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| =basics=
| | #REDIRECT [[Description.ext]] |
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| ==Mission Related File References==
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| 'Mission Related' files are
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| *mission.sqm
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| *desc.ext
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| *any.sqX file call (execvm, loadfile, etc)
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| *any.fsm (arma only)
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| *any.bikb (arma only)
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| ==Ofp vs Arma==
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| File references in have quite different target locations between the engines. As an example, by default, a campaign desc.ext will look in
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| ~dtaext\sounds // ofp and,
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| ~dtaext // arma
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| ==Files and Paths==
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| No matter which way Bis swing the cat, now, or in the future, there are only four classes of file reference.
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| *\HardPath\
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| *\HardFile (no path, just a file)
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| *SoftPath\
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| *SoftFile
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| Innocently similar references will result in drastically different search paths for the file of interest.
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| SoftPath is my term to describe the opposite of \Absolute path references. It is '''not''', a relative reference. With the sole exception of #includes, Bi have never been able to implement relative addressing for anything, including addons.
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| The following 'truth' was gleaned from an invaluable tool that saved days of hair pulling frustration:
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| http://technet.microsoft.com/en-us/sysinternals/bb896645
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| All honor and glory to Kju and Alef
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| ---------
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| As a '''general''' guide, the file search algorithm breaks down to the following, and in the following order:
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| *mission\
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| *campaign\Scripts\ or campaign\DtaExt\ '''if''' a campaign
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| *exe\Scripts\ or exe\DtaExt\ if '''not''' a campaign
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| *\PboPrefix (arma only)
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| *exe\
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| Bis dont use *Scripts\ or *DtaExt\ in any Arma product and may have forgotten them.
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| ==sqX==
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| sqX is the scripting language found in mission.sqm, *.sqs and *.sqf. A sqX script, regardless of source follows the following file pathing for missionspace (note that sqX encountered in addons behaves differently)
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| By convention only, sqX files are .sqs for exec calls and .sqf for execVM calls. (The actual extension is immaterial)
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| ===OFP===
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| OFP only uses exec
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| [] exec "\anything"
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| *exe\anything
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| [] exec "fred\startmusic.sqs";
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| *mission\fred
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| [] exec "startmusic.sqs";
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| *mission\
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| *campaign\Scripts (if campaign)
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| *OFP\Scripts
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| ===ARMA===
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| [] exec(VM) "playsound.sqX";
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| [] exec(VM) "fred\playsound.sqX";
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| *mission\
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| *exe\scripts\ '''OR''' campaign\scripts\
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| *fred.pbo '''IF''' a SoftPath
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| *exe\ '''IF''' a SoftFile
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| [] execVM "\playsound.sqf";
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| *exe\ ONLY
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| [] execVM "\fred\playsound.sqf";
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| *fred.pbo
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| *exe\fred\
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| ==desc.ext==
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| ===OFP===
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| ====mission.ext====
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| sound[] = {"Anything",1,1};
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| mission\Sound
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| sound[] = {"\Anything",1,1};
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| mission\
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| ====campaign.ext====
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| sound[] = {"\Anything",1,1};
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| campaign\dtaext\Anything
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| sound[] = {"Anything",1,1};
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| campaign\dtaext\sound\Anything
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| ====notes:====
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| For large missions, although and of course, you can place everything in a single mission folder with no subfolders, Ofp mission designers tend to use the following folder constructs:
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| *Sound
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| *Music
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| *Voice
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| *Scripts
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| *OtherStuff
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| This innocent and sensible looking order illustrates inconsistency of syntax in the texts. Thus:
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| sound[] = {"S01v05.ogg", db-10, 1.0}; // and
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| sound[] = {"\sound\S01v05.ogg", db-10, 1.0}; // both refer to ~\Sound\S01v05.ogg
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| and
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| sound[] = {"\music\S01v05.ogg", db-10, 1.0}; //refers to ~\Music\S01v05.ogg
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| but
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| sound[] = {"music\S01v05.ogg", db-10, 1.0}; //refers to ~\SOUND\Music\S01v05.ogg
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| ===ARMA===
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| loadScreen="fred\piccie.paa";
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| loadScreen="piccie.paa";
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| *mission\
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| *campaign\dtaext\ '''AND''' arma\dtaext\
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| *exe\ '''IF''' SoftFile
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| *fred.pbo '''IF''' SoftPath
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| loadScreen="\fred\piccie.paa";
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| *fred.pbo ONLY
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| loadScreen="\piccie.paa";
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| *exe\ ONLY
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| ==bikb==
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| bikb is just another hair pulling inconsistency. You can't specify softpaths or files, it results in a rpt error
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| Protocol bin\config.bin/RadioProtocol_EP1_EN/: Missing word fred\05bv01.ogg
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| speech[] = {"\fred\05bv01.ogg"};
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| speech[] = {"\05bv01.ogg"};
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| either reference searches in the following order
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| *mission\
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| *campaign\
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| *fred.pbo (in the obvious case of a \hardpath)
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| just scream. it helps
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| =earlier notes=
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| ----
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| *DescriptionRoot is the location of the description.ext
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| *This in turn becomes a CampaignRoot or a MissionRoot (see below)
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| *A \hardpath or lack of one changes the search order.
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| **A relative path first scans the DescriptionRoot. If not found, it scans \addons
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| DescriptionRoot\Relpath\to\file// is first scanned then
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| \RelPath\to\file
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| **A \hardpath of the same name ONLY looks in \addons
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| The same algorithm applies to mission.sqm but not bikb (and probably not fsm)
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| =DescriptionRoots=
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| Two types of description.ext exist, and they operated differently.
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| ==missionroot==
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| The desc.ext is located in the primary folder of a mission.sqm
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| Addressing rules as above.
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| ==campaignroot==
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| The campaign root is defined as being the start of the campaign folder. It contains
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| desc.ext
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| missions\
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| scripts\ (optional)
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| DtaExt\ (optional)
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| Note that there is no mission.sqm
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| '''IF''' this campaign is, in fact, an addon (a config.cpp exists) additional folders and files may exist. They, don't have relevence to the addressing space of a campaign other than they will be accessed like any other \addon.
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| A campaignroot\desc.ext is 'special' in that the only useable locations are dtaext\ (and scripts\)
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| ===Scripts\===
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| scripts\ are a global entity for mission.sqms. They aren't desc.ext related.
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| not tested: an exec/eval in desc.ext might? access this folder
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| the scripts\ folder is accessed by mission.sqm's as a last resort if relative addressing is used.
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| ===DtaExt===
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| unlike MissionRoot, you cannot have a sounds\ child folder as such (or any other)
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| All references are implied DtaExt (sigh)
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| sounds[]=fred
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| and
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| sounds[]=\fred
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| mean DtaExt\fred
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| '''Not tested: \fred\... might be scanned by the engine'''
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| In fact, the DtaExt default is quite pointless. Inconsistent as ever, campaignroot's can't have the same structure as missions. but, there's no reason anymore why they shouldn't.
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| Bis have crippled the original default folders of DtaExt\sounds for sounds, and DtaExt\Music for music. They must be fully specified as
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| sounds[]=Sounds\whatever; (which actually means DtaExt\Sounds\....
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| This isn't a bad thing, but there wasn't a reason to keep the dtaext at all!!!!
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| There may or may not be other 'special' folders, 'my documents'\arma\username and other trifles. But you can't rely on it or them. they are likely to break or disappear at whim. mission scripts eg seem to have default access to ca\data\scripts. Fool it is, who rely on Bis to maintain that.
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| Bis themselves dont actually use dtaext (or scripts) in any of their campaigns. Probably because their mission makers either weren't aware of them, or could understand them.
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| But, from not making used of the global architecture, means common sound files (and common scripts) are bloated in each mission that uses one, for any official campaign.
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| =other=
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| <pre>
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| class CfgRadio //straightfoward array of {filename,volume,pitch}
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| {
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| sounds[]={};
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| class Seq0{name="Seq0"; sound[]={"sound\09r06.wss", db-40, 1.0}; title=$STRM_09r06; };
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| };
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| class CfgSFX
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| {
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| sounds[]={hospoda2};
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| class Hospoda2
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| {
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| name="Hospoda2";
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| sounds[]={sound1};//<<<<<name of sound array
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| sound1[]={"hospoda2.ogg", db-0,1, 1, 1, 1, 1};//who knows
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| empty[]= {, , , , 1 , 5, 20};
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| };
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| };
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| </pre>
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| =cfgSounds=
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| one hell of a mess with titleS note the plural
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| ofp used semi colons between
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| titles[]={StartTime,Text};
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| titles[]=
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| <pre>
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| class CfgSounds
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| {
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| sounds[]={};
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| class Seq1 {name="Seq1"; sound[]={"sound\09v07.ogg", db, 1.0}; titles[]={0, $STRM_09v07}; };//standard
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| class 11v01{name="11v01"; sound[]={"sound\11v01.ogg", db-05, 1.0}; titles[]={{0,0.4}, $STRM_11v01}; };
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| class 11v04{name="11v04"; sound[]={"sound\11v04.ogg", db-05, 1.0}; titles[]={ 0, $STRM_11v04, {5.5,0.5}, $STRM_11v04a}; };
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| class DX04v01
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| {
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| name="DX04v01";
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| sound[]={"sound\DX04v01.ogg", db+60, 1.0};
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| titlesfont="tahomaB24";
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| titlessize=0.025;
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| titles[]=
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| {
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| 0, $STRD_DX04v01;
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| 10, $STRD_DX04v02;//show next text in 10 seconds
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| // ofp will accept semi colon or ; for above
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| };
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| };
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| </pre>
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| =cfgENVsounds==
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| <pre>
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| class CfgEnvSounds
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| {
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| sounds[]={dest};
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| class dest
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| {
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| name="dest";
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| sound[]={"sound\dest.ogg", db, 1.0};
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| soundNight[]={"sound\dest.ogg", db, 1.0};//<<<<
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| titles[]={};
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| };
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| };
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| </pre>
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| =Scripts=
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| scripts are part of mission.sqm and \hardpaths to addons are valid. Therefore, all relative references in a mission.sqm (and their scripts) are relative to the mission.sqm, NOT the folder they are encountered in. (sigh)
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| expActiv="nul=[] execVM ""scripts\dialog.sqf""";
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| relative to mission.sqm
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| expActiv="nul=[] execVM ""\scripts\dialog.sqf""";
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| would refer to a (non existent) pboprefix 'scripts'
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| fowley kbAddTopic ["dialog", "scripts\dialog.bikb", ""];
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| again, relative to mission.sqm, even tho, this piece of text is in the 'scripts' folder.
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| Note that Campaign root scripts folder is implied if it cannot find file in the mission.
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| execvm thing.sqf // assumes it's in mission.sqm root, OR campaignroot\scripts
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| execvm Scripts\thing.sqf // will look in mission.sqm\scripts or campaignRoot\scripts\scripts
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| previously, mission.sqm\scripts and ~\sound were also a default folders. but it looks like they broke it.
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| ==bikb==
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| speech[] = {"\sound\02v1.ogg"};
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| similar to mission.sqm's and desc.ext, if the file is not found in a genuine addon, it's looked for in missionRoot. However:
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| '''you CANNOT have relative refereces'''
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| speech[] = {"sound\02v1.ogg"};
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| goes off to wander land.
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| Prior to hotfix patch in version 1.05, bikb couldn't access anything except addons
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| notes:
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| *bikb is only a convention. you can have any extension.
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| *the file cannot be binarised even tho it's classtext. This is marked to change at further engine revisions.
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