Description.ext
Description.ext is mission config placed in mission's root. Even while it retains Config.cpp structure, supported classes are limited and many like CfgVehicles won't work.
In OFP:Elite this file is required for MP missions. If this is not included -1 error is shown when selecting a mission and the mission won't load.
Params
Intro- duced in | Param name | Type | Description | See Also
onLoadMission |
String | Displays a message while the mission is loading. Note that a mission that takes very little time to load will only display the message for a short time. Care should be taken to see whether your message is readable in that timeframe.
onLoadMission = "YourMissionName"; The OnLoadMission option is used to present the mission name to the user. In MP this is the name you see when selecting a mission and also the name that is presented to the GameSpy browser. onLoadIntro |
String | Displays a message while the intro is loading.
onLoadIntro = "YourMessage" onLoadMissionTime |
Number | Define whether you will see the time and date displayed while the mission loads. 1 means visible, 0 hidden.
onLoadMissionTime = 1; onLoadIntroTime |
Number | Define whether you will see the time and date displayed while the intro loads. 1 means visible, 0 hidden.
onLoadIntroTime = 1; loadScreen |
String | You can define a picture to be shown while the mission is loaded.
The path is relative to the mission folder. loadScreen = "pictures\intro.paa"; cfgLoadingTexts |
Class | Define mission specific loading texts.
minScore |
Number | Set minimum score for your mission. Score is related to the star display in the debriefing screen. The score can be influenced during a missions progress by using the addRating command.
minScore = 0; Values have to follow this formula: minScore < avgScore < maxScore. Any other combinations can lead to game freeze upon mission end. |
avgScore, maxScore
avgScore |
Number | Set average score for your mission. Score is related to the star display in the debriefing screen. The score can be influenced during a missions progress by using the addRating command.
avgScore = 1800; Values have to follow this formula: minScore < avgScore < maxScore. Any other combinations can lead to game freeze upon mission end. |
minScore, maxScore
maxScore |
Number | Set minimum score for your mission. Score is related to the star display in the debriefing screen. The score can be influenced during a missions progress by using the addRating command.
maxScore = 75000; Values have to follow this formula: minScore < avgScore < maxScore. Any other combinations can lead to game freeze upon mission end. |
minScore, avgScore
respawn |
String or Number | Sets respawn type.
Can be one of:
|
respawnDelay, respawnVehicleDelay, respawnVehicleDialog
respawnDelay |
Number | Set respawn delay in seconds.
respawnDelay = 42; |
respawn, respawnVehicleDelay, respawnVehicleDialog
respawnVehicleDelay |
Number | Set vehicle respawn delay in seconds.
respawnVehicleDelay = 11; |
respawn, respawnDelay, respawnVehicleDialog
respawnDialog |
Number | Show the scoreboard and respawn countdown timer for a player if he is killed with respawnType 3. Default is 1 (true).
respawnDialog = 0; |
respawn, respawnDelay, respawnVehicleDelay
cfgSounds |
Class | General sounds that can be used for dialog, voiceovers in the briefing etc.
class CfgSounds { sounds[] = {}; class wolf1 { // how the sound is referred to in the editor (e.g. trigger effects) name = "my_wolf_sound"; // filename, volume, pitch sound[] = {"fx\wolf1.ogg", 1, 1}; titles[] = {}; }; }; Use in missions: playSound "wolf1"; // use the class name! player say ["wolf1", 100]; (see tutorial) cfgRadio |
Class | Radio sentences
class CfgRadio { sounds[] = {}; class RadioMsg1 { name = ""; sound[] = {"\sound\filename1.ogg", db-100, 1.0}; title = "I am ready for your orders."; }; class RadioMsg2 { name = ""; sound[] = {"\sound\filename2", db-100, 1.0}; // .wss implied title = {$STR_RADIO_2}; }; }; Note that the location of the sound file is relative to the mission. Use in missions: unit sideRadio RadioMsg2 cfgMusic |
Class |
class CfgMusic { tracks[]={}; Name can be left blank as in the examples above. Only specify a name if you wish to access these sounds via the environment options of a trigger. Title is the text string that will be displayed on the screen when the sound file is played. See also Stringtable.csv Use in missions: playMusic "MarsIntro" cfgIdentities |
Class | Define the identities of individual units, you can specify the face, type of glasses worn, voice, tone of voice and name of an identity. You then give a specific unit this identity by using the command setIdentity in the mission.
class CfgIdentities { class John_Doe { name="John Bartholemew Doe"; face="Face20"; glasses="None"; speaker="Dan"; pitch=1.1; }; }; See Category:CfgIdentities for valid options for: face, glasses, speaker etc. keys |
Array | List of keys (needed for keysLimit)
keys[] = {"key1","key2","key3"}; Note that unlike other 'text' items $STR_ variables (in the stringtable.csv for the mission) cannot be used |
keysLimit, doneKeys
keysLimit |
Number | Number of keys from the keys list needed for unlock a mission.
keysLimit[] = 2; |
keys, doneKeys
doneKeys |
Array | Name of key(s) needed for mark a mission in SP missions list as completed.
doneKeys[] = {"key4"}; Note that unlike other 'text' items $STR_ variables (in the stringtable.csv for the mission) cannot be used Keys can be activated using activateKey and checked by isKeyActive. |
keys, keysLimit
disableAI |
Number | When 1, removes all playable units which do not have a human player. (MP)
disabledAI = 1; Disabling all the AI units will prevent JIP into playable units. aiKills |
Number | Enables scorelist for AI players
aiKills = 1; briefing |
Number | Skip briefing screen for SP missions. If no briefing.html is present, it is skipped anyway.
briefing = 0; Briefing will still be displayed untill all clients are connected and done loading. debriefing |
Number | Defines if the debriefing is shown or not at the end of the mission.
debriefing = 0; showGPS |
Number | Enables/Disables the GPS
ShowGPS = 0; In ArmA 1.04 toggle this option to disable the mini map attached to the GPS. showCompass |
Number | Defines if the compass is visible.
showCompass = 0; showMap |
Number | Defines if the map is shown after the mission starts.
showMap = 0; showNotePad |
Number | In ArmA, defines if the NotePad is shown after the mission starts.
showNotePad = 0; showPad |
Number | Defines if the NotePad is shown after the mission starts. (Not in ArmA)
showPad = 0; showWatch |
Number | Defines if the watch is visible.
showWatch = 0; scriptedPlayer |
Number | When scripted player is enabled, game no longer shows "No player select" error message upon mission start when no player unit is present.
scriptedPlayer = 1; rscTitles |
Class | Defines custom UI displays.
To show such displays, use cutRsc or titleRsc. weapons |
Class | Set weapons available to players during the briefing.
class Weapons { class AK74 {count = 8;}; class RPG7V {count = 2;}; class Binocular {count = 2;}; }; |
magazines, backpacks
magazines |
Class | Set magazines available to players during the briefing.
class Magazines { class 30Rnd_545x39_AK {count = 32;}; class PG7V {count = 6;}; class HandGrenade {count = 16;}; }; |
weapons, backpacks
backpacks |
Class | Set backpacks 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 |
Number | Allows equipment transferred from one campaign mission to the next to be available during the briefing in the gear menu.
weaponPool = 1; See also Command Group: Weapon Pool. titleParam% |
String | titleParam1 and titleParam2 (% in title is replaced either by 1 or 2) are multiplayer options. These options are seen in the lobby of a multiplayer game. These options can be useful for setting time limits and score limits in such games as Capture the Flag and Death Matches. Other popular uses include accelerate time, setting the mission difficulty or switching the intro on/off.
In the mission param1 and param2 have the values of the chosen options. Many people will assign a variable in the init.sqs file to param1 for simplicity, an example of this would be to assign variable timelimit = param1. titleParam1 = "Time limit:"; valuesParam1[] = {0, 300, 600, 900}; defValueParam1 = 900; textsParam1[] = {"Unlimited", "5 min", "10 min", "15 min"}; titleParam2 = "Score to win:"; valuesParam2[] = {10000, 5, 7, 10, 15, 20, 25, 30}; defValueParam2 = 5; textsParam2[] = {"Unlimited", 5, 7, 10, 15, 20, 25, 30}; valuesParam% |
Array | See titleParam% | titleParam%
defValueParam% |
Number | See titleParam% | titleParam%
textsParam% |
Array | See titleParam% | titleParam%
params |
Class | Advanced multiplayer mission params, replacing obsolete titleParam%. The array of parameters can be accessed via paramsArray (Array, paramsArray select 0, etc.)
|
titleParam%
header |
Class | The purpose of this class definition is to signal the engine the gameType which is displayed in the MP game browser. This can assist other players for finding particular missions using the filters.
class Header { gameType = COOP; //game type minPlayers = 1; //min # of players the mission supports maxPlayers = 10; //max # of players the mission supports playerCountMultipleOf = 1; //OFP:Elite option. };
In OFP:Elite this file is required for MP missions. If this is not included -1 error is shown when selecting a mission and the mission won't load. Since Arma if this class is missing the mission will still load with an error in the RPT file and the mission type will be considered Unknown. disableChannels |
Array | Disable global, side, command and system chat. MOTD and admin say have exception and will show in global. Introduced in BETA 1.60.93398.
disableChannels[]={0,1,2,6}; 0 = Global |
enableItemsDropping |
Number | Disable dropping items while swimming. Introduced in BETA 1.60.93965.
enableItemsDropping = 0; 0 = Disable |
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