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[[category:Operation Flashpoint: Editing]]
{{TOC|side}}


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


Two types of description.ext file exist in the flashpoint world
It must be well written to ensure a good campaign experience, as the flow of missions is defined in this file (a.k.a which mission should be played on which ending).
This config file can be accessed through [[campaignConfigFile]].


#Mission Descriptions.
A campaign file (''myCampaign.pbo'') should need no other file to work!
#Campaign Descriptions.


'''They have nothing in common with each other'''
{{Feature|important|A wrongly formatted campaign's Description.ext can crash your game!}}


If you are looking for the nitty gritty of description.ext in ''missions'', you should go [[Description.ext|here]].
{{Feature|Informative|This page is about a campaign's Description.ext. For the mission version, please go to [[Description.ext]].}}


==Intro==


Compared to the effort of creating any single mission, the effort to house them in a campaign is trivial. This document is intensely detailed. Most of it you dont need to successfully write excellent campaigns. Here's what you need to know:
== Campaign directory structure ==


MyGreatCampaign/ '''folder''' contains <u>everything</u> to do with your campaign.
A campaign structure is the following:
MyGreatCampaign/ lives inside the ~/Campaigns directory of ofp. (or one of it's mods)
  myCampaignDirectory
  There are no other gotcha's, no other 'places' where you have to modify ofp to play MyGreatCampaign.
  myCampaignDirectory\'''description.ext'''
  .
  myCampaignDirectory\mission'''s'''
  The <u>sequence</u> of missions is defined in the '''description.ext''' file in '''this''' folder.
  myCampaignDirectory\mission'''s'''\mission01.VR
  .
myCampaignDirectory\mission'''s'''\mission02.VR
  A Mission'''S'''/ folder, within MyGreatCampaign/ folder contains all the mission folders.
  (…)
  .
  <u>All</u> of of your individual missions go into this Mission'''S'''/ folder.
  There are no files in this Mission'''S'''/ folder, only individual mission folders.
  Each 'mission' is in it's own, <u>arbitrarily</u> named directory, within this Mission'''S'''/ directory
  .
    The content of <u>any</u> mission folder is an <u>exact</u> copy of what they were, played as single missions.
    No changes
    No alterations
    No additions


MyGreatCampaign/ directory contains only a few ( but identical in intent) files that single mission folders have:
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\mission'''s''', only mission directories. Mission names do not matter nor impact the missions flow. ''Zmission.VR'' will not load after ''Amission.VR'' for example. The order is, again, defined in the '''description.ext''' file.


Overview (html and jpeg)
{{Feature | Informative | You may have to manually create the '''''arma3rootDir''\Campaigns''' directory.}}
description.ext


''As a convenience'', other files ''might'' exist in this folder. Their purpose is to provide a global radio, global sounds, global language definitions. They are no different in content or purpose than those in any mission folder and are not covered here. If you put them in, it's because you want to refer to a common set of radio messages for many missions. A common way of saying "get down", in six languages.


A campaign folder does '''not''' contain a mission.sqm. There is no 'mission'., there are Missions/
== Missions flow ==
==The Glue==


Description.ext in the MyGreatCampaign/ directory is the glue that sequences which mission to play next. It does contain other niceties such as rewards and faces, but sequencing is it's essential purpose.
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.


Like mission.sqm, like config.cpp, description.ext is a ''TokenClass'' file.
{{Feature|important|Campaign class cannot contain mission classes directly!}}


The organisation of a description.ext is as follows;
* 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
=== Campaign ===
{
  chapter1    {missions...};
  chapter2    {missions...};
  chapterlast {missions...};
};


Only one campaign class exists. The name of this class is fixed as 'campaign'
This is the main class for missions flow definition. It is defined as follows:
<syntaxhighlight lang="cpp">
class Campaign // this is a reference class, the name cannot be customised
{
firstBattle = Chapter1; // which chapter should be loaded first. MUST be declared!


At least one chapter exists. '''Most campaigns only have one chapter.'''
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"
(…)
};
</syntaxhighlight>


Many missions might exist (in each chapter)
=== Chapters ===


All missions from all chapters are in the unitary Missions/ directory.
A chapter is defined inside [[#Campaign|Campaign]] block.
Multiple chapters can exist inside Campaign block. A chapter is defined as follows:
<syntaxhighlight lang="cpp">
class Chapter1 // name can be customised here - it will be used as reference, in Campaign's {{hl|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 = ;
(…)
};
</syntaxhighlight>


The order of chapters and missions are unimportant!
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.


There is '''NO''' default behaviour where chapter 1 will "fall thru" to the next chapter. <u>Each and every chapter</u> and <u>each and every mission</u> must be specifically targeted.
=== Missions ===


The names given to the chapters and missions are '''arbitrary''', but generally reflect the name of the associated mission folders
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 mission is defined as follows:
<syntaxhighlight lang="cpp">
class myMission1 // name can be customised too
{
end1 = myMission2; // next mission's classname
end2 = myMission3a;
end3 = myMission3b;
end4 = myMission2;
end5 = ;
end6 = ;
lost = myMission1;


==Campaign Class Fundamentals==
template = myMissionDirectory.VR; // the mission directory itself, placed in the /missions/ sub-directory
===Campaign class basics===
};
The campaign class is a container. It contains chapters, which contain missions.
</syntaxhighlight>


The chapter and mission classes within the campaign class rely on inheritance. The intent of inheritance is to provide fall thru behavior. Ie, what to do when nothing's specifically been said to do. It is specifically geared to end a chapter or a complete mission, or allow a cut scene to do it's thing (not do anything player wise). Thus, at close to top of file, you will see something like this:
{{Feature | Informative | Mission directories that are not declared anywhere in description.ext (such as mission or cutscene) are simply ignored.}}


class NoEndings
{{ArgTitle|4|cutscene|{{GVI|ofp|1.00}}}}
{  
Define a cutscene mission directory that will be played before the mission. The cutscene won't appear in missions list in the campaign screen.
  lost = ;
  end1 = ;
  end2 = ;
  end3 = ;
  end4 = ;
  end5 = ;
  end6 = ;
};


Chapters, the overall campaign itself, some missions, have nothing further to do (other than exit completely, or exit the chapter). Chapters, missions, the campaign itself will inherit this class (when programmed to do so). This saves you specifically declaring all possible outcomes for each mission,  when only a few are needed.
{{ArgTitle|4|end1-6, lost|{{GVI|ofp|1.00}}}}
These ''end%'' and ''lost'' parameters are used to define which mission is next. An empty ending (<syntaxhighlight lang="cpp" inline>end1 = ;</syntaxhighlight>) will end the current chapter.
{{Feature|arma3|
''end1-6'' and ''lost'' are '''optional''' in {{arma3}}.
Since custom ending names can be used in {{arma3}} now (<sqf inline>"myCustomEnd" call BIS_fnc_endMission;</sqf> for example)
you can use your own custom name here (e.g <syntaxhighlight lang="cpp" inline>myCustomEnd = nextMission;</syntaxhighlight>).
}}


Typically, in single player campaigns, you aint gonna die forever. You will live to fight the mission again. Thus
{{ArgTitle|4|endDefault|{{GVI|arma3|1.00}}}}
Fallback value in case an undefined ending is used, avoiding the game to crash.
<syntaxhighlight lang="cpp">
endDefault = ; // valid
</syntaxhighlight>


class MissionDefault : NoEndings
{{ArgTitle|4|repeat|{{GVI|arma3|1.00}}}}
{
''Allow mission to repeat?''
  lives = -1;
<syntaxhighlight lang="cpp">
};
repeat = 1; // 0: disabled - 1: enabled. Default: 0
</syntaxhighlight>


The name :MissionDefault and all names for all classes are arbitrary, ':MissionDefault' is an accepted de-facto standard name for missions to inherit. Left to itself, simply inheriting the mission default means you will exit the game at end of mission/chapter. Indeed the last chapter (if any) last mission, does exactly this. But, almost all classes that inherit '':MissionDefault'' will modify some or most of those mission defaults. The intent is to stop tedious typing for every mission.
{{ArgTitle|4|isHub|{{GVI|arma3|1.00}}}}
Define a mission to be hub. May have to do with '''CfgHubs'''.
<syntaxhighlight lang="cpp">
isHub = 1; // 0: disabled - 1: enabled. Default: 0
</syntaxhighlight>


class Mission123 : MissionDefault
{
// some body text
};


What happens here is that this mission (and almost all missions do this) inherit defaults for anything not specifically over-ridden in the body text. For a clearer understanding, not only will the mission obtain lives = -1, but also grab ending defaults.
== Description.fsm ==


class Campaign
Since {{arma3}}, an [[FSM]] (compiled with "campaignFSMA3.cfg" FSM config) can be included in a chapter (here named "Missions"):
{
<spoiler text="Show Example">
<syntaxhighlight lang="cpp">
// East Wind's Description.ext


the campaign class is a containing class. It 'contains' all of the chapters making up the campaign!.
weaponPool = 1;


this class (which must be called 'Campaign') declares the title of this campaign and which chapter to Start.
class Campaign
 
{
  name = "My Great Campaign";
name = "$STR_A3_CampaignName";
  firstBattle = Chapter1;
firstBattle = Missions;
  class chapter1 {.....};
disableMP = 1;
  class chapter2 {.....};
enableHub = 1;
      and so on...
};
 
class ChapterN
{
Chapters are a containing class. Their intent is to compartmentalize the various missions you have into some semblance of sanity. One such example would be to put all Everon missions in one chapter, all Nogova missions in another.
 
At least one chapter must exist in a campaign. It need be the only one, and it can contain all missions, should you wish it that way.
The name of any chapter class is arbitrary one such example would be NogovaChapter
 
name = "Chapter I - Battles For Spaghetti Island";
cutscene = MyGreatCutscene.Noe; // a cutscene is optinal
class mission1{....};
class mission2{...};
  and so on...
};
 
Note that a cutscene is no different to any other 'mission'. It is a mission folder like any other, except there is no <u>Mission</u> class associated with it because it aint, a mission!
 
class MissionX
{
 
Most mission folders (in the missions directory) have a corresponding mission classes. The name of each mission class should closely correspond to the name of each mission folder to preserve your sanity. Those missions folders not declared as mission classes are cutscenes.


Mission folders that are not declared anywhere in description.ext have no ill effect, they are simply ignored.
briefingName = "$STR_A3_CampaignName";
author = "$STR_A3_Bohemia_Interactive";
overviewPicture = "a3\Missions_F_EPA\data\img\Campaign_overview_CA.paa";
overviewText = "$STR_A3_StageAOverview";


class MissionDefault
{
lives = -1;


==The campaign class==
lost = ;
end1 = ;
end2 = ;
end3 = ;
end4 = ;
end5 = ;
end6 = ;
};


Declare a MissionDefault class as above
class Missions
{
name = "The Beginning";
cutscene = ;
firstMission = A_in;
end1 = ;
end2 = ;
end3 = ;
end4 = ;
end5 = ;
end6 = ;
lost = ;


Next decide to use either a single chapter, or, multiple chapters in your campaign. Multiple chapters have the 'benefit' of easier-to-handle cutscenes, a potentially nicer fade in and out between chapters, but dont matter muchly. Very few, if any, user inspired campaigns have multiple chapters.
/*#define _DISABLE_DESCRIPTION 1*/
==The Chapter Class==


#There is at least one chapter in any campaign.
#define _CAMPAIGN 1
#There is often only one chapter in a campaign.
#Chapters contain missions. Campaigns do not.


class Chapter1 : NoEndings
#include "description.fsm" // here is the FSM
{
};
    name =        "Chapter I - Nogova Island";  // a fade in to the player of where they're at.
    cutscene =    Chapter1Cutscene.Noe;        // an optional cutscene.
    firstMission = Mission1;                    // note the liberal use of semi colons, or crash
    end1 = Chapter2;
    end2 = Chapter2;
    end3 = Chapter2;
    end4 = Chapter2;
    end5 = Chapter2;
    end6 = Chapter2;
    lost = ;                // end the campaign if a mission wants you to
    class Mission1 {...}; // whatever
    class Mission2 {...}; // see missions for the body text
    ...
    class LastMission{...};
};
};
</syntaxhighlight>
</spoiler>
{{Feature | Informative | FSM information found in description.fsm:
'''PROJECT SPLENDID'''<br>
'''CAMPAIGN FSM'''
* State names are mission classes
* Condition names can be anything (even empty)
* Condition "conditions" field can contain code which has to return true in order to make the mission available.<br><!--
-->Other missions' classes can be used as variables.<br><!--
-->Empty field returns true by default}}


chapters establish an (optional) cutscene and organise missions into some semblance of sanity. Eg, as author, you might put all your Nogova missions within a chapter, all your Malden missions in another.
The FSM entry point (titled "A_in1") contains the following data:
<syntaxhighlight lang="cpp">
endDefault = A_in2;
noWeaponPool = 1;
isIntro = 1;
</syntaxhighlight>


The name of chapter classes are arbitrary. For legibility here they are named "chapter1  chapter2 and etc solely to show a program flow. It does not follow that simply because chapter2 is written next (if it's written next), chapter 1 will fall thru to it. You must specifically state it.
These are usual config entries that could be found in a normal config. Other possible values found:
<syntaxhighlight lang="cpp">
isHub = 1;
isHubMission = 1;
isOutro = 1;
isSkirmish = 1;
repeat = 1;
</syntaxhighlight>


Cutscene is optional. For no cutscene intro


cutscene = ; // note the semicolon
== Root parameters ==


firstMission = declares which, of all the missions contained in this chapter, starts it. It does not necessarily follow that the first mission declared in the chapter is the first one to play. Like missions, everything has to be declared, there is no default fall thru. The class names for missions declared in this chapter can have the same names as missions in other chapters. The engine will not get confused (but you might).
{{Feature|important|Additional root parameters must be placed '''outside''' the [[#Campaign|Campaign class]] to be effective!}}


class missionX {...} is shorthand for the body text of a mission. You do not write it this way, you write the full body text as explained in missions
{{ArgTitle|4|directory|{{GVI|arma3|1.00}}}}
Define the campaign directory, used when campaign is part of an addon.
<syntaxhighlight lang="cpp">
directory = "A3\Missions_F_EPA\Campaign";
</syntaxhighlight>


It should be apparent if you study the body text of a mission, that you could, program "mission10" of chapter one to play the same mission as "mission 99" of chapter 3. The ending triggers for each mission class define what to do next. Ie, you could revisit a mission much more heavily armed.
{{ArgTitle|4|filterGroup|{{GVI|arma3|1.00}}}}
''Usage unknown.''
<syntaxhighlight lang="cpp">
filterGroup = 3;
</syntaxhighlight>


===endings===
{{ArgTitle|4|weaponPool|{{GVI|ofpr|1.75}}}}
For a full description of what endings are, see mission endings
A campaign automatically enables [[:Category:Command Group: Weapon Pool|weapon pool]].
This parameter allows equipment transferred from one campaign mission to the next to be available during the briefing in the gear menu.
<syntaxhighlight lang="cpp">
weaponPool = 1; // 0: disabled - 1: enabled. Default: 0
</syntaxhighlight>


Like missions there is no automatic fall thru from 'chapter1' to 'chapter 2'. Everything needed, must be declared. It does not follow that chapter1 'falls thru' to chapter 2. You must program it that way.


In the case of chapters, the ending trigger has occurred for the entire chapter. At least one of the missions, most likely the 'last'
== Full example ==
mission has defaulted with no endX= declarations of it's own. for a specific, if not all, endings. This, is normal behaviour.


The chapter can either continue on to the 'next' chapter, or, end the entire campaign, or move to a different chapter for a specific ending.
<syntaxhighlight lang="cpp">
/*
"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).


In the example above, I have provided an unconventional end to the campaign in that at least one mission has decided that if you lost=  that mission (die) you lose the entire campaign. You are the author of your campaign.
An end that is used but not defined (e.g "end6") WILL crash the game.
*/
class NoEndings
{
// Arma 3
endDefault = ;


===No endings===
// pre-Arma 3
You can alternatively declare an ending to do nothing, or default to the NoEndings class.
end1 = ;
end2 = ;
end3 = ;
end4 = ;
end5 = ;
end6 = ;
lost = ;
};


Where a specific ending is not declared,  the NoEndings class takes over. This inevitably is a full list of all possible endings, all of which, do nothing. The result of that, is to exit the campaign. This is normal behaviour for the 'last' chapter. The 'last' chapter is the only chapter, in a single chapter mission.
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
};


The NoEndings class, or alternatively a full definition of all endings doing nothing, must be declared because the chapter (as opposed to a mission) has no way of knowing end6 is or isn't used. If it is used and not defined, the campaign crashes.
// additional parameters go here
weaponPool = 1;


NoEndings, like MissionDefaults is a class to do 'default behaviour' There is nothing stopping you inheriting something other than a NoEndings class to do something other than 'default behaviour' for several chapters (it makes no sense to write one for a single chapter). You might for instance write a special chapter for end4 so that any mission that successfully captures Abrahms tanks, gets to use an entire 'chapter' of heavy metal.
class Campaign
 
{
===The last, or only chapter===
name = "My Great Campaign"; // before Arma 3
 
briefingName = "My Great Campaign"; // since Arma 3
class LastChapter : NoEndings
author = "John Doe";
{
overviewText = "You are a soldier on an island. Try killing the enemies and not dying to survive.";
    name = "Chapter I - Nogova Island";    // a fade in to the player of where they're at.
    cutscene = Chapter1Cutscene.Noe;        // an optional cutscene.
    firstMission = Mission1;        // note the liberal use of semi colons, or crash
    class Mission1 {...}; // whatever
    class Mission2 {...}; // see missions for the body text
    ...
    class LastMission{...};
};
 
The above is the most common form of campaign creation. Most, if not all user made campaigns are constructed this way. If you prefer to be specific (rather than rely on the NoEndings class, you could alternatively insert
 
    end1 = ;
    end2 = ;
    end3 = ;
    end4 = ;
    end5 = ;
    end6 = ;
    lost = ; 
 
===Single Chapter Campaign===
A single chapter campaign looks as follows
 
class Campaign
{
    name = "My Great Campaign";
    firstBattle = Chapter1;    // might be the only chapter
    class Chapter1 : NoEndings
    {
      name = "Chapter1 Fighting for Everon";
      cutscene = AGreatCutscene.Eden;    // if any
      firstMission = FirstMission;
      class FirstMission: MissionDefault
      {
        // ending commands
      };
      class MissionN: MissionDefault
      {
        // ending commands
      };
      class LastMission: MissionDefault
      {
        // NO ending commands
      };
    }; // end of this chapter
};    // end of this campaign
 
when chapter1 ends, the game ends via : NoEndings
 
There are no over-rides provided for endings in chapter one, hence when the chapter ends, the campaign ends.
 
Throughout, unless endings 1 to 6 and loose are declared for each and every chapter and mission, when the time comes for ofp to go look for them, it will crash. This is, the primary use of inheritance.
 
===MultiChapter Campaign===
A multi chapter campaign looks as follows
 
class Campaign
{
    name = "My Great Campaign";
    firstBattle = Chapter1;   
    class Chapter1 : NoEndings
    {
        end1 = NextChapter;
        end2 = NextChapter;
        end3 = NextChapter;
        end4 = NextChapter;
        end5 = NextChapter;
        end5 = NextChapter;
        loose= NextChapter;
        ... missions etc
    };
    class NextChapter : NoEndings
    {
        end1 = LastChapter ;
        ...... missions etc
    };
    class LastChapter : NoEndings
    {
        // no endings provided
        missions etc
    };
};
 
The difference is that each chapter (except the last) defines another chapter to go to. Like missions, over-riding all endings (1..6) make no difference if they aren't used. The inheritance therefore of : NoEndings is superfluous but hopefully makes the above clearer in content.
 
The order of Chapters (the top to bottom definition of them) is not important. Chapter one can jump to 3 to 2 to 7 to 5.
 
Nor is the name of the chapter class important, other than
 
endX= MustGotoASpcificallyNamedChapterClassName;
 
It is, as simple as that.
 
==Mission Class==
class Mission1  :  MissionDefault
{
  noAward=true;
  end1 = Mission2;            // which mission to play on a successful ending
  end2 = Mission2;            // which mission to play on a slightly less successful outcome
  end3 = Mission2;            // etc
  end4 = Mission2;
  end5 = Mission2;
  end6 = Mission2;            //
  lost = Mission1;            // which mission to replay if you die. this one.
  template = Mission1.Noe;    // The folder in the Missions/ directory containing the mission
};
 
"Mission1" and "Mission2" are arbitrary names.. There is, but need not be, a close association between the name used for the class and the name of the folder containing the mission itself. Using identical names is a good idea (tm).


The template= is the mission folder to play. It always has an island extension associated with it. In this case, Nogova. There is nothing in this, nor any other script that declares what island the mission is 'on', other than the filename extension itself.
firstBattle = Chapter1;
It should be instantly apparent that mission folders cannot have whitespace in their names.
disableMP = 0; // this campaign is multiplayer-compatible


Endings 1 to 6, are the result of 'triggers'. They are the result of conditions established by the mission author being activated.  It is rare to use more than 2, but, up to six different ending slots are available for use by the author. By convention end1 is the total success ending, but need not be. If there is no end6 condition it matters nothing that it is declared above to 'do something'.
class Chapter1 : NoEndings
{
firstMission = Chapter1_Mission1;
end1 = Chapter2; // other endings are defined by inheritance from NoEndings


Conversely If it's not declared, and is used, it matters a great deal. Often resulting in a crash.  
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;
};
};


Moving to "Mission2" is standard behaviour for all of the possible endings. The flow of campaign design is that mission1 -> mission2 -> mission3 and so on. It need not be. End4 might be a trigger that if you capture the scud launcher. you get to use it in a separate 'adventure'. It is after all, your campaign. Just bare in mind that there is NO automatic fall thru, you must declare everything required.
class Chapter2 : NoEndings
{
firstMission = Chapter2_Mission1;
end1 = LastChapter;


Conventionally lost= (which means dead) restarts the same mission. It need not be. It's your campaign,
// 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;
};
};


===Where you dont declare an ending.===
class LastChapter : NoEndings
 
{
The MissionDefault class takes over for that ending. The name "MissionDefault" is arbitrary, but, by convention this is what that class is named. The MissionDefault class is written to end  (not exit, end) the chapter class within which this mission is contained. It is then the chapter which must decide what to do and etc.
firstMission = Chapter3_Mission1;
 
// no endings provided: because of NoEndings inheritance this is the same as writing 'endDefault = ;'
MissionDefault contains other parameters which are not normally over-ridden by the mission itself. Notably lives=-1. Therefore even though you declare all endings in all missions, you still 'inherit' MissionDefault for each mission.
class Chapter3_Mission1
 
{
It should be apparent that as the author, you could write a number of missions, perhaps all in the same chapter, all of which have default endings different to the standard. For example end4 always results in the same cutscene, regardless of mission. You would change the : MissionDefault inheritance to MyEnd4Default and not bother declaring end4 in the body text of the mission class (for any missions you want this behaviour to happen in).
// not defining the ending will use the Chapter ending corresponding to end1: NOTHING here, closing the campaign
 
template = C3M1.VR;
When it comes to making several of the ending triggers all behave a similar way, it is easier to use an inheritance than tediously write endings for each one that's default. To be a little more specific, MyEnd4Default would also, undoubtedly, inherit MissionDefault in its own right to include standard mission parameters (lives = -1) and endings it does not handle.
};
 
};
If all of the above is currently a little too deep for you, using the above class as a template will work for most of what you want to do.
 
===THE LAST MISSION===
class MissionLast  :  MissionDefault
{
lost = MissionLast;          
template = MissionLast.Noe;  
};
};
</syntaxhighlight>


The name "MissionLast" is arbitrary, the name is whichever mission you decide to be the last one.


The difference between this, and any other mission is that no endings are declared, therefore default behaviour happens.
== Recommendations ==


Either to be specific, or where MissionDefault does not end the chapter (because you wrote it some other way) you can declare the endings as follows
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|{{arma3}} launcher]], or ''arma3.exe -filePatching'') and placing your campaign in the ''campaign'''s''''' directory


end1 = ;
end2 = ;
end3 = ;
end4 = ;
end5 = ;
end6 = ;


The chapter class will take over and use it's endings instead.
[[Category:Mission Editing]]

Revision as of 22:24, 13 March 2023

A campaign's Description.ext is the entry point to load a campaign's 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 (a.k.a 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!

A wrongly formatted campaign's Description.ext can crash your game!
This page is about a campaign's Description.ext. For the mission 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 do not matter nor impact the missions flow. Zmission.VR will not load after Amission.VR for example. The order is, again, defined in the description.ext file.

You may have to manually create the arma3rootDir\Campaigns directory.


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 Campaign's {{hl|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 mission is defined as follows:

class myMission1 // name can be customised too
{
	end1 = myMission2; // next mission's classname
	end2 = myMission3a;
	end3 = myMission3b;
	end4 = myMission2;
	end5 = ;
	end6 = ;
	lost = myMission1;

	template = myMissionDirectory.VR; // the mission directory itself, placed in the /missions/ sub-directory
};
Mission directories that are not declared anywhere in description.ext (such as mission or cutscene) are simply ignored.

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.

Arma 3
end1-6 and lost are optional in Arma 3.

Since custom ending names can be used in Arma 3 now ("myCustomEnd" call BIS_fnc_endMission; for example)

you can use your own custom name here (e.g myCustomEnd = nextMission;).

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


Description.fsm

Since Arma 3, an FSM (compiled with "campaignFSMA3.cfg" FSM config) can be included in a chapter (here named "Missions"):

// East Wind's Description.ext

weaponPool = 1;

class Campaign
{
	name = "$STR_A3_CampaignName";
	firstBattle = Missions;
	disableMP = 1;
	enableHub = 1;

	briefingName = "$STR_A3_CampaignName";
	author = "$STR_A3_Bohemia_Interactive";
	overviewPicture = "a3\Missions_F_EPA\data\img\Campaign_overview_CA.paa";
	overviewText = "$STR_A3_StageAOverview";

	class MissionDefault
	{
		lives = -1;

		lost = ;
		end1 = ;
		end2 = ;
		end3 = ;
		end4 = ;
		end5 = ;
		end6 = ;
	};

	class Missions
	{
		name = "The Beginning";
		cutscene = ;
		firstMission = A_in;
		end1 = ;
		end2 = ;
		end3 = ;
		end4 = ;
		end5 = ;
		end6 = ;
		lost = ;

		/*#define _DISABLE_DESCRIPTION	1*/

		#define _CAMPAIGN 1

		#include "description.fsm" // here is the FSM
	};
};
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FSM information found in description.fsm:

PROJECT SPLENDID
CAMPAIGN FSM

  • State names are mission classes
  • Condition names can be anything (even empty)
  • Condition "conditions" field can contain code which has to return true in order to make the mission available.
    Other missions' classes can be used as variables.
    Empty field returns true by default

The FSM entry point (titled "A_in1") contains the following data:

endDefault = A_in2;
noWeaponPool = 1;
isIntro = 1;

These are usual config entries that could be found in a normal config. Other possible values found:

isHub = 1;
isHubMission = 1;
isOutro = 1;
isSkirmish = 1;
repeat = 1;


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
{
	// Arma 3
	endDefault = ;

	// pre-Arma 3
	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 inheritance this is the same as writing 'endDefault = ;'
		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