Campaign Description.ext: Difference between revisions

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<div style="float: right; margin: 0 0 1em 1em;">__TOC__</div>
{{SideTOC}}
{{note|this page is about '''Campaign Description.ext'''. For the mission version, please go to [[Description.ext]].}}


== Description ==
== Description ==
A campaign description.ext is the entry point to load campaign informations. It must '''not''' be confused with mission [[Description.ext]].
A campaign description.ext is the entry point to load campaign information; the campaign title, author and overview picture, the missions tree, everything displayed from the Campaigns screen is defined in it.
The campaign title, author and overview picture, the missions tree, everything displayed from the Campaigns screen will be loaded from it.


It must be well written to ensure a good campaign experience, as the flow of missions is defined in this file (aka which mission should be played on which ending).
It must be well written to ensure a good campaign experience, as the flow of missions is defined in this file (aka which mission should be played on which ending).
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{{Important|A wrongly formatted Campaign Description.ext can crash your game!}}
{{Important|A wrongly formatted Campaign Description.ext can crash your game!}}


{{Informative|This page is about '''Campaign Description.ext'''. For the campaign version, please go to [[Campaign Description.ext|Description.ext]].}}


== Directory structure ==
 
== Campaign directory structure ==
A campaign structure is the following:
A campaign structure is the following:
  myCampaignMainDirectory
  myCampaignDirectory
  myCampaignMainDirectory\description.ext
  myCampaignDirectory\description.ext
  myCampaignMainDirectory\mission'''s'''
  myCampaignDirectory\mission'''s'''
  myCampaignMainDirectory\mission'''s'''\mission01.VR
  myCampaignDirectory\mission'''s'''\mission01.VR
  myCampaignMainDirectory\mission'''s'''\mission02.VR
  myCampaignDirectory\mission'''s'''\mission02.VR
  (…)
  (…)


Other files may appear at the root of myCampaignMainDirectory for sharing resources between missions, or storing the campaign overview image for example.
Other files may appear at the root of myCampaignDirectory for sharing resources between missions, or storing the campaign overview image for example.
No files should appear in myCampaignMainDirectory\mission'''s''' , only mission directories
No files should appear in myCampaignDirectory\mission'''s''' , only mission directories
Mission names don't matter nor impact the missions flow. ''Zmission.VR'' will not load after ''Amission.VR'' for example. The order is, again, defined in description.ext.
Mission names don't matter nor impact the missions flow. ''Zmission.VR'' will not load after ''Amission.VR'' for example. The order is, again, defined in description.ext.


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=== Campaign ===
=== Campaign ===
This is the main class for missions flow definition. It is defined as follows:
This is the main class for missions flow definition. It is defined as follows:
class Campaign {{codecomment|// this is a reference class and the name '''cannot''' be customised}}
<syntaxhighlight lang="cpp">class Campaign // this is a reference class, the name cannot be customised
{
{
'''firstBattle = Chapter1;''' {{codecomment|// which chapter should be loaded first. '''MUST''' be declared!}}
firstBattle = Chapter1; // which chapter should be loaded first. MUST be declared!
 
name = "my great campaign"; {{codecomment|// before Arma 3}}
name = "my great campaign"; // before Arma 3
briefingName = "my Arma 3 campaign"; {{codecomment|// since Arma 3 - if undefined, an error popup will appear}}
briefingName = "my Arma 3 campaign"; // since Arma 3 - if undefined, an error popup will appear
author = "Username"; {{codecomment|// since Arma 3 - if undefined, "by unknown community author" will replace author's name}}
author = "Username"; // since Arma 3 - if undefined, "by unknown community author" will replace author's name
overviewPicture = "overview.paa";
overviewPicture = "overview.paa";
overviewText = $STR_A3_StageAOverview;
overviewText = $STR_A3_StageAOverview;
disableMP = 1; {{codecomment|// since Arma 2 - if set to 1, forces the campaign as SinglePlayer}}
disableMP = 1; // since Arma 2 - if set to 1, forces the campaign as SinglePlayer
enableHub = 1; {{codecomment|// TBD - has to do with coming back to a "base"}}
enableHub = 1; // TBD - has to do with coming back to a "base"
(…)
(…)
};
};</syntaxhighlight>




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A chapter is defined inside [[#Campaign|Campaign]] block.
A chapter is defined inside [[#Campaign|Campaign]] block.
Multiple chapters can exist inside Campaign block. A chapter is defined as follows:
Multiple chapters can exist inside Campaign block. A chapter is defined as follows:
class Chapter1 {{codecomment|// name can be customised here - it will be used as reference, in firstBattle for example}}
<syntaxhighlight lang="cpp">class Chapter1 // name can be customised here - it will be used as reference, in firstBattle for example
{
{
'''firstMission = Mission1;''' {{codecomment|// which mission should be loaded first. '''MUST''' be declared!}}
firstMission = Mission1; // which mission should be loaded first. MUST be declared!
name = "My first chapter"; {{codecomment|// chapter name. Has no in-game impact}}
name = "My first chapter"; // chapter name. Has no in-game impact
cutscene = Chapter1Cutscene.VR; {{codecomment|// '''missions''' sub-directory. A cutscene is of course optional but the parameter '''MUST''' be declared ''(cutscene {{=}} ;)''}}
cutscene = Chapter1Cutscene.VR; // in the *missions* sub-directory. A cutscene is of course optional but the parameter MUST be declared (cutscene = ;)
end1 = ;
end1 = ;
(…)
(…)
};
};</syntaxhighlight>


There can be multiple chapters in a campaign, but this is optional. Campaign missions can very well be contained within a single chapter.
There can be multiple chapters in a campaign, but this is optional. Campaign missions can very well be contained within a single chapter.
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A mission is defined inside [[#Chapters|a chapter]] and must target one of the '''missions''' sub-directories.
A mission is defined inside [[#Chapters|a chapter]] and must target one of the '''missions''' sub-directories.
Multiple missions can be inside a chapter. A Chapter is defined as follows:
Multiple missions can be inside a chapter. A Chapter is defined as follows:
class myMission1 {{codecomment|// name, such as chapter one, can be customised}}
<syntaxhighlight lang="cpp">class myMission1 // name, such as chapter one, can be customised
{
{
end1 = myMission2;
end1 = myMission2;
end2 = myMission3a;
end2 = myMission3a;
end3 = myMission3b;
end3 = myMission3b;
end4 = myMission2;
end4 = myMission2;
end5 = ;
end5 = ;
end6 = ;
end6 = ;
lost = myMission1;
lost = myMission1;
 
template = myMissionDirectory.VR; {{codecomment|// '''missions''' sub-directory}}
template = myMissionDirectory.VR; // in the *missions* sub-directory
};
};</syntaxhighlight>


{{note|Mission directories that are not declared anywhere in description.ext (as mission or cutscene) are simply ignored.}}
{{note|Mission directories that are not declared anywhere in description.ext (such as mission or cutscene) are simply ignored.}}


<div><div style="float: left; margin-right: 0.5em;">{{GVI|ofp|1.00}}</div>
<div><div style="float: left; margin-right: 0.5em;">{{GVI|ofp|1.00}}</div>
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===== end1-6, lost =====
===== end1-6, lost =====
</div>
</div>
These ''end%'' and ''lost'' parameters are used to define which mission is next. An empty ending ({{Inline code|end1 = ;}}) will end the current chapter.
These ''end%'' and ''lost'' parameters are used to define which mission is next. An empty ending ({{Inline code|end1 {{=}} ;}}) will end the current chapter.
{{note|''end1-6'' and ''lost'' are '''optional''' in Arma 3.
{{Feature Arma3|
Since custom ending names can be used in Arma 3 now ({{Inline code|"myCustomEnd" call [[BIS_fnc_endMission]]}} for example)
''end1-6'' and ''lost'' are '''optional''' in Arma 3.
you can use your own custom name here (e.g {{Inline code|myCustomEnd = nextMission;}})}}
Since custom ending names can be used in Arma 3 now ({{Inline code|"myCustomEnd" [[call]] [[BIS_fnc_endMission]]}} for example)
you can use your own custom name here (e.g {{Inline code|myCustomEnd {{=}} nextMission;}})}}


<div><div style="float: left; margin-right: 0.5em;">{{GVI|arma3|1.00}}</div>
<div><div style="float: left; margin-right: 0.5em;">{{GVI|arma3|1.00}}</div>
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</div>
</div>
''Allow mission to repeat?''
''Allow mission to repeat?''
  repeat = 1; {{codecomment|// 0: disabled - 1: enabled. Default: 0
  repeat = 1; {{codecomment|// 0: disabled - 1: enabled. Default: 0}}


<div><div style="float: left; margin-right: 0.5em;">{{GVI|arma3|1.00}}</div>
<div><div style="float: left; margin-right: 0.5em;">{{GVI|arma3|1.00}}</div>
Line 127: Line 128:


== Root parameters ==
== Root parameters ==
{{Important|
{{Important|Additional root parameters must be placed '''outside''' the [[#Campaign|Campaign class]] to be effective!}}
Additional root parameters must be placed '''outside''' the [[#Campaign|Campaign]] class to be effective!}}


<div><div style="float: left; margin-right: 0.5em;">{{GVI|arma3|1.00}}</div>
<div><div style="float: left; margin-right: 0.5em;">{{GVI|arma3|1.00}}</div>
Line 151: Line 151:


== Full example ==
== Full example ==
{{codecomment|/*
<syntaxhighlight lang="cpp">/*
'''MissionDefault''', '''NoEndings''' etc. are arbitrary class names. '''MissionDefault''' is Bohemia standard name for missions parent class.
"MissionDefault", "NoEndings" etc. are arbitrary class names. MissionDefault is Bohemia standard name for missions parent class.
Left to itself, simply inheriting the mission default means you will exit the game at the end of mission/chapter (and will be done on last(s) mission(s).
Left to itself, simply inheriting the mission default means you will exit the game at the end of mission/chapter (and will be done on last(s) mission(s).
'''An end that is used but not defined (e.g "end6") will crash the game.'''
 
*/}}
An end that is used but not defined (e.g "end6") WILL crash the game.
class NoEndings
*/
{
class NoEndings
end1 = ;
{
end2 = ;
end1 = ;
end3 = ;
end2 = ;
end4 = ;
end3 = ;
end5 = ;
end4 = ;
end6 = ;
end5 = ;
lost = ;
end6 = ;
};
lost = ;
};
class MissionDefault : NoEndings
 
{  
class MissionDefault : NoEndings
lives = -1; {{codecomment|// this sets your "lives" to none - old OFP setting where you would lose a "life" every time you retried the mission, never used}}
{
noAward =  1; {{codecomment|// TBD}}
lives = -1; // this sets your "lives" to none - old OFP setting where you would lose a "life" every time you retried the mission, never used
cutscene = ;  {{codecomment|// mandatory definition}}
noAward =  1; // TBD
};
cutscene = ;  // mandatory definition
};
{{codecomment|// additional parameters go here}}
 
weaponPool = 1;
// additional parameters go here
weaponPool = 1;
class Campaign
 
{
class Campaign
  name = "My Great Campaign"; {{codecomment|// before Arma 3}}
{
  briefingName = "My Great Campaign"; {{codecomment|// since Arma 3}}
name = "My Great Campaign"; // before Arma 3
author = "John Doe";
briefingName = "My Great Campaign"; // since Arma 3
overviewText = "You are a soldier on an island. Try killing the enemies and not dying to survive.";
author = "John Doe";
overviewText = "You are a soldier on an island. Try killing the enemies and not dying to survive.";
firstBattle = Chapter1;
 
disableMP = 0; {{codecomment|// this campaign is multiplayer-compatible}}
firstBattle = Chapter1;
disableMP = 0; // this campaign is multiplayer-compatible
class Chapter1 : NoEndings
 
{
class Chapter1 : NoEndings
firstMission = Chapter1_Mission1;
{
end1 = Chapter2; {{codecomment|// other endings are defined by inheritance from NoEndings}}
firstMission = Chapter1_Mission1;
end1 = Chapter2; // other endings are defined by inheritance from NoEndings
class Chapter1_Mission1 : MissionDefault
 
{
class Chapter1_Mission1 : MissionDefault
end1 = Chapter1_Mission2; {{codecomment|// other endings are defined by inheritance from MissionDefault, inheriting from NoEndings}}
{
end2 = ; {{codecomment|// end2 will end Chapter 1, therefore going to Chapter 2}}
end1 = Chapter1_Mission2; // other endings are defined by inheritance from MissionDefault, inheriting from NoEndings
template = C1M1.VR;
end2 = ; // end2 will end Chapter 1, therefore going to Chapter 2
};
template = C1M1.VR;
class Chapter1_Mission2 : MissionDefault
};
{
class Chapter1_Mission2 : MissionDefault
end1 = ; {{codecomment|// not defining the ending will use the Chapter ending corresponding to end1: ''Chapter2'' here}}
{
end1 = ; // not defining the ending will use the Chapter ending corresponding to end1: Chapter2 here
template = C1M2.VR;
template = C1M2.VR;
};
};
};
};
 
class Chapter2 : NoEndings
class Chapter2 : NoEndings
{
{
firstMission = Chapter2_Mission1;
firstMission = Chapter2_Mission1;
end1 = LastChapter;
end1 = LastChapter;
 
{{codecomment|// this mission is named Chapter2_Mission1 for clarity purpose,
// this mission is named Chapter2_Mission1 for clarity purpose,
// but both Chapter1_Mission1 and Chapter2_Mission1 could have been named Mission1 as game engine respects Chapter hierarchy.
// but both Chapter1_Mission1 and Chapter2_Mission1 could have been named Mission1 as game engine respects Chapter hierarchy.
// do not, however, name two missions the same '''in the same chapter'''}}
// do not, however, name two missions the same -in the same chapter-
class Chapter2_Mission1 : MissionDefault
class Chapter2_Mission1 : MissionDefault
{
{
end1 = ; {{codecomment|// not defining the ending will use the Chapter ending corresponding to end1: ''LastChapter'' here}}
end1 = ; // not defining the ending will use the Chapter ending corresponding to end1: LastChapter here
template = C2M1.VR;
template = C2M1.VR;
};
};
};
};
 
class LastChapter : NoEndings
class LastChapter : NoEndings
{
{
firstMission = Chapter3_Mission1;
firstMission = Chapter3_Mission1;
// no endings provided: because of NoEndings inheritence this is the same as writing
{{codecomment|// no endings provided: because of NoEndings inheritence this is the same as writing
// end1 = ;
// end1 {{=}} ;
// end2 = ;
// end2 {{=}} ;
// end3 = ;
// end3 {{=}} ;
// end4 = ;
// end4 {{=}} ;
// end5 = ;
// end5 {{=}} ;
// end6 = ;
// end6 {{=}} ;
// lost = ;
// lost {{=}} ;}}
class Chapter3_Mission1
class Chapter3_Mission1
{
{
// not defining the ending will use the Chapter ending corresponding to end1: NOTHING here, closing the campaign
{{codecomment|// not defining the ending will use the Chapter ending corresponding to end1: '''NOTHING''' here, closing the campaign}}
template = C3M1.VR;
template = C3M1.VR;
};
};
};
};
};</syntaxhighlight>
};





Revision as of 21:55, 31 December 2018

Template:SideTOC

Description

A campaign description.ext is the entry point to load campaign information; the campaign title, author and overview picture, the missions tree, everything displayed from the Campaigns screen is defined in it.

It must be well written to ensure a good campaign experience, as the flow of missions is defined in this file (aka which mission should be played on which ending). This config file can be accessed through campaignConfigFile.

A campaign file (myCampaign.pbo) should need no other file to work (beside base game files and required mods)!

A wrongly formatted Campaign Description.ext can crash your game!
This page is about Campaign Description.ext. For the campaign version, please go to Description.ext.


Campaign directory structure

A campaign structure is the following:

myCampaignDirectory
myCampaignDirectory\description.ext
myCampaignDirectory\missions
myCampaignDirectory\missions\mission01.VR
myCampaignDirectory\missions\mission02.VR
(…)

Other files may appear at the root of myCampaignDirectory for sharing resources between missions, or storing the campaign overview image for example. No files should appear in myCampaignDirectory\missions , only mission directories Mission names don't matter nor impact the missions flow. Zmission.VR will not load after Amission.VR for example. The order is, again, defined in description.ext.

Template:note

Missions flow

Missions flow structure is defined as follows:

  • The parent class is Campaign, nothing else.
  • Campaign is filled with chapters
  • Chapters are filled with missions and defined endings
  • Missions are filled with endings.
Campaign class cannot contain mission classes directly!

A campaign contains one to many chapters, and must define a parameter named firstBattle pointing to its first chapter. A chapter contains one to many missions, and must define a parameter named firstMission pointing to its first mission. A mission must define its endings. A mission with an empty defined ending will follow its chapter ending.


Campaign

This is the main class for missions flow definition. It is defined as follows:

class Campaign // this is a reference class, the name cannot be customised
{
	firstBattle	= Chapter1;						// which chapter should be loaded first. MUST be declared!

	name			= "my great campaign";		// before Arma 3
	briefingName	= "my Arma 3 campaign";		// since Arma 3 - if undefined, an error popup will appear
	author			= "Username";				// since Arma 3 - if undefined, "by unknown community author" will replace author's name
	overviewPicture	= "overview.paa";
	overviewText	= $STR_A3_StageAOverview;
	disableMP		= 1;						// since Arma 2 - if set to 1, forces the campaign as SinglePlayer
	enableHub		= 1;						// TBD - has to do with coming back to a "base"
	()
};


Chapters

A chapter is defined inside Campaign block. Multiple chapters can exist inside Campaign block. A chapter is defined as follows:

class Chapter1 // name can be customised here - it will be used as reference, in firstBattle for example
{
	firstMission	= Mission1;				// which mission should be loaded first. MUST be declared!
	name			= "My first chapter";	// chapter name. Has no in-game impact
	cutscene		= Chapter1Cutscene.VR;	// in the *missions* sub-directory. A cutscene is of course optional but the parameter MUST be declared (cutscene = ;)
	end1			= ;
	()
};

There can be multiple chapters in a campaign, but this is optional. Campaign missions can very well be contained within a single chapter. Chapters are used for campaign organisation as well as adding some transition cutscenes.


Missions

A mission is defined inside a chapter and must target one of the missions sub-directories. Multiple missions can be inside a chapter. A Chapter is defined as follows:

class myMission1 // name, such as chapter one, can be customised
{
	end1 = myMission2;
	end2 = myMission3a;
	end3 = myMission3b;
	end4 = myMission2;
	end5 = ;
	end6 = ;
	lost = myMission1;

	template = myMissionDirectory.VR; // in the *missions* sub-directory
};

Template:note

cutscene

Define a cutscene mission directory that will be played before the mission. The cutscene won't appear in missions list in the campaign screen.

end1-6, lost

These end% and lost parameters are used to define which mission is next. An empty ending (end1 = ;) will end the current chapter. Template:Feature Arma3

endDefault

Fallback value in case an undefined ending is used, avoiding the game to crash.

endDefault = ; // valid
repeat

Allow mission to repeat?

repeat = 1; // 0: disabled - 1: enabled. Default: 0
isHub

Define a mission to be hub. May have to do with CfgHubs.

isHub = 1; // 0: disabled - 1: enabled. Default: 0


Root parameters

Additional root parameters must be placed outside the Campaign class to be effective!

directory

Define the campaign directory, used when campaign is part of an addon.

directory = "A3\Missions_F_EPA\Campaign";

filterGroup

Usage unknown.

filterGroup = 3;

weaponPool

A campaign automatically enables weapon pool. This parameter allows equipment transferred from one campaign mission to the next to be available during the briefing in the gear menu.

weaponPool = 1; // 0: disabled - 1: enabled. Default: 0


Full example

/*
	"MissionDefault", "NoEndings" etc. are arbitrary class names. MissionDefault is Bohemia standard name for missions parent class.
	Left to itself, simply inheriting the mission default means you will exit the game at the end of mission/chapter (and will be done on last(s) mission(s).

	An end that is used but not defined (e.g "end6") WILL crash the game.
*/
class NoEndings
{
	end1 = ;
	end2 = ;
	end3 = ;
	end4 = ;
	end5 = ;
	end6 = ;
	lost = ;
};

class MissionDefault : NoEndings
{
	lives		= -1; // this sets your "lives" to none - old OFP setting where you would lose a "life" every time you retried the mission, never used
	noAward		=  1; // TBD
	cutscene	= ;   // mandatory definition
};

// additional parameters go here
weaponPool		= 1;

class Campaign
{
	name			= "My Great Campaign";	// before Arma 3
	briefingName	= "My Great Campaign";	// since Arma 3
	author			= "John Doe";
	overviewText	= "You are a soldier on an island. Try killing the enemies and not dying to survive.";

	firstBattle	= Chapter1;
	disableMP	= 0; // this campaign is multiplayer-compatible

	class Chapter1 : NoEndings
	{
		firstMission = Chapter1_Mission1;
		end1 = Chapter2; // other endings are defined by inheritance from NoEndings

		class Chapter1_Mission1 : MissionDefault
		{
			end1 = Chapter1_Mission2;	// other endings are defined by inheritance from MissionDefault, inheriting from NoEndings
			end2 = ;					// end2 will end Chapter 1, therefore going to Chapter 2
			template = C1M1.VR;
		};
		class Chapter1_Mission2 : MissionDefault
		{
			end1 = ; // not defining the ending will use the Chapter ending corresponding to end1: Chapter2 here
			template = C1M2.VR;
		};
	};

	class Chapter2 : NoEndings
	{
		firstMission = Chapter2_Mission1;
		end1 = LastChapter;

		// this mission is named Chapter2_Mission1 for clarity purpose,
		// but both Chapter1_Mission1 and Chapter2_Mission1 could have been named Mission1 as game engine respects Chapter hierarchy.
		// do not, however, name two missions the same -in the same chapter-
		class Chapter2_Mission1 : MissionDefault
		{
			end1 = ; // not defining the ending will use the Chapter ending corresponding to end1: LastChapter here
			template = C2M1.VR;
		};
	};

	class LastChapter : NoEndings
	{
		firstMission = Chapter3_Mission1;
		// no endings provided: because of NoEndings inheritence this is the same as writing
		// end1 = ;
		// end2 = ;
		// end3 = ;
		// end4 = ;
		// end5 = ;
		// end6 = ;
		// lost = ;
		class Chapter3_Mission1
		{
			// not defining the ending will use the Chapter ending corresponding to end1: NOTHING here, closing the campaign
			template = C3M1.VR;
		};
	};
};


Recommendations

If you don't know for sure what you are doing, follow these advices:

  • try and make all the missions work stand-alone, then place them all in the Missions directory
  • don't force yourself to use many chapters. They are useful to organise properly a lot of missions, but if your campaign doesn't have many, don't oversplit it.
  • you can test your campaign structure by allowing file patching (in Arma 3 launcher, or arma3.exe -filePatching) and placing your campaign in the campaigns directory