Debriefing – Arma 3

From Bohemia Interactive Community
Jump to navigation Jump to search
mNo edit summary
m (Some wiki formatting)
 
(12 intermediate revisions by 3 users not shown)
Line 1: Line 1:
[[Category:Arma_3:_Editing]]
{{TOC|side}}
{{arma3}} introduces new debriefing screen style. It completely replaces the old [[Briefing.html]] system which is no longer supported.


Arma 3 introduces new debriefing screen style. It completely replaces old [[Briefing.html]], which is no longer supported.
<gallery mode="packed-hover" heights="200px">
<gallery>
File:A3_closingShot.jpg|Closing Shot
File:A3_closingShot.jpg|Closing Shot
File:A3_debriefing.jpg|Debriefing - Summary
File:A3_debriefing.jpg|Debriefing - Summary
File:A3_debriefing_stats.jpg|Debriefing - Statistics
File:A3_debriefing_stats.jpg|Debriefing - Statistics
</gallery>
</gallery>


== Execution ==
== Execution ==
'''Mission debriefing''' is displayed automatically upon mission end, unless [[description.ext#debriefing|debriefing]] params is not set to 0 in ''[[Description.ext]]''.


In order to show '''closing shot''', you have to use [[BIS_fnc_endMission]] instead of calling scripting commands [[endMission]] / [[failMission]] directly:
'''Mission debriefing''' is displayed automatically upon mission end, unless the [[Description.ext#debriefing|debriefing]] entry is set to 0 in ''[[Description.ext]]''.
  "end1" call BIS_fnc_endMission;
 
In order to show a '''closing shot''', you have to use [[BIS_fnc_endMission]] / [[BIS_fnc_endMissionServer]] instead of calling scripting commands [[endMission]] / [[failMission]] directly:
<sqf>
// Singleplayer / client-side
"end1" call BIS_fnc_endMission;
</sqf>
<sqf>
// Multiplayer / server-side
["end1"] remoteExec ["BIS_fnc_endMission"]; // post {{arma3}} v1.50
  "end1" call BIS_fnc_endMissionServer; // pre  {{arma3}} v1.50
</sqf>
 


== Configuration ==
== Configuration ==
=== Debriefing / Closing Shot ===
 
=== Debriefing ===
 
'''config.cpp''' or '''description.ext''':
'''config.cpp''' or '''description.ext''':
class CfgDebriefing
<syntaxhighlight lang="cpp">
{
class CfgDebriefing
class End1
{
{
class End1
title = "Mission Completed";
{
subtitle = "";
title = "Mission Completed";
description = "You successfully rescued our forces and neutralized the spotters, despite being forced to retreat.";
subtitle = "";
pictureBackground = "";
description = "You successfully rescued our forces and neutralized the spotters, despite being forced to retreat.";
picture = "b_inf";
pictureBackground = "";
pictureColor[] = {0.0,0.3,0.6,1};
picture = "b_inf";
};
pictureColor[] = { 0.0, 0.3, 0.6, 1 };
};
};
};
</syntaxhighlight>


Most of the params are shared both by the closing shot and by debriefing screen, see a table below:
Most of the params are shared both by the closing shot and by debriefing screen, see a table below:


*'''title''': Ending main title. Default text (MISSION ACCOMPLISHED or MISSION FAILED, based on the ending type) is displayed when the param is missing.
* '''title''': Ending main title. Default text (MISSION ACCOMPLISHED or MISSION FAILED, based on the ending type) is displayed when the param is missing.
*'''subtitle''': Ending subtitle, further explaining the ending. Optional, no subtitle is displayed when the param is missing.
* '''subtitle''': Ending subtitle, further explaining the ending. Optional, no subtitle is displayed when the param is missing.
*'''description''': Detailed description of the ending. Not available in closing shot. Optional, no description is displayed when the param is missing.
* '''description''': Detailed description of the ending. Not available in closing shot. Optional, no description is displayed when the param is missing.
*'''pictureBackground''': 2:1 picture displayed in the background. When undefined, [[description.ext#loadScreen|loading screen]] is used instead (can be disabled by defining as empty string).
* '''pictureBackground''': 2:1 picture displayed in the background. When undefined, [[Description.ext#loadScreen|loading screen]] is used instead (can be disabled by defining as empty string).
*'''picture''': 1:1 icon, used mainly in multiplayer missions. Optional, no picture is displayed when the param is missing. Can be either link to a texture, or CfgMarkers class.
* '''picture''': 1:1 icon, used mainly in multiplayer missions. Optional, no picture is displayed when the param is missing. Can be either link to a texture, or CfgMarkers class.
*'''pictureColor''': Picture color. Optional, white is used when the param is missing.
* '''pictureColor''': Picture color. Optional, white is used when the param is missing.
 
=== Disabling ===


==== Disabling ====
In order to disable the debriefing completely, use following param:
In order to disable the debriefing completely, use following param:
debriefing = 0;
<syntaxhighlight lang="cpp">
debriefing = 0;
</syntaxhighlight>
Default value is 1 (enabled). Debriefing cannot be disabled in multiplayer.
Default value is 1 (enabled). Debriefing cannot be disabled in multiplayer.


==== Default Lose Debriefing ====
=== Default Lose Debriefing ===
 
In order to change the default loss debriefing (used when all players on one side have died in multiplayer, for example), you can override loser class:
In order to change the default loss debriefing (used when all players on one side have died in multiplayer, for example), you can override loser class:
class CfgDebriefing
 
{
<syntaxhighlight lang="cpp">
class loser
class CfgDebriefing
{
{
title = "You all died!";
class loser
subtitle = "";
{
description = "Everyone is dead.";
title = "You all died!";
pictureBackground = "";
subtitle = "";
picture = "KIA";
description = "Everyone is dead.";
pictureColor[] = {0.6,0.1,0.2,1};
pictureBackground = "";
};
picture = "KIA";
};
pictureColor[] = { 0.6, 0.1, 0.2, 1 };
};
};
</syntaxhighlight>


=== Custom Sections ===
=== Custom Sections ===
'''description.ext''':
'''description.ext''':
class CfgDebriefingSections
<syntaxhighlight lang="cpp">
{
class CfgDebriefingSections
class Loot
{
{
class Loot
title = "Collected weapons";
{
variable = "BIS_loot";
title = "Collected weapons";
};
variable = "BIS_loot";
};
};
};
</syntaxhighlight>
 
* '''title''': Section title displayed in horizontal listbox
* '''variable''': [[missionNamespace]] variable containing string to be shown. It will be parsed and displayed as [[Structured Text|structured text]]. When empty, section won't be visible at all.
 


*'''title''': Section title displayed in horizontal listbox
[[Category:Mission Editing]]
*'''variable''': [[missionNamespace]] variable containing string to be shown. It will be parsed and displayed as structured text. When empty, section won't be visible at all.

Latest revision as of 13:24, 26 March 2024

Arma 3 introduces new debriefing screen style. It completely replaces the old Briefing.html system which is no longer supported.


Execution

Mission debriefing is displayed automatically upon mission end, unless the debriefing entry is set to 0 in Description.ext.

In order to show a closing shot, you have to use BIS_fnc_endMission / BIS_fnc_endMissionServer instead of calling scripting commands endMission / failMission directly:

// Singleplayer / client-side "end1" call BIS_fnc_endMission;
// Multiplayer / server-side ["end1"] remoteExec ["BIS_fnc_endMission"]; // post Arma 3 v1.50 "end1" call BIS_fnc_endMissionServer; // pre Arma 3 v1.50


Configuration

Debriefing

config.cpp or description.ext:

class CfgDebriefing
{
	class End1
	{
		title = "Mission Completed";
		subtitle = "";
		description = "You successfully rescued our forces and neutralized the spotters, despite being forced to retreat.";
		pictureBackground = "";
		picture = "b_inf";
		pictureColor[] = { 0.0, 0.3, 0.6, 1 };
	};
};

Most of the params are shared both by the closing shot and by debriefing screen, see a table below:

  • title: Ending main title. Default text (MISSION ACCOMPLISHED or MISSION FAILED, based on the ending type) is displayed when the param is missing.
  • subtitle: Ending subtitle, further explaining the ending. Optional, no subtitle is displayed when the param is missing.
  • description: Detailed description of the ending. Not available in closing shot. Optional, no description is displayed when the param is missing.
  • pictureBackground: 2:1 picture displayed in the background. When undefined, loading screen is used instead (can be disabled by defining as empty string).
  • picture: 1:1 icon, used mainly in multiplayer missions. Optional, no picture is displayed when the param is missing. Can be either link to a texture, or CfgMarkers class.
  • pictureColor: Picture color. Optional, white is used when the param is missing.

Disabling

In order to disable the debriefing completely, use following param:

debriefing = 0;

Default value is 1 (enabled). Debriefing cannot be disabled in multiplayer.

Default Lose Debriefing

In order to change the default loss debriefing (used when all players on one side have died in multiplayer, for example), you can override loser class:

class CfgDebriefing
{
	class loser
	{
		title = "You all died!";
		subtitle = "";
		description = "Everyone is dead.";
		pictureBackground = "";
		picture = "KIA";
		pictureColor[] = { 0.6, 0.1, 0.2, 1 };
	};
};

Custom Sections

description.ext:

class CfgDebriefingSections
{
	class Loot
	{
		title = "Collected weapons";
		variable = "BIS_loot";
	};
};
  • title: Section title displayed in horizontal listbox
  • variable: missionNamespace variable containing string to be shown. It will be parsed and displayed as structured text. When empty, section won't be visible at all.