Lou Montana/Sandbox – User
Template:toclimit | 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 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. |
Mission informations
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
- Requires a marker named:
- 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;
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
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" };
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
ReviveUnconsciousStateMode
ReviveUnconsciousStateMode = 0; // 0: basic, 1: advanced, 2: realistic
ReviveRequiredTrait
ReviveRequiredTrait = 0; // 0: none, 1: medic trait is required
ReviveRequiredItems
ReviveRequiredItems = 2; // 0: none, 1: medkit, 2: medkit or first aid kit
ReviveRequiredItemsFakConsumed
ReviveRequiredItemsFakConsumed = 1; // 0: first aid kit is not consumed upon revive, 1: first aid kit is consumed
ReviveMedicSpeedMultiplier
Speed multiplier for revive performed by medic
ReviveMedicSpeedMultiplier = 2;
reviveDelay
The time it takes to revive an incapacitated unit (default: 6 seconds). Having a Medikit will halve this time.
reviveDelay = 6;
reviveForceRespawnDelay
The time it takes for an incapacitated unit to force their respawn (default: 3 seconds).
reviveForceRespawnDelay = 3;
reviveBleedOutDelay
The time it takes for a unit to bleed out (default: 2 minutes).
reviveBleedOutDelay = 120;
Mission 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
Number of keys from the keys list needed for unlock a mission.
keysLimit = 2;
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;
In ArmA, defines if the NotePad is shown after the mission starts.
showNotePad = 0;
showPad
Defines if the NotePad is shown after the mission starts. Arma:CWC only.
showPad = 0;
showWatch
Defines if the watch is visible.
showWatch = 0;
showWatch, shownWatch, visibleWatch
showUAVFeed
Enables/Disables the UAV Feed. Default: 1.
showUAVFeed = 0;
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
Set magazines available to players during the briefing.
class Magazines { class 30Rnd_545x39_AK { count = 32; }; class PG7V { count = 6; }; class HandGrenade { count = 16; }; };
backpacks
Set backpacks available to players during the briefing.
class Backpacks { class US_Patrol_Pack_EP1 {count = 4;}; class US_Assault_Pack_EP1 {count = 4;}; };
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%
defValueParam%
textsParam%
params
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";
}; };
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"; }; };
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"};
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
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
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!
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
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; }; };
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; };
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
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 }; };
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 }; }; };
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 }; };
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 }; }; };
rscTitles
Defines custom UI displays. To show such displays, use cutRsc or titleRsc.