desc.ext

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Revision as of 01:25, 16 October 2011 by Mikero (talk | contribs) (→‎mission.ext: typos)
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basics

Mission Related File References

'Mission Related' files are

  • mission.sqm
  • desc.ext
  • any.sqX file call (execvm, loadfile, etc)
  • any.fsm (arma only)
  • any.bikb (arma only)

Ofp vs Arma

File references in have quite different target locations between the engines. As an example, by default, a campaign desc.ext will look in

~dtaext\sounds // ofp  and,
~dtaext        // arma


Files and Paths

No matter which way Bis swing the cat, now, or in the future, there are only four classes of file reference.

  • \HardPath\
  • \HardFile (no path, just a file)
  • SoftPath\
  • SoftFile

Innocently similar references will result in drastically different search paths for the file of interest.

SoftPath is my term to describe the opposite of \Absolute path references. It is not, a relative reference. With the sole exception of #includes, Bi have never been able to implement relative addressing for anything, including addons.

The following 'truth' was gleaned from an invaluable tool that saved days of hair pulling frustration:

http://technet.microsoft.com/en-us/sysinternals/bb896645

All honor and glory to Kju and Alef


As a general guide, the file search algorithm breaks down to the following, and in the following order:

  • mission\
  • campaign\Scripts\ or campaign\DtaExt\ if a campaign
  • exe\Scripts\ or exe\DtaExt\ if not a campaign
  • \PboPrefix (arma only)
  • exe\

Bis dont use *Scripts\ or *DtaExt\ in any Arma product and may have forgotten them.

sqX

sqX is the scripting language found in mission.sqm, *.sqs and *.sqf. A sqX script, regardless of source follows the following file pathing for missionspace (note that sqX encountered in addons behaves differently)

By convention only, sqX files are .sqs for exec calls and .sqf for execVM calls. (The actual extension is immaterial)

OFP

OFP only uses exec

  [] exec "\anything"
  • exe\anything
[] exec "fred\startmusic.sqs";
  • mission\fred
[] exec "startmusic.sqs";
  • mission\
  • campaign\Scripts (if campaign)
  • OFP\Scripts

ARMA

  [] exec(VM) "playsound.sqX";
  [] exec(VM) "fred\playsound.sqX";
  • mission\
  • exe\scripts\ OR campaign\scripts\
  • fred.pbo IF a SoftPath
  • exe\ IF a SoftFile
  [] execVM "\playsound.sqf";
  • exe\ ONLY
  [] execVM "\fred\playsound.sqf";
  • fred.pbo
  • exe\fred\

desc.ext

OFP

mission.ext

sound[] = {"Anything",1,1};

mission\Sound

sound[] = {"\Anything",1,1};

mission\

campaign.ext

sound[] = {"\Anything",1,1};

campaign\dtaext\Anything

sound[] = {"Anything",1,1};

campaign\dtaext\sound\Anything


ARMA

loadScreen="fred\piccie.paa";
loadScreen="piccie.paa";
  • mission\
  • campaign\dtaext\ AND arma\dtaext\
  • exe\ IF SoftFile
  • fred.pbo IF SoftPath
loadScreen="\fred\piccie.paa";
  • fred.pbo ONLY
loadScreen="\piccie.paa";
  • exe\ ONLY

bikb

bikb is just another hair pulling inconsistency. You can't specify softpaths or files, it results in a rpt error

Protocol bin\config.bin/RadioProtocol_EP1_EN/: Missing word fred\05bv01.ogg


speech[] = {"\fred\05bv01.ogg"};
speech[] = {"\05bv01.ogg"};

either reference searches in the following order

  • mission\
  • campaign\
  • fred.pbo (in the obvious case of a \hardpath)

just scream. it helps

earlier notes


  • DescriptionRoot is the location of the description.ext
  • This in turn becomes a CampaignRoot or a MissionRoot (see below)
  • A \hardpath or lack of one changes the search order.
    • A relative path first scans the DescriptionRoot. If not found, it scans \addons
DescriptionRoot\Relpath\to\file// is first scanned then
\RelPath\to\file
    • A \hardpath of the same name ONLY looks in \addons

The same algorithm applies to mission.sqm but not bikb (and probably not fsm)

DescriptionRoots

Two types of description.ext exist, and they operated differently.

missionroot

The desc.ext is located in the primary folder of a mission.sqm

Addressing rules as above.

campaignroot

The campaign root is defined as being the start of the campaign folder. It contains

desc.ext
missions\
scripts\ (optional)
DtaExt\  (optional)

Note that there is no mission.sqm

IF this campaign is, in fact, an addon (a config.cpp exists) additional folders and files may exist. They, don't have relevence to the addressing space of a campaign other than they will be accessed like any other \addon.


A campaignroot\desc.ext is 'special' in that the only useable locations are dtaext\ (and scripts\)

Scripts\

scripts\ are a global entity for mission.sqms. They aren't desc.ext related.

not tested: an exec/eval in desc.ext might? access this folder

the scripts\ folder is accessed by mission.sqm's as a last resort if relative addressing is used.

DtaExt

unlike MissionRoot, you cannot have a sounds\ child folder as such (or any other)

All references are implied DtaExt (sigh)

sounds[]=fred and sounds[]=\fred

mean DtaExt\fred

Not tested: \fred\... might be scanned by the engine

In fact, the DtaExt default is quite pointless. Inconsistent as ever, campaignroot's can't have the same structure as missions. but, there's no reason anymore why they shouldn't.

Bis have crippled the original default folders of DtaExt\sounds for sounds, and DtaExt\Music for music. They must be fully specified as

sounds[]=Sounds\whatever; (which actually means DtaExt\Sounds\....


This isn't a bad thing, but there wasn't a reason to keep the dtaext at all!!!!

There may or may not be other 'special' folders, 'my documents'\arma\username and other trifles. But you can't rely on it or them. they are likely to break or disappear at whim. mission scripts eg seem to have default access to ca\data\scripts. Fool it is, who rely on Bis to maintain that.

Bis themselves dont actually use dtaext (or scripts) in any of their campaigns. Probably because their mission makers either weren't aware of them, or could understand them.

But, from not making used of the global architecture, means common sound files (and common scripts) are bloated in each mission that uses one, for any official campaign.

other

class CfgRadio //straightfoward array of {filename,volume,pitch}
{
  sounds[]={};
  class Seq0{name="Seq0";  sound[]={"sound\09r06.wss", db-40, 1.0};	title=$STRM_09r06;  };
};
class CfgSFX
{
  sounds[]={hospoda2};
  class Hospoda2
  {
    name="Hospoda2";
    sounds[]={sound1};//<<<<<name of sound array
    sound1[]={"hospoda2.ogg", db-0,1, 1, 1, 1, 1};//who knows
    empty[]= {, , , , 1 , 5, 20};
  };
};

cfgSounds

one hell of a mess with titleS note the plural

ofp used semi colons between

titles[]={StartTime,Text}; titles[]=

class CfgSounds
{
  sounds[]={};
  class Seq1 {name="Seq1";  sound[]={"sound\09v07.ogg", db, 1.0};    titles[]={0,       $STRM_09v07};  };//standard

  class 11v01{name="11v01"; sound[]={"sound\11v01.ogg", db-05, 1.0}; titles[]={{0,0.4}, $STRM_11v01};  };
  class 11v04{name="11v04"; sound[]={"sound\11v04.ogg", db-05, 1.0}; titles[]={ 0,      $STRM_11v04,  {5.5,0.5}, $STRM_11v04a};    };
  class DX04v01
  {
    name="DX04v01";
    sound[]={"sound\DX04v01.ogg", db+60, 1.0};
    titlesfont="tahomaB24";
    titlessize=0.025;
  titles[]=
    {
      0, $STRD_DX04v01;
      10, $STRD_DX04v02;//show next text in 10 seconds
   // ofp will accept semi colon or ; for above
    };
  };


cfgENVsounds=

class CfgEnvSounds
{
  sounds[]={dest};
  class dest
  {
    name="dest";
    sound[]={"sound\dest.ogg", db, 1.0};
    soundNight[]={"sound\dest.ogg", db, 1.0};//<<<<
    titles[]={};
  };
};


Scripts

scripts are part of mission.sqm and \hardpaths to addons are valid. Therefore, all relative references in a mission.sqm (and their scripts) are relative to the mission.sqm, NOT the folder they are encountered in. (sigh)

expActiv="nul=[] execVM ""scripts\dialog.sqf""";

relative to mission.sqm

expActiv="nul=[] execVM ""\scripts\dialog.sqf""";

would refer to a (non existent) pboprefix 'scripts'

fowley kbAddTopic ["dialog", "scripts\dialog.bikb", ""];

again, relative to mission.sqm, even tho, this piece of text is in the 'scripts' folder.

Note that Campaign root scripts folder is implied if it cannot find file in the mission.

execvm thing.sqf // assumes it's in mission.sqm root, OR campaignroot\scripts execvm Scripts\thing.sqf // will look in mission.sqm\scripts or campaignRoot\scripts\scripts

previously, mission.sqm\scripts and ~\sound were also a default folders. but it looks like they broke it.

bikb

   speech[] = {"\sound\02v1.ogg"};

similar to mission.sqm's and desc.ext, if the file is not found in a genuine addon, it's looked for in missionRoot. However:

you CANNOT have relative refereces

   speech[] = {"sound\02v1.ogg"};


goes off to wander land.

Prior to hotfix patch in version 1.05, bikb couldn't access anything except addons


notes:

  • bikb is only a convention. you can have any extension.
  • the file cannot be binarised even tho it's classtext. This is marked to change at further engine revisions.