Description.ext

From Bohemia Interactive Community
Jump to navigation Jump to search


Introduction

The description.ext is a text file located in the root of the mission folder which will allow you to define many things in your mission. Each entry must be given a new line in the description.ext. It has even been said that a ; is required after each line but this isn't true of the 1.97 version and maybe required in the future. Certainly adding the semi colon won't hurt or effect your mission.



OnLoad

OnLoadMission et al

This displays a message whilst the mission is loading. Note that a mission that takes very little time to load will only display the message for a short time. Care should be taken to see whether your message is readable in that timeframe.

Example:

OnLoadMission = "YourMessage";
OnLoadIntro = "YourMessage";

OnLoadIntroTime et al

This allows you to define whether you will see the time and date displayed whilst the mission loads. Variables are True or False.

Example:

OnLoadIntroTime = False;
OnLoadMissionTime = False;



Score

This feature allows you to set scores for your mission. Score is related to the star display in the debriefing screen. The score can be influenced during a missions progress by using the addRating command.

Example:

MinScore = 0;
AvgScore = 1800;
MaxScore = 7500;



Respawn Options

respawn = value;

Value can be:

  • 1: No respawn
  • 2: Respawn as a seagull
  • 3: Is base respawn (at marker respawn_west, respawn_east, respawn_guerrila (sic!) or respawn_civilian)
  • 4: Respawn in your group as long as there are AI units available

respawndelay=TIME;

Respawn delay is in seconds.



Sounds

There are three types of sound that can be specified:

  1. General sounds that can be used for dialog, voiceovers in the briefing etc. These sounds are actioned in a mission by using the commands: say, playSound
  2. Dialog where one unit talks over the radio, for example using the command sideRadio
  3. Music using the command playMusic name


Examples:

General sounds:

class CfgSounds
{
 sounds[] = {};   
  class wolf1
  {
   name = "";
   sound[] = {"\sound\wolf1.ogg", 1, 1};
   titles[] = {};
  };
  class wolf2
  {
   name = "";
   sound[] = {"\sound\wolf2.ogg", 1, 1};
   titles[] = {};
  };
};

Radio:

class CfgRadio
{
 sounds[] = {};
  class RadioMsg1
  {
   name = "";
    sound[] = {"\sound\filename1.ogg", db-100, 1.0};
    title = "Well all the civilians are now safe in the lodge.  I am ready for  your orders.";
  };
  class RadioMsg2   {    name = "";    sound[] = {"\sound\filename2.ogg", db-100, 1.0};    title = "I am now at the lodge, but I am afraid we suffered some civilian casualties on the way. I am ready for your orders.";   }; };

Music:

class CfgMusic
{
 tracks[]={};
 class MarsIntro  {   name = "";   sound[] = {\music\filename.ogg, db+0, 1.0};  };  class Ludwig9  {   name = "";   sound[] = {\music\filename.ogg, db+50, 1.0};  }; };


Notes:
Name can be left blank as in the examples above. Only specify a name if you wish to access these sounds via the environment options of a trigger.

Title is the text string that will be displayed on the screen when the sound file is played. See also Stringtable.csv



Identities

It is here that you can define the identies of individual units, you can specify the face, type of glasses worn, voice, tone of voice and name of an identity. You then give a specific unit this identity by using the command setIdentity in the mission.

Example:

class CfgIdentities
{
 class John_Doe
 {
  name="John Bartholemew Doe";
  face="Face20";
  glasses="None";
  speaker="Dan";
  pitch=1.1;
 };
};

See setIdentity for valid options for: face, glasses, speaker etc.



Miscellaneous

disableAI = false/true

Removes all playable units which do not have a human player.

ShowGPS = 0;

Enables/Disables the GPS

debriefing = 0;

Defines if the debreifing is shown or not.

showCompass= 0;

showMap = 0;

showPad = 0;

showWatch = 0;



Multiplayer

TitleParam1 and TitleParam2 are multiplayer options. These options are seen in the lobby of a multiplayer game. These options can be useful for setting time limits and score limits in such games as Capture the Flag and Death Matches. Other popular uses include accelerate time, setting the mission difficulty or switching the intro on/off.

In the mission param1 and param2 have the values of the chosen options.

Example:

titleParam1 = "Time limit:";
valuesParam1[] = {0, 300, 600, 900};
defValueParam1 = 900;
textsParam1[] = {"Unlimited", "5 min", "10 min", "15 min", };
titleParam2 = "Score to win:";
valuesParam2[] = {10000, 5, 7, 10, 15, 20, 25, 30};
defValueParam2 = 5;
textsParam2[] = {"Unlimited", 5, 7, 10, 15, 20, 25, 30};