Campaign Description.ext: Difference between revisions

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m (Text replacement - "[[Category:ArmA 2: Editing" to "[[Category:Arma 2: Editing")
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Other files may appear at the root of myCampaignDirectory 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 myCampaignDirectory\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 the '''description.ext''' file.
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.


{{note|You may have to manually create '''''arma3rootDir''\Campaigns'''}}
{{note|You may have to manually create '''''arma3rootDir''\Campaigns'''}}
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* A mission must define its endings. A mission with an empty defined ending will follow its chapter ending.
* A mission must define its endings. A mission with an empty defined ending will follow its chapter ending.


=== 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:
<syntaxhighlight lang="cpp">class Campaign // this is a reference class, the name cannot be customised
<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!
firstBattle = Chapter1; // which chapter should be loaded first. MUST be declared!
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enableHub = 1; // TBD - has to do with coming back to a "base"
enableHub = 1; // TBD - has to do with coming back to a "base"
(…)
(…)
};</syntaxhighlight>
};
</syntaxhighlight>


=== Chapters ===


=== Chapters ===
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:
<syntaxhighlight lang="cpp">class Chapter1 // name can be customised here - it will be used as reference, in Campaign's <tt>firstBattle</tt> for example
<syntaxhighlight lang="cpp">
class Chapter1 // name can be customised here - it will be used as reference, in Campaign's <tt>firstBattle</tt> for example
{
{
firstMission = Mission1; // which mission should be loaded first. MUST be declared!
firstMission = Mission1; // which mission should be loaded first. MUST be declared!
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Chapters are used for campaign organisation as well as adding some transition cutscenes.
Chapters are used for campaign organisation as well as adding some transition cutscenes.


=== Missions ===


=== Missions ===
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 mission is defined as follows:
Multiple missions can be inside a chapter. A mission is defined as follows:
<syntaxhighlight lang="cpp">class myMission1 // name, such as chapter one, can be customised
<syntaxhighlight lang="cpp">
class myMission1 // name can be customised too
{
{
end1 = myMission2; // next mission's classname
end1 = myMission2; // next mission's classname
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template = myMissionDirectory.VR; // the mission directory itself, placed in the /missions/ sub-directory
template = myMissionDirectory.VR; // the mission directory itself, placed in the /missions/ sub-directory
};</syntaxhighlight>
};
</syntaxhighlight>


{{note|Mission directories that are not declared anywhere in description.ext (such 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>
{{ArgTitle|cutscene|4|{{GVI|ofp|1.00}}}}
===== cutscene =====
</div>
Define a cutscene mission directory that will be played before the mission. The cutscene won't appear in missions list in the campaign screen.
Define a cutscene mission directory that will be played before the mission. The cutscene won't appear in missions list in the campaign screen.


<div><div style="float: left; margin-right: 0.5em;">{{GVI|ofp|1.00}}</div>
{{ArgTitle|end1-6, lost|4|{{GVI|ofp|1.00}}}}
===== end1-6, lost =====
</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.
{{Feature Arma3|
{{Feature Arma3|
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you can use your own custom name here (e.g {{Inline code|myCustomEnd {{=}} nextMission;}})}}
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>
{{ArgTitle|endDefault|4|{{GVI|arma3|1.00}}}}
===== endDefault =====
</div>
Fallback value in case an undefined ending is used, avoiding the game to crash.
Fallback value in case an undefined ending is used, avoiding the game to crash.
endDefault = ; {{codecomment|// valid}}
<syntaxhighlight lang="cpp">
endDefault = ; // valid
</syntaxhighlight>


<div><div style="float: left; margin-right: 0.5em;">{{GVI|arma3|1.00}}</div>
{{ArgTitle|repeat|4|{{GVI|arma3|1.00}}}}
===== repeat =====
</div>
''Allow mission to repeat?''
''Allow mission to repeat?''
repeat = 1; {{codecomment|// 0: disabled - 1: enabled. Default: 0}}
<syntaxhighlight lang="cpp">
repeat = 1; // 0: disabled - 1: enabled. Default: 0
</syntaxhighlight>


<div><div style="float: left; margin-right: 0.5em;">{{GVI|arma3|1.00}}</div>
{{ArgTitle|isHub|4|{{GVI|arma3|1.00}}}}
===== isHub =====
</div>
Define a mission to be hub. May have to do with '''CfgHubs'''.
Define a mission to be hub. May have to do with '''CfgHubs'''.
isHub = 1; {{codecomment|// 0: disabled - 1: enabled. Default: 0}}
<syntaxhighlight lang="cpp">
isHub = 1; // 0: disabled - 1: enabled. Default: 0
</syntaxhighlight>




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{{Important|Additional root parameters must be placed '''outside''' the [[#Campaign|Campaign class]] to be effective!}}
{{Important|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>
{{ArgTitle|directory|4|{{GVI|arma3|1.00}}}}
==== directory ====
</div>
Define the campaign directory, used when campaign is part of an addon.
Define the campaign directory, used when campaign is part of an addon.
directory = "A3\Missions_F_EPA\Campaign";
<syntaxhighlight lang="cpp">
directory = "A3\Missions_F_EPA\Campaign";
</syntaxhighlight>


<div><div style="float: left; margin-right: 0.5em;">{{GVI|arma3|1.00}}</div>
{{ArgTitle|filterGroup|4|{{GVI|arma3|1.00}}}}
==== filterGroup ====
</div>
''Usage unknown.''
''Usage unknown.''
filterGroup = 3;
<syntaxhighlight lang="cpp">
filterGroup = 3;
</syntaxhighlight>


<div><div style="float: left; margin-right: 0.5em;">{{GVI|ofpr|1.75}}</div>
{{ArgTitle|weaponPool|4|{{GVI|ofpr|1.75}}}}
==== weaponPool ====
</div>
A campaign automatically enables [[:Category:Command Group: Weapon Pool|weapon pool]].
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.
This parameter allows equipment transferred from one campaign mission to the next to be available during the briefing in the gear menu.
weaponPool = 1; {{codecomment|// 0: disabled - 1: enabled. Default: 0}}
<syntaxhighlight lang="cpp">
weaponPool = 1; // 0: disabled - 1: enabled. Default: 0
</syntaxhighlight>




== Full example ==
== Full example ==


<syntaxhighlight lang="cpp">/*
<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).
Line 179: Line 181:
class MissionDefault : NoEndings
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
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
noAward =  1; // TBD
cutscene = ;   // mandatory definition
cutscene = ; // mandatory definition
};
};


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};
};
};
};
};</syntaxhighlight>
};
</syntaxhighlight>





Revision as of 10:40, 22 April 2020

Template:SideTOC

Description

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.

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 Campaign's <tt>firstBattle</tt> 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
};

Template:note

4

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

4

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

4

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

endDefault = ; // valid

4

Allow mission to repeat?

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

4

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!

4

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

directory = "A3\Missions_F_EPA\Campaign";

4

Usage unknown.

filterGroup = 3;

4

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