with BIS_fnc_MP. See CfgRemoteExecCommands for more info.

class CfgRemoteExecCommands {}; //disable remote execution of all commands

CfgRemoteExecCommands

CfgDisabledCommands

Disables certain script commands. See CfgDisabledCommands for detailed info. CfgDisabledCommands



Tasks

taskManagement_markers2D

0: do not use new 2D markers (default), 1: replace task markers with new 2D markers
taskManagement_markers2D = 1;
Shared Objectives

taskManagement_markers3D

0: do not use new 3D markers (default), 1: replace task waypoints with new 3D markers
taskManagement_markers3D = 1;
Shared Objectives

taskManagement_propagate

0: do not propagate (default), 1: propagate shared tasks to subordinates
taskManagement_propagate = 1;
Shared Objectives

taskManagement_drawDist

3d marker draw distance in meters (default: 2000). within this range, unassigned tasks are drawn on screen.
taskManagement_drawDist = 2500;
Shared Objectives

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;
	};
};

Arma 3 Tasks Overhaul

CfgTaskDescriptions

Define Task titles and descriptions

class CfgTaskDescriptions
{
	class myTask1
	{
		title		= "myTaskTitle";
		description	= "myTaskDescription";
		marker		= "myTaskDestinationMarker";
	};
	class myTask2
	{
		title		= $STR_myTask2Title;
		description	= $STR_myTask2Description;
		marker		= $STR_myTask2Marker;
	};

}; Arma 3 Tasks Overhaul



Custom content definition

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:

"AutoTerminate" spawn {
	showCinemaBorder false;
	_dur = getNumber (missionConfigFile >> "CfgCameraEffects" >> "Array" >> _this >> "duration");
	_cam = "camera" camCreate (player modelToWorld [0, -100, 50]);
	_cam camSetTarget player; 
	_cam camSetRelPos [0, -0.1, 1.8]; 
	_cam camCommit _dur/2; 
	_cam cameraEffect [_this, "Back"];
	waitUntil {camCommitted _cam};
	camDestroy _cam;
};

CfgFunctions

Define functions for your mission. See Functions Library for detailed info.

Functions Library

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. Note: nameSound is only valid for Arma 3.

class CfgIdentities
{
	class MyLittleSoldier
	{
		name		= "Givens";
       nameSound	= "Givens"; // Arma 3 only!
		face		= "whiteHead_06";
		glasses		= "None";
		speaker		= "Male05ENG";
		pitch		= 1.1;
	};
};

Usage:

myUnit setIdentity "MyLittleSoldier"

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

CfgLeaflets

Define leaflets for your missions. See Arma 3 Leaflets for more information.

Functions Library

CfgMusic

Defines music you can play with playMusic.

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"

CfgNotifications

Define custom notifications to be shown with BIS_fnc_showNotification

class CfgNotifications
{
	class MyNotification
	{
		// NOTE: title, iconPicture, iconText and description are filled by BIS_fnc_showNotification arguments
		title = "";          // Title displayed as text on black background
		iconPicture = "";    // Small icon displayed in left part
		iconText = "";       // Short text displayed over the icon
		description = "";    // Brief description displayed as structured text
		color[] = {1,1,1,1}; // Icon and description color
		duration = 5;        // How many seconds will the notification be displayed
		priority = 0;        // Priority; higher number = more important
		difficulty[] = {};   // Required difficulty settings - all difficulty settings have to be enabled
	};
};

BIS_fnc_showNotification, Notification

CfgRadio

Defines radio sentences you can play with *Radio commands: customRadio, vehicleRadio, groupRadio, sideRadio, globalRadio

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";

CfgSFX

See CfgSFX for more information.

CfgSounds

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, distance
		sound[] = {"fx\wolf1.ogg", 1, 1, 100};
		// subtitle delay in seconds, subtitle text 
		titles[] = { 1, "*wolf growls*" };
	};
};

Use in missions:

playSound "wolf1";   // use the class name!
player say ["wolf1", 100];

See ToadLife tutorial for more informations.

NOTE: Since Arma 3 v1.49.131710 it is possible to define AddOn sounds in mission config. In order to make engine look for the sound in AddOn, the sound path must start with @ (instead of \) for example:

class CfgSounds
{
	sounds[] = {};
	class addonsound1
	{
		name		= "sound from addon";
		// start path to sound file in AddOn with @
		sound[]		= { "@a3\Ui_F_Curator\Data\Sound\CfgSound\visionMode", 0.8, 1, 100 };
		titles[]	= { 0, "" };
	};
};

The following will play Vision Mode change sound from AddOn:

playSound "addonsound1";
player say "addonsound1";
player say2D "addonsound1";
player say3D "addonsound1";

CfgUnitInsignia

Defines custom unit insignia (shoulder patches).

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 currently, reserved for future use
	};
};

Arma 3 Unit Insignia

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
	// [myUnit, "MyFirstTemplate"] call bis_fnc_unitHeadgear;
	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
	// [myUnit, "MySecondTemplate"] call bis_fnc_unitHeadgear;
	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
		};
	};
};

BIS_fnc_unitHeadgear

CfgVehicles

This class can only be used to create sound sources, since Arma 3 v1.69.141183

class CfgVehicles
{
	class MyOwlSound // class name to be used with createSoundSource
	{
		sound = "MyOwl"; // reference to CfgSFX class
	};
};

CfgSFX, createSoundSource

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", 1,
			"guerilla_02", 1
		};
		animationList[] =
		{
			"HideBumper1", 1, 
			"HideBumper2", 1
		};
	};
};

Vehicle_Customization (VhC)

rscTitles

Defines custom UI displays. To show such displays, use cutRsc or titleRsc.