Description.ext
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 CfgVehicles, 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.
Attributes
Intro- duced in | Attribute | 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 MultiPlayer 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 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
respawn |
String or Number | Sets respawn type.
Can be one of:
|
respawnDelay, respawnVehicleDelay, respawnDialog
enableTeamSwitch |
Number | Enables or disables Team Switch functionality in MP when respawn type is 5 (SIDE). Default is 1.
enableTeamSwitch = 0; //Manual team switch disabled |
respawn
respawnButton |
Number | Enable or disable the respawn button in the menu for INSTANT and BASE respawn types. Default is 1 (enabled).
respawnButton = 0; |
respawn, respawnDialog
respawnDelay |
Number | Set respawn delay in seconds.
respawnDelay = 42; |
respawn, respawnVehicleDelay, respawnDialog
respawnVehicleDelay |
Number | Set vehicle respawn delay in seconds.
respawnVehicleDelay = 11; |
respawn, respawnDelay, respawnDialog
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
respawnOnStart |
Number | 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 |
Array | 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
ReviveMode |
Number | 0: disabled, 1: enabled, 2: controlled by player attributes
ReviveMode = 1; |
Revive
ReviveUnconsciousStateMode |
Number | 0: basic, 1: advanced, 2: realistic
ReviveUnconsciousStateMode = 0; |
Revive
ReviveRequiredTrait |
Number | 0: none, 1: medic trait is required
ReviveRequiredTrait = 0; |
Revive
ReviveRequiredItems |
Number | 0: none, 1: medkit, 2: medkit or first aid kit
ReviveRequiredItems = 2; |
Revive
ReviveRequiredItemsFakConsumed |
Number | 0: first aid kit is not consumed upon revive, 1: first aid kit is consumed
ReviveRequiredItemsFakConsumed = 1; |
Revive
ReviveMedicSpeedMultiplier |
Number | speed multiplier for revive performed by medic
ReviveMedicSpeedMultiplier = 2; |
Revive
reviveDelay |
Number | The time it takes to revive an incapacitated unit (default: 6 seconds). Having a Medikit will halve this time.
reviveDelay = 6; |
Revive
reviveForceRespawnDelay |
Number | The time it takes for an incapacitated unit to force their respawn (default: 3 seconds).
reviveForceRespawnDelay = 3; |
Revive
reviveBleedOutDelay |
Number | The time it takes for a unit to bleed out (default: 2 minutes).
reviveBleedOutDelay = 120; |
Revive
CfgCameraEffects |
Class | 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:
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, 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 tutorial) 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"; 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. 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; }; }; See Category:CfgIdentities for valid options for: face, glasses, speaker etc. |
setIdentity
CfgFunctions |
Class | Define functions for your mission. See Functions Library for detailed info. | Functions Library
CfgRemoteExecCommands |
Class | Define commands available for remote execution with BIS_fnc_MP. See CfgRemoteExecCommands for more info.
class CfgRemoteExecCommands {}; //disable remote execution of all commands |
CfgRemoteExecCommands
CfgUnitInsignia |
Class | Define 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
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
disabledAI |
Number | 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. 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 until 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; CfgDebriefing |
Class | Define custom mission endings or override the default endings (found under CfgDebriefing in the game's config file).
|
Debriefing
CfgDebriefingSections |
Class | Define custom sections to be displayed on the debriefing screen. Useful for custom scoring systems or displaying player achievements.
|
Debriefing
showHUD |
Number or Array | Enables/Disables the following IGUI elements:
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.
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 // HUD Squad Radar }; NOTE: adding new showHUD[] array param to description.ext will also disable scripted command showHUD entirely. |
showHUD, shownHUD
showGPS |
Number | 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
showCompass |
Number | Defines if the compass is visible.
showCompass = 0; |
showCompass, shownCompass, visibleCompass
showMap |
Number | Defines if the map is shown after the mission starts.
showMap = 0; |
showMap, shownMap
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; |
showPad, shownPad
showWatch |
Number | Defines if the watch is visible.
showWatch = 0; |
showWatch, shownWatch, visibleWatch
showUAVFeed |
Number | Enables/Disables the UAV Feed
showUAVFeed = 0; |
showUAVFeed, shownUAVFeed
showSquadRadar |
Number | Defines if the Squad Radar is visible.
showSquadRadar = 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. allowSubordinatesTakeWeapons |
Number | Allows subordinates (i.e., not leaders) to equip items defined in weapons, magazines and backpacks.
allowSubordinatesTakeWeapons= 1; 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 | See Arma 3 Mission Parameters
header |
Class | See Multiplayer Game Types
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[] = {channelID<number>, channelID<number>...}; // old syntax Example: disableChannels[] = {0,1,2}; disableChannels[] = {{channelID<number>, disableChat<bool>, disableVoice<bool>},{channelID<number>, disableChat<bool>, disableVoice<bool>},...}; // new syntax Example: disableChannels[]={{0,true,true},{1,true,false}...}; Channel number correspondence: enableItemsDropping |
Number | Disable dropping items while swimming. Introduced in BETA 1.60.93965.
enableItemsDropping = 0; 0 = Disable onPauseScript |
String or Array |
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! onCheat |
String | Executes custom statement when player enters GETALLGEAR cheat (see: GETALLGEAR).
onCheat = "hint str _this"; onLoadName |
String | String (usually mission name) shown during mission loading. The string is shown in a slightly larger font above the loadScreen. For example:
author="Varanon"; OnLoadName = "Point Insertion"; OnLoadMission = "A group of NATO soldiers is tasked with sabotaging a coastal defense."; loadScreen = "images\loadScreen.paa"; This produces the pictured result. The onLoadMission text is placed below the load screen and the header gameType determines the game time on top of the box. |
Loading Screens
author |
String | Author of the mission. The default loading screen shows this string below the onLoadName in a smaller font prefixed by "by ". | Loading Screens
overviewPicture |
String | 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. | Mission Overview
overviewText |
String | Text to be displayed below the overviewPicture on the mission selection screen when the mission is available to play. | Mission Overview
overviewTextLocked |
String | Text to be displayed below the overviewPicture on the mission selection screen when the mission is locked from play. | Mission Overview
joinUnassigned |
Number | By default a new player is not auto assigned a free playable slot in the mission lobby in Multiplayer. Set it to 0/false to make him auto assigned to the side with least players.
joinUnassigned = 0;//false; 0 = Disable skipLobby |
Number | 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 allowFunctionsLog |
Number | Allows functions to log to the RPT file. Set it to 1/true to allow RPT logging.
allowFunctionsLog = 1;//true 0 = Disable |
BIS_fnc_error
enableDebugConsole |
Number | Allows access to the Debug Console outside of the editor during normal gameplay.
enableDebugConsole = 2;//dangerous in MP 0 = Default behavior, available only in editor |
Mission_Editor:_Debug_Console
corpseManagerMode |
Number | Sets the mode for corpse removal manager.
corpseManagerMode = 0; 0 = None - None of the units are managed by the manager |
wreckManagerMode, addToRemainsCollector, isInRemainsCollector, removeFromRemainsCollector
corpseLimit |
Number | Corpse limit before which ( <= ) corpseRemovalMaxTime applies and after which ( > ) corpseRemovalMinTime applies (see below).
corpseLimit = 1; Default value: 15 |
wreckLimit
corpseRemovalMinTime |
Number | Remove all bodies that have been dead longer than corpseRemovalMinTime when corpseLimit is breached.
corpseRemovalMinTime = 60; //seconds Default value: 10 |
wreckRemovalMinTime
corpseRemovalMaxTime |
Number | 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 |
Number | Sets the mode for wreck removal manager.
wreckManagerMode = 0; 0 = None - None of the vehicles are managed by the manager |
corpseManagerMode, addToRemainsCollector, isInRemainsCollector, removeFromRemainsCollector
wreckLimit |
Number | Vehicle wreck limit before which ( <= ) wreckRemovalMaxTime applies and after which ( > ) wreckRemovalMinTime applies (see below).
wreckLimit = 1; Default value: 15 |
corpseLimit
wreckRemovalMinTime |
Number | Remove all wrecks that have existed longer than wreckRemovalMinTime when wreckLimit is breached.
wreckRemovalMinTime = 60; //seconds Default value: 10 |
corpseRemovalMinTime
wreckRemovalMaxTime |
Number | 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 |
Number | 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
forceRotorLibSimulation |
Number | Force enable or disable RotorLib.
forceRotorLibSimulation = 1; //force enable Default value: 0 - options based; 1 - force enable; 2 - force disable |
saving |
Number | Toggle saving.
saving = 0; // disable saving Default value: 1 |
respawnWeaponsWest |
Array of Strings | Set weapons which BLUFOR players will receive upon respawn. respawnMagazinesWest has to be defined as well.
respawnWeaponsWest[] = {"arifle_Katiba_GL_F"}; Default value: Nothing |
respawnMagazinesWest |
Array of Strings | Set magazineswhich BLUFOR players will receive upon respawn. respawnWeaponsWest has to be defined as well.
respawnMagazinesWest[] = {"30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green"}; Default value: Nothing |
respawnWeaponsEast |
Array of Strings | Set weapons which OPFOR players will receive upon respawn. respawnMagazinesEast has to be defined as well.
respawnWeaponsEast[] = {"arifle_Katiba_GL_F"}; Default value: Nothing |
respawnMagazinesEast |
Array of Strings | Set magazineswhich OPFOR players will receive upon respawn. respawnWeaponsEast has to be defined as well.
respawnMagazinesEast[] = {"30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green"}; Default value: Nothing |
respawnWeaponsGuer |
Array of Strings | Set weapons which Independent players will receive upon respawn. respawnMagazinesGuer has to be defined as well.
respawnWeaponsGuer[] = {"arifle_Katiba_GL_F"}; Default value: Nothing |
respawnMagazinesGuer |
Array of Strings | Set magazineswhich Independent players will receive upon respawn. respawnWeaponsGuer has to be defined as well.
respawnMagazinesGuer[] = {"30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green"}; Default value: Nothing |
respawnWeaponsCiv |
Array of Strings | Set weapons which Civilian players will receive upon respawn. respawnMagazinesCiv has to be defined as well.
respawnWeaponsCiv[] = {"arifle_Katiba_GL_F"}; Default value: Nothing |
respawnMagazinesCiv |
Array of Strings | Set magazineswhich Civilian players will receive upon respawn. respawnWeaponsCiv has to be defined as well.
respawnMagazinesCiv[] = {"30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green"}; Default value: Nothing |
taskManagement_markers2D |
Number | 0: do not use new 2D markers (default), 1: replace task markers with new 2D markers
taskManagement_markers2D = 1; |
Shared Objectives
taskManagement_markers3D |
Number | 0: do not use new 3D markers (default), 1: replace task waypoints with new 3D markers
taskManagement_markers3D = 1; |
Shared Objectives
taskManagement_propagate |
Number | 0: do not propagate (default), 1: propagate shared tasks to subordinates
taskManagement_propagate = 1; |
Shared Objectives
taskManagement_drawDist |
Number | 3d marker draw distance in meters (default: 2000). within this range, unassigned tasks are drawn on screen.
taskManagement_drawDist = 2500; |
Shared Objectives
disableRandomization |
Array | 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"}; |
CfgVehicleTemplates |
Class | 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)
CfgUnitTemplates |
Class | This class is used to create units templates. For now, this is only used with the function BIS_fnc_unitHeadgear
class CfgUnitTemplates { // Classic selectRandom // [cursorTarget, "MyFirstTemplate"] call bis_fnc_unitHeadgear; class MyFirstTemplate: Default { headgearList[] = { "H_Cap_blk","H_Cap_grn","H_Cap_oli","H_Cap_oli_hs","H_Cap_tan","H_Cap_blk_Raven" }; facewearList[] = { "G_Bandanna_beast","G_Bandanna_blk","G_Bandanna_khk","G_Bandanna_oli","G_Bandanna_shades" }; }; // the probabilities will be considered, weighted random // [cursorTarget, "MySecondTemplate"] call bis_fnc_unitHeadgear; class MySecondTemplate: Default { headgearList[] = { "H_Cap_blk",0.9,"H_Cap_grn",0.6,"H_Cap_oli",0.75,"H_Cap_oli_hs",0.55,"H_Cap_tan",0.9,"H_Cap_blk_Raven",0.75 }; facewearList[] = { "G_Bandanna_beast",0.5,"G_Bandanna_blk",0.5,"G_Bandanna_khk",0.5,"G_Bandanna_oli",0.5,"G_Bandanna_shades",0.5 }; }; }; |
BIS_fnc_unitHeadgear
showGroupIndicator |
Number | 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; |
CfgRemoteExec |
Class | 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 YourFunction1 { allowedTargets=0; // can target anyone (default) jip = 0; // sending jip messages is disabled for this function (overrides settings in the Functions class) }; class YourFunction2 { allowedTargets=1; }; // can target only clients class YourFunction3 { 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 YourCommand1 { allowedTargets=0; // can target anyone jip=0; // sending jip is turned off (overrides settings in the Commands class) }; }; }; |
CfgRemoteExec, remoteExec, remoteExecCall
allowFunctionsRecompile |
Number | 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; |
CfgTaskTypes |
Class | 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 Task Enhancements |
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