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===Introduction===
<!--
The '''description.ext''' is a text file located in the root of the mission folder which allows you to define many things in your mission. Each entry must be given a new line in the '''description.ext'''. The description.ext in fact uses the same syntax as all config files, therefore each line should be terminated with ''';'''. The game is most often able to recover from missing semicolons, though.


When editing a mission in the mission editor '''description.ext''' is only read when the mission is loaded, not when you preview the mission.
Wiki editors: do not forget to update miniTOC when adding an H2 title!
{{Important|For edits to '''description.ext''' to take effect in Preview you must first save or re-load the mission into the editor.}}


--><div style="display: flex"><!-- flex start -->
<div style="flex-grow: 1"><!-- scrolling div start -->


<hr>
<!--
Level 2 titles: categories (Mission information, Starting gear, etc.)
Level 3 titles: [NONE AT THE MOMENT] possible sub-categories – e.g "Mission information/Overview/xxx"
Level 4 titles: the settings themselves
-->
The [[Description.ext]] is a [[missionConfigFile]] and is used to set the overall mission attributes or to define global properties that will be available for other scripts.
It is placed in the [[Mission Editor: External#Mission Folder|mission root folder]] and uses the same syntax as the config.cpp file, but supports only a limited number of config classes.


===OnLoad===
Additionally, many attributes can also be set via the [[:Category:Eden Editor|Eden Editor]], where changes are automatically refreshed upon scenario preview.
'''OnLoadMission''' '''''et al'''''
In the [[2D Editor]] the mission has to be reloaded for changes to be applied.


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.
{{Feature|ofpe|This file is required in {{GameCategory|ofpe|link= y}} for MP missions to work, otherwise a '''-1 error''' is shown.}}
{{Feature|informative|This page is about the '''Mission Description.ext'''. For the campaign version, see [[Campaign Description.ext]].}}
{{Feature|warning|The keyword {{hl|class}} for class definitions '''must''' be lowercase, otherwise a parsing error will occur.}}
{{Feature|important|
Accidentally creating this file with a wrong file extension is a frequent cause of issues.
If you are unfamiliar with script file creation, read {{Link|Introduction to Arma Scripting#File Creation}} for a step-by-step tutorial.
}}


'''Example:'''
{{Feature|arma3|Since {{arma3}} v2.02, it is possible to import a class from main config and inherit from it in mission config:
OnLoadMission = "YourMessage";
<syntaxhighlight lang="cpp">
OnLoadIntro = "YourMessage";
import RscText;
class MyText : RscText
{
// ...
};
</syntaxhighlight>
For more information, see the [[import (Config)]] page.
}}


'''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.
{{ConfigPage|start|notoc= y}}
{{ConfigPage|abc}}
== Mission Information ==


'''Example:'''
This section helps you find out how to customise Mission overall external appearance, from [[Mission Overview]] to [[Loading Screens]].
OnLoadIntroTime = False;
OnLoadMissionTime = False;




<hr>
<div style="text-align: center">'''Loading screen parameters'''</div>
===Score===
<div class="float-right">[[File:2013-03-08_00004.jpg|thumb|Loading screen example|250px]]</div>
<syntaxhighlight lang="cpp">
author = "Varanon";
onLoadName = "Point Insertion";
onLoadMission = "A group of NATO soldiers is tasked with sabotaging a coastal defense.";
loadScreen = "images\loadScreen.paa";


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.
class Header
{
gameType = "Coop"; // Game type
minPlayers =  1; // minimum number of players the mission supports
maxPlayers = 10; // maximum number of players the mission supports
};
</syntaxhighlight>
{{Feature|informative|The {{hl|playerCountMultipleOf}} entry is available in earlier titles ({{ofpe}} to {{arma3}} 1.30) to setup the auto-assign team balancing factor: 1 for Coop, 2 for Versus.}}


'''Example:'''
MinScore = 0;
AvgScore = 1800;
MaxScore = 7500;


{{ArgTitle|4|author|{{GVI|arma3|0.50}}}}
Mission author's name. The default loading screen shows this string below the {{Link|#onLoadName}} in a smaller font prefixed by "by ".


<hr>
===Respawn Options===


'''respawn''' = ''value'';
{{ArgTitle|4|onLoadName|{{GVI|arma3|0.50}}}}
String (usually mission name) shown during [[Loading Screens|mission loading]]. The string is shown in a slightly larger font above the loadScreen.
The {{Link|#onLoadMission}} text is placed below the load screen and the {{Link|#header|header gameType}} determines the game type on top of the box.


''Value'' can be:
*0 or "NONE": No respawn.
*1 or "BIRD": Respawn as a seagull.
*2 or "INSTANT": Respawn just where you died.
*3 or "BASE": Is base respawn (at marker respawn_west, respawn_east, respawn_guerrila (sic!) or respawn_civilian).
*4 or "GROUP": Respawn in your group (if there's no AI left, you'll become a seagull).
*5 or "SIDE": Respawn on your side (if there's no AI left, you'll become a seagull) - ''planned, but was never implemented''.


==== onLoadMission ====
Displays a message while the mission is loading. Note that a mission that takes very little time to load will only display the message for a short time.
In '''{{Name|ofp|short}}''' this is the name you see when selecting a mission in MP and also the name that is presented to the Multiplayer browser.
<syntaxhighlight lang="cpp">onLoadMission = "YourMissionName";</syntaxhighlight>


'''respawndelay'''=''TIME'';


Respawn delay is in seconds.
{{ArgTitle|4|loadScreen|{{GVI|arma2oa|1.50}}}}
The picture to be shown while the mission is loaded. The path is relative to the mission folder. Must be in PAA file format.
2:1 aspect ratio (different aspect are rendered correctly as well, but won't cover the whole area).
Ideally 1024x512 pixels.
<syntaxhighlight lang="cpp">loadScreen = "pictures\intro.paa";</syntaxhighlight>




<hr>
{{ArgTitle|4|header|{{GVI|arma1|1.00}}}}
This class defines mission type and other settings displayed in the multiplayer browser.
<syntaxhighlight lang="cpp">
class Header
{
gameType = "CTF"; // Game type
minPlayers =  1; // minimum number of players the mission supports
maxPlayers = 10; // maximum number of players the mission supports
};
</syntaxhighlight>
See [[Multiplayer Game Types]] for more detailed information.


===Sounds===
There are three types of sound that can be specified:
# 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]]<br>
# Dialog where one unit talks over the radio, for example using the command [[sideRadio]]<br>
# Music using the command [[playMusic name]]<br>


==== onLoadIntro ====
Displays a message while the intro is loading.
<syntaxhighlight lang="cpp">onLoadIntro = "YourMessage";</syntaxhighlight>


'''Examples''':


'''General sounds:'''
==== onLoadMissionTime ====
class CfgSounds
Define whether you will see the time and date displayed while the mission loads. Effect unkown in {{arma3}}.
{
<syntaxhighlight lang="cpp">onLoadMissionTime = 1; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight>
&nbsp;sounds[] = {}; 
&nbsp;&nbsp;class wolf1
&nbsp;&nbsp;{
&nbsp;&nbsp;&nbsp;name = "";
&nbsp;&nbsp;&nbsp;sound[] = {"\sound\wolf1.ogg", 1, 1};
&nbsp;&nbsp;&nbsp;titles[] = {};
&nbsp;&nbsp;};
&nbsp;&nbsp;class wolf2
&nbsp;&nbsp;{
&nbsp;&nbsp;&nbsp;name = "";
&nbsp;&nbsp;&nbsp;sound[] = {"\sound\wolf2.ogg", 1, 1};
&nbsp;&nbsp;&nbsp;titles[] = {};
&nbsp;&nbsp;};
};''


'''Radio:'''
class CfgRadio
{
&nbsp;sounds[] = {};
&nbsp;&nbsp;class RadioMsg1
&nbsp;&nbsp;{
&nbsp;&nbsp;&nbsp;name = "";
&nbsp;&nbsp;&nbsp;&nbsp;sound[] = {"\sound\filename1.ogg", db-100, 1.0};
&nbsp;&nbsp;&nbsp;&nbsp;title = "Well all the civilians are now safe in the lodge.  I am ready for your orders.";
&nbsp;&nbsp;};<br>
&nbsp;&nbsp;class RadioMsg2
&nbsp;&nbsp;{
&nbsp;&nbsp;&nbsp;name = "";
&nbsp;&nbsp;&nbsp;sound[] = {"\sound\filename2.ogg", db-100, 1.0};
&nbsp;&nbsp;&nbsp;title = {$STR_RADIO_2};
&nbsp;&nbsp;};
};''


'''Music:'''
==== onLoadIntroTime ====
class CfgMusic
Define whether you will see the time and date displayed while the intro loads.
{
<syntaxhighlight lang="cpp">onLoadIntroTime = 1; // 0: disabled - 1: enabled. Default: 0</syntaxhighlight>
&nbsp;tracks[]={};<br>
&nbsp;class MarsIntro
&nbsp;{
&nbsp;&nbsp;name = "";
&nbsp;&nbsp;sound[] = {"\music\filename.ogg", db+0, 1.0};
&nbsp;};
&nbsp;class Ludwig9
&nbsp;{
&nbsp;&nbsp;name = "";
&nbsp;&nbsp;sound[] = {"\music\filename.ogg", db+10, 1.0};
&nbsp;};
};




{{ArgTitle|4|briefingName|{{GVI|arma3|1.56}}}}
Mission name displayed in the mission selection menu.
<syntaxhighlight lang="cpp">briefingName = "TAG 1-5 CO My super mission";</syntaxhighlight>


Notes:<br>
{{Feature|important|Please note that the same parameter can be defined in 3DEN in Attributes->General->Presentation->Title, but 'briefingName' from 'description.ext' has a priority. To use [[localize]]d string either in 3DEN field or in 'description.ext', prefix stringtable ID with {{hl|@}}.}}
'''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]]


{{Important|Setting volume (db) of music far from zero will disable [[fadeMusic]] command. Optimal values are from -10 to 10.}}
{{ArgTitle|4|CfgLoadingTexts|{{GVI|tkoh|1.00}}}}
Define mission specific [[Loading Screens#Texts|loading texts]].




<hr>
{{ArgTitle|4|overviewPicture|{{GVI|arma3|0.50}}}}
Path to image which will be displayed when the mission is highlighted on the mission selection screen. Image should be .paa format and in 2:1 aspect ratio – ideally 1024&times;512 ({{arma3}}).


===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. <br>


'''Example:'''
{{ArgTitle|4|overviewText|{{GVI|arma3|0.50}}}}
class CfgIdentities
Text to be displayed below the {{Link|#overviewPicture}} on the mission selection screen when the mission is available to play.
{
{{Feature|important|Please note that the same parameter can be defined in 3DEN in Attributes->General->Overview->Text, but 'overviewText' from 'description.ext' has a priority. To use [[localize]]d string either in 3DEN field or in 'description.ext', prefix stringtable ID with {{hl|@}}.}}
&nbsp;class John_Doe
&nbsp;{
&nbsp;&nbsp;name="John Bartholemew Doe";
&nbsp;&nbsp;face="Face20";
&nbsp;&nbsp;glasses="None";
&nbsp;&nbsp;speaker="Dan";
&nbsp;&nbsp;pitch=1.1;
&nbsp;};
};


See [[setIdentity]] for valid options for: face, glasses, speaker etc.
{{Feature|important|
The text that appears at the top of an MP mission is defined in '''mod''' mission definition and '''not''' through [[Description.ext]]:
<syntaxhighlight lang="cpp">
class Mission
{
// ...
class Intel
{
overviewText = "This text here";
// ...
};
// ...
};
</syntaxhighlight>
}}




<hr>
{{ArgTitle|4|overviewTextLocked|{{GVI|arma3|0.50}}}}
Text to be displayed below the {{Link|#overviewPicture}} on the mission selection screen when the mission is locked from play.
{{Feature|important|Please note that to use [[localize]]d string prefix stringtable ID with {{hl|@}}.}}


===Miscellaneous===


Removes all playable units which do not have a human player. (MP)  
==== onBriefingGear ====
Defines a sound (defined in {{Link|#CfgSounds}}) that will play when accessing the gear part of the briefing. See [[Briefing.html#Advanced Briefings|Briefing.html]].
<syntaxhighlight lang="cpp">onBriefingGear = "SoundName";</syntaxhighlight>
{{Feature|arma3|Has no effect in {{arma3}}.}}


'''Note:''' Disabling all the AI units will prevent [[JIP]] into playable units in [[:category:Operation Flashpoint: Elite|OFP:Elite]] and presumably [[ArmA]].
disableAI = false/true


Enables/Disables the GPS
==== onBriefingGroup ====
ShowGPS = 0;
Defines a sound (defined in {{Link|#CfgSounds}}) that will play when accessing the group part of the briefing. See [[Briefing.html#Advanced Briefings|Briefing.html]].
<syntaxhighlight lang="cpp">onBriefingGroup = "SoundName";</syntaxhighlight>
{{Feature|arma3|Has no effect in {{arma3}}.}}


Defines if the debreifing is shown or not at the end of the mission.
debriefing = 0;


==== onBriefingPlan ====
Defines a sound (defined in {{Link|#CfgSounds}}) that will play when accessing the plan part of the briefing. See [[Briefing.html#Advanced Briefings|Briefing.html]].
<syntaxhighlight lang="cpp">onBriefingPlan = "SoundName";</syntaxhighlight>
{{Feature|arma3|Has no effect in {{arma3}}.}}
{{ArgTitle|4|CfgWorlds|{{GVI|arma3|2.02}}}}
Could be used to override the following properties used on mission loading: author, description, pictureMap, pictureShot, loadingTexts[].
If a specific world name given as a subclass, override will happen only when this world is loading. If subclass with name Any is used, then aforementioned properties would be overridden for any world that is loading.
<syntaxhighlight lang="cpp">
class CfgWorlds
{
class Any // or specific world name
{
author = "author";
description = "description";
pictureMap = "picturepath";
pictureShot = "picturepath";
loadingTexts[] = { "text1", "text2", "text3" };
};
};
</syntaxhighlight>
== Respawn/Revive ==
This section talks about respawn and revive actions.
* for {{arma2}}, see [[First Aid]].
* for {{arma3}}, see [[Arma 3: Respawn]] and [[Arma 3: Revive]].
{| class="wikitable float-right align-center-col-1" style="max-width: 50%"
|+ Respawn types
|-
! style="min-width: 2em" | ID
! Text&nbsp;version
! Description
|-
| '''0'''
| '''"NONE"'''
| No respawn
|-
| '''1'''
| '''"BIRD"'''
| Respawn as a seagull
|-
| '''2'''
| '''"INSTANT"'''
| Respawn just where you died.
|-
| '''3'''
| '''"BASE"'''
| Respawn in base.<br>A respawn marker is needed. If no marker is defined, respawn behaviour will be the same as '''"INSTANT"'''.<br>Marker role names:
* Unit respawn: ''respawn_'''SIDE'''''
* Vehicle respawn: ''respawn_vehicle_'''SIDE'''''
Side can be one of ''west'', ''east'', ''guerrila'' (sic), ''civilian'', e.g '''respawn_west'''.<br>Any suffix (eg: respawn_west'''ABC''', respawn_west'''_1''', etc) will allow multiple random respawn points.
|-
| '''4'''
| '''"GROUP"'''
| Respawn in your group. If there is no remaining AI, you will become a seagull.
|-
| '''5'''
| '''"SIDE"'''
| {{GVI|arma1|1.08}} Respawn into an AI unit on your side (if there's no AI left, you'll become a seagull).<br>With this respawn type, team switch is also available to any AI controlled playable units.
|}
==== respawn ====
Sets soldiers and vehicles respawn type.
<syntaxhighlight lang="cpp">
respawn = 0; // Default: 0 for SP, 1 for MP
respawn = "SIDE"; // text version works too
</syntaxhighlight>
{{ArgTitle|4|respawnVehicle|{{GVI|arma3|2.18}}}}
Sets vehicles only respawn type. Vehicles can only have 2 (or "INSTANT") and 3 (or "BASE") respawn mode. All other modes are equal to disabled respawn. If 'respawnVehicle' is not defined, the 'respawn' value is used.
<syntaxhighlight lang="cpp">
respawnVehicle = 3;     // number version
respawnVehicle = "BASE"; // text version works too
</syntaxhighlight>
==== respawnButton ====
Enable or disable the respawn button in the menu for INSTANT and BASE respawn types.
<syntaxhighlight lang="cpp">respawnButton = 0; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight>
==== respawnDelay ====
Set respawn delay in seconds.
<syntaxhighlight lang="cpp">respawnDelay = 42; // Default: ?</syntaxhighlight>
==== respawnVehicleDelay ====
Set vehicle respawn delay in seconds.
<syntaxhighlight lang="cpp">respawnVehicleDelay = 12; // Default: ?</syntaxhighlight>
==== respawnDialog ====
Show the scoreboard and respawn countdown timer for a player if he is killed with {{Link|#respawn|respawn type}} '''3'''.
<syntaxhighlight lang="cpp">respawnDialog = 0; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight>
==== respawnOnStart ====
Respawn player when he joins the game. Available only for INSTANT and BASE {{Link|#respawn|respawn types}}.
<syntaxhighlight lang="cpp">respawnOnStart = 1; // Default: 0</syntaxhighlight>
* -1 - Dont respawn on start. Don't run respawn script on start.
* &nbsp;0 - Dont respawn on start. Run respawn script on start.
* &nbsp;1 - Respawn on start. Run respawn script on start.
==== respawnTemplates ====
Respawn templates from [[Arma 3: Respawn#Respawn Templates|CfgRespawnTemplates]]. You can combine any number of them together.
<syntaxhighlight lang="cpp">respawnTemplates[] = { "Counter", "Wave" };</syntaxhighlight>
{{Feature|important|Side specific respawn templates can be specified with ''respawnTemplates'''''SIDE'''''[]'' where '''SIDE''' can be any playable side (West, East, Guer, Civ).<br>
When such is undefined, general respawnTemplates are used instead.}}
{{ArgTitle|4|respawnWeapons|{{GVI|arma1|1.00}}}}
Set weapons players will receive upon respawn. {{Link|#respawnMagazines}} has to be defined as well.
<syntaxhighlight lang="cpp">respawnWeapons[] = { "arifle_Katiba_GL_F" };</syntaxhighlight>
{{Feature|important|Side specific respawn weapons can be specified with ''respawnWeapons'''''SIDE'''''[]'' where '''SIDE''' can be any playable side (West, East, Guer, Civ).<br>
Corresponding ''respawnMagazines'''''SIDE'''''[]'' has to be defined as well.}}
{{ArgTitle|4|respawnMagazines|{{GVI|arma1|1.00}}}}
Set magazines players will receive upon respawn. {{Link|#respawnWeapons}} has to be defined as well.
<syntaxhighlight lang="cpp">respawnMagazines[] = { "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green" };</syntaxhighlight>
{{Feature|important|Side specific respawn weapons can be specified with ''respawnMagazines'''''SIDE'''''[]'' where '''SIDE''' can be any playable side (West, East, Guer, Civ).<br>
Corresponding ''respawnWeapons'''''SIDE'''''[]'' has to be defined as well.}}
{{ArgTitle|4|reviveMode|{{GVI|arma3|1.62}}}}
Define if [[Arma 3: Revive|Revive mode]] is enabled.
<syntaxhighlight lang="cpp">reviveMode = 1; // Default: 0</syntaxhighlight>
* 0 - disabled
* 1 - enabled
* 2 - controlled by player attributes
{{ArgTitle|4|reviveUnconsciousStateMode|{{GVI|arma3|1.62}}}}
Define revive mode.
<syntaxhighlight lang="cpp">reviveUnconsciousStateMode = 0; // Default: 0</syntaxhighlight>
* 0 - basic mode
* 1 - advanced mode
* 2 - realistic
See [[Arma 3: Revive#Damage Modeling|damage model]] for more detailed information.
{{ArgTitle|4|reviveRequiredTrait|{{GVI|arma3|1.62}}}}
Define if only a medic (or unit with medic [[setUnitTrait|trait]]) can perform a revive.
<syntaxhighlight lang="cpp">reviveRequiredTrait = 0; // 0: disabled - 1: enabled. Default: 0</syntaxhighlight>
{{ArgTitle|4|reviveRequiredItems|{{GVI|arma3|1.62}}}}
Define if a medical item (first aid kit or medkit) is required to begin a revive process.
<syntaxhighlight lang="cpp">reviveRequiredItems = 2; // Default: ?</syntaxhighlight>
* 0 - none
* 1 - medkit
* 2 - medkit or first aid kit
{{ArgTitle|4|reviveRequiredItemsFakConsumed|{{GVI|arma3|1.62}}}}
Define if a first aid kit is consumed on reviving a teammate
<syntaxhighlight lang="cpp">reviveRequiredItemsFakConsumed = 1; // 0: disabled - 1: enabled. Default: ?</syntaxhighlight>
{{ArgTitle|4|reviveMedicSpeedMultiplier|{{GVI|arma3|1.62}}}}
Speed multiplier for revive performed by medic
<syntaxhighlight lang="cpp">reviveMedicSpeedMultiplier = 2; // medic revive will be two times faster compared to another soldier</syntaxhighlight>
{{ArgTitle|4|reviveDelay|{{GVI|arma3|1.62}}}}
The time in seconds it takes to revive an incapacitated unit. Having a Medikit will halve this time.
<syntaxhighlight lang="cpp">reviveDelay = 10; // Default: 6</syntaxhighlight>
{{ArgTitle|4|reviveForceRespawnDelay|{{GVI|arma3|1.62}}}}
The time in seconds it takes for an incapacitated unit to force their respawn.
<syntaxhighlight lang="cpp">reviveForceRespawnDelay = 5; // Default: 3</syntaxhighlight>
{{ArgTitle|4|reviveBleedOutDelay|{{GVI|arma3|1.62}}}}
The time in seconds it takes for a unit to bleed out.
<syntaxhighlight lang="cpp">reviveBleedOutDelay = 300; // Default: 120</syntaxhighlight>
{{ArgTitle|4|enablePlayerAddRespawn|{{GVI|arma3|1.62}}}}
Usage unsure, may be related to {{Link|#respawnTemplates|respawn template}} '''MenuPosition'''.
<syntaxhighlight lang="cpp">enablePlayerAddRespawn = 0; // Disable framework respawn</syntaxhighlight>
{{ArgTitle|4|CfgRespawnInventory|{{GVI|arma3|1.62}}}}
This class defines a respawn inventory, used with '''MenuInventory''' {{Link|#respawnTemplates|respawn template}}.
Loadouts with no assigned role are automatically assigned to the "Default" role.<br>
See also [[BIS_fnc_addRespawnInventory]], [[BIS_fnc_removeRespawnInventory]]
<syntaxhighlight lang="cpp">
class CfgRespawnInventory
{
class Blufor1
{
displayName = "Light"; // Name visible in the menu
icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name
role = "Assault"; // Optional, see CfgRoles
// Loadout definition, uses same entries as CfgVehicles classes
weapons[] =
{
"arifle_MXC_F",
"Binocular"
};
magazines[] =
{
"30Rnd_65x39_caseless_mag",
"30Rnd_65x39_caseless_mag",
"SmokeShell"
};
items[] =
{
"FirstAidKit"
};
linkedItems[] =
{
"V_Chestrig_khk",
"H_Watchcap_blk",
"optic_Aco",
"acc_flashlight",
"ItemMap",
"ItemCompass",
"ItemWatch",
"ItemRadio"
};
uniformClass = "U_B_CombatUniform_mcam_tshirt";
backpack = "B_AssaultPack_mcamo";
};
class Blufor2
{
// Alternative configuration pointing to a CfgVehicles class. Loadout will be copied from it.
vehicle = "B_soldier_AR_F"
};
};
</syntaxhighlight>
{{ArgTitle|4|CfgRespawnTemplates|{{GVI|arma3|1.62}}}}
This class defines new respawn templates to be used with {{Link|#respawnTemplates|respawn templates}}.
<syntaxhighlight lang="cpp">
class CfgRespawnTemplates
{
// class used in respawnTemplates entry
class myTag_beacon
{
// function or script executed upon death
// parameters passed into it are the same as are passed into onPlayerKilled.sqf file
onPlayerKilled = "\myAddon\scripts\respawnBeacon.sqf";
// function or script executed upon respawn
// parameters passed into it are the same as are passed into onPlayerRespawn.sqf file
onPlayerRespawn = "\myAddon\scripts\respawnBeacon.sqf";
// default respawn delay
// can be overwitten by description.ext attribute of the same name
respawnDelay = 20;
// see respawnOnStart for description and limitations
// can be overridden by description.ext attribute of the same name
respawnOnStart = 1;
};
class Spectator
{
onPlayerRespawn = "BIS_fnc_respawnSpectator"; // a function can be used instead of a script
};
};
</syntaxhighlight>
{{ArgTitle|4|CfgRoles|{{GVI|arma3|1.62}}}}
This class defines Respawn roles. The main purpose of Roles is to make things clearer and simpler for player when selecting a loadout. All the loadouts available in a mission are now divided into various roles.
Mission designer can use roles already created in the game config, or custom roles can be defined in description.ext file. Loadouts with no role assigned are automatically assigned to the ''Default'' role.
<syntaxhighlight lang="cpp">
// all default roles with icons
class CfgRoles
{
class Assault
{
displayName = "$STR_A3_Role_Assault";
icon = "a3\Ui_f\data\GUI\Cfg\RespawnRoles\assault_ca.paa";
};
class Support
{
displayName = "$STR_A3_Role_Support";
icon = "a3\Ui_f\data\GUI\Cfg\RespawnRoles\support_ca.paa";
};
class Recon
{
displayName = "$STR_A3_Role_Recon";
icon = "a3\Ui_f\data\GUI\Cfg\RespawnRoles\recon_ca.paa";
};
};
</syntaxhighlight>
== Mission Keys ==
Mission keys are used to lock/unlock certain missions until you completed other ones. It can also be used in mission to know which missions you finished.<br>
Activated keys can be found in user profile (e.g documents\''username.Arma3profile'') under ''activeKeys'' section.<br>
See also commands [[activateKey]], [[isKeyActive]] and [[deActivateKey]] for more detailed information.
{{Feature|important|Please note that unlike other text items, [[Stringtable.xml|stringtable]] translations ($STR_*) cannot be used.}}
{{ArgTitle|4|keys|{{GVI|arma1|1.00}}}}
List of keys from which {{Link|#keysLimit}} counts the ''done'' ones.
<syntaxhighlight lang="cpp">keys[] = { "key1", "key2", "key3" };</syntaxhighlight>
{{ArgTitle|4|keysLimit|{{GVI|arma1|1.00}}}}
Number of keys from the {{Link|#keys}} list needed ''done'' to unlock (and be able to play) this mission.
<syntaxhighlight lang="cpp">keysLimit = 2;</syntaxhighlight>
{{ArgTitle|4|doneKeys|{{GVI|arma1|1.00}}}}
Name of keys marked ''done'' on mission completion.
<syntaxhighlight lang="cpp">doneKeys[] = { "key4" };</syntaxhighlight>
== Player's UI ==
This section explains HUD customisation possibilities.<br>
See also commands:
* [[showCompass]], [[shownCompass]], [[visibleCompass]]
* [[showGPS]], [[shownGPS]], [[visibleGPS]]
* [[showHUD]], [[shownHUD]]
* [[showWatch]], [[shownWatch]], [[visibleWatch]]
* [[showUAVFeed]], [[shownUAVFeed]] {{GVI|arma3|1.16}}
* [[showPad]], [[shownPad]] {{GVI|ofp|1.00}}
{{ArgTitle|4|overrideFeedback|{{GVI|arma3|1.98}}}}
Some of the feedback effects in {{arma3}} are scripted and executed by {{hl|functions_f\feedback\fn_feedbackMain.fsm}}. Those include being hit, pulsation, dirt from explosion, choking etc.
Adding {{hl|overrideFeedback}} with value > 0 will stop feedback FSM from executing, allowing mission/mod makers to script their own, custom effects. The param is first checked in the mission config and then mod config.
If mission config has this param set to 0, it will force default feedback handling without possibility to override it by mods. Do not set this param unless you are planning to enforce feedback one way or another.
<syntaxhighlight lang="cpp">overrideFeedback = 1; // 0: force default handling, 1+: allow custom handling. Default: not set</syntaxhighlight>
==== showHUD ====
Enables/Disables the following IGUI elements:
* Vehicle and unit info
* Radar and tactical display
* Vehicle compass
* Tank direction indicator
* Commanding menu
* Group info bar
* HUD weapon cursors
* Vehicle display panels
* Kill messages
* 3D Icons visibility
<syntaxhighlight lang="cpp">showHUD = 0; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight>
The effect of using the above '''showHUD''' param is different from the effects of [[showHUD]] scripting command, both methods are rather complementary to each other.<br>
Since {{arma3}} v1.50 '''showHUD''' param can be an array to allow control over separate HUD elements, for example:
<syntaxhighlight lang="cpp">
showHUD[] =
{
1, // Scripted HUD (same as showHUD command)
1, // Vehicle and unit info
0, // Vehicle radar [HIDDEN]
0, // Vehicle compass [HIDDEN]
1, // Tank direction indicator
1, // Commanding menu
1, // Group info bar
1, // HUD weapon cursors
1, // Vehicle display panels
1, // "x killed by y" systemChat messages
1 // force show drawIcon3D icons
};
</syntaxhighlight>
{{Feature|important|Using the '''showHUD[]''' array parameter will disable the [[showHUD]] command entirely.}}
==== showCompass ====
Defines if the compass is visible.
Defines if the compass is visible.
showCompass = 0;
<syntaxhighlight lang="cpp">showCompass = 0; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight>
 


==== showGPS ====
Enables/Disables the GPS.
<syntaxhighlight lang="cpp">showGPS = 0; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight>
In [[:Category:ArmA: Armed Assault|{{arma1}}]] ''1.04'' toggle this option to disable the mini map attached to the GPS.
{{ArgTitle|4|showGroupIndicator|{{GVI|arma3|1.00}}}}
Changes default GPS mini map into a radar like display that indicates group members relative position to the player.
<syntaxhighlight lang="cpp">showGroupIndicator = 1; // 0: disabled - 1: enabled. Default: 0</syntaxhighlight>
{{Feature|important|Has no effect since custom panels were introduced in {{arma3}}. See [[BIS_fnc_groupIndicator]].}}
==== showMap ====
Defines if the map is shown after the mission starts.
Defines if the map is shown after the mission starts.
showMap = 0;
<syntaxhighlight lang="cpp">showMap = 0; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight>


Defines if the NotePad is shown after the mission starts.
showPad = 0;


{{ArgTitle|4|showNotePad|{{GVI|arma1|1.00}}}}
In {{arma1}}, defines if the NotePad is shown after the mission starts.
<syntaxhighlight lang="cpp">showNotePad = 0; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight>
{{ArgTitle|4|showPad|{{GVI|ofp|1.00}}}}
Defines if the NotePad is shown after the mission starts. '''Only in OFP:CWC'''.
<syntaxhighlight lang="cpp">showPad = 0; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight>
==== showWatch ====
Defines if the watch is visible.
Defines if the watch is visible.
  showWatch = 0;
<syntaxhighlight lang="cpp">showWatch = 0; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight>
 
 
{{ArgTitle|4|showUAVFeed|{{GVI|arma3|1.16}}}}
Enables/Disables the UAV Feed.
<syntaxhighlight lang="cpp">showUAVFeed = 0; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight>
 
 
{{ArgTitle|4|showSquadRadar|{{GVI|arma3|1.60}}}}
Defines if the Squad Radar is visible.
<syntaxhighlight lang="cpp">showSquadRadar = 0; // 0: disabled - 1: enabled. Default: 0</syntaxhighlight>
{{Feature|important|Has no effect since custom panels were introduced in {{arma3}}.}}
 
 
{{ArgTitle|4|overrideHazeQuality|{{GVI|arma3|2.16}}}}
0/1/2 - VeryLow/Low/Standard - Forces haze quality and in MP has priority over the server 'overrideHazeQuality' option. Standard(2) - mod config driven. Default(-1) - do not force.
<syntaxhighlight lang="cpp">overrideHazeQuality = 1; // Low </syntaxhighlight>
 
 
== Starting Gear ==
 
Starting gear points to briefing-available equipment. For respawn equipment, see {{Link|#Respawn/Revive}}.<br>
See also [[:Category:Command Group: Weapon Pool|Weapon Pool Commands]] for more detailed information about weapon pool system.
 
 
==== weapons ====
Set weapons available to players during the briefing.
<syntaxhighlight lang="cpp">
class Weapons
{
class AK74 { count = 8; };
class RPG7V { count = 2; };
class Binocular { count = 2; };
};
</syntaxhighlight>
 
 
==== magazines ====
Set magazines available to players during the briefing.
<syntaxhighlight lang="cpp">
class Magazines
{
class 30Rnd_545x39_AK { count = 32; };
class PG7V { count = 6; };
class HandGrenade { count = 16; };
};
</syntaxhighlight>
 
 
{{ArgTitle|4|backpacks|{{GVI|arma2oa|1.50}}}}
Set [[Arma 2 OA: Backpacks|backpacks]] available to players during the briefing.
<syntaxhighlight lang="cpp">
class Backpacks
{
class US_Patrol_Pack_EP1 { count = 4; };
class US_Assault_Pack_EP1 { count = 4; };
};
</syntaxhighlight>
 
 
{{ArgTitle|4|allowSubordinatesTakeWeapons|{{GVI|arma2oa|1.56}}}}
Allows subordinates (i.e., not leaders) to equip items defined in {{Link|#weapons}}, {{Link|#magazines}} and {{Link|#backpacks}}.
<syntaxhighlight lang="cpp">allowSubordinatesTakeWeapons = 1; // 0: disabled - 1: enabled. Default: ?</syntaxhighlight>
 
 
{{ArgTitle|4|arsenalRestrictedItems|{{GVI|arma3|1.98}}}}
Used to blacklist undesired [[Arma 3: Arsenal|Arsenal]] equipment, which prevents user saved loadout from being loaded if it contains restricted items.
<syntaxhighlight lang="cpp">arsenalRestrictedItems[] = { "U_B_Soldier_VR" };</syntaxhighlight>
 
 
{{ArgTitle|4|allowProfileGlasses|{{GVI|arma3|2.04}}}}
When set to 0 will stop glasses set in player profile from being added to player's gear:
<syntaxhighlight lang="cpp">allowProfileGlasses = 0;</syntaxhighlight>
 
 
== Corpse and Wreck Management ==
 
This section explains how to use game-included '''garbage collector''' ('''GC''') for better performances.<br>
See also [[addToRemainsCollector]], [[isInRemainsCollector]] and [[removeFromRemainsCollector]] commands.
 
The Remains Collector, if enabled, runs at background on every client and clears mission of corpses and wrecks depending on set params and mode.
Individual objects can be added or removed from collector monitoring. Items in remains collector are sorted depending on how valuable they are.
The most valuable items are pushed to the end of remains array and will be deleted last if possible; for example, the flag carrier is never deleted while it has the flag.
 
 
{{ArgTitle|4|corpseManagerMode|{{GVI|arma3|1.32}}}}
Sets the mode for automatic corpse removal.
<syntaxhighlight lang="cpp">corpseManagerMode = 0; // Default SP: 0; Default MP: 2</syntaxhighlight>
* 0 ''(Default in SP)'' = None - None of the units are automatically managed by the manager
* 1 = All - All units are automatically managed by the manager
* 2 ''(Default in MP)'' = None_But_Respawned - Only units that can respawn are automatically managed by the manager
* 3 = All_But_Respawned - All units are automatically managed by the manager with the exception of respawned ones (opposite to mode 2)
 
 
{{ArgTitle|4|corpseLimit|{{GVI|arma3|0.50}}}}
If the total number of monitored corpses is higher than '''corpseLimit''', the corpses that have been dead for longer than {{Link|#corpseRemovalMinTime}} will be considered for removal.
<syntaxhighlight lang="cpp">corpseLimit = 1; // Default: 15</syntaxhighlight>
 
 
{{ArgTitle|4|corpseRemovalMinTime|{{GVI|arma3|0.50}}}}
See {{Link|#corpseLimit}} above.
<syntaxhighlight lang="cpp">corpseRemovalMinTime = 60; // seconds. Default: 10</syntaxhighlight>
 
 
{{ArgTitle|4|corpseRemovalMaxTime|{{GVI|arma3|0.50}}}}
Monitored corpses that are dead for longer than '''corpseRemovalMaxTime''' will be considered for removal regardless of the {{Link|#corpseLimit}}.
<syntaxhighlight lang="cpp">corpseRemovalMaxTime = 1200; // seconds. Default: 3600</syntaxhighlight>
 
 
{{ArgTitle|4|disposalCheckPeriod|{{GVI|arma3|2.18}}}}
How often the remains collector checks monitored remains for removal. The value can be between 1 and 60.
<syntaxhighlight lang="cpp">disposalCheckPeriod = 10; // seconds. Default: 5</syntaxhighlight>
 
 
{{ArgTitle|4|minPlayerDistance|{{GVI|arma3|1.66}}}}
This value applies for monitored corpses, wrecks and weaponholders. The minimum distance between remains and the nearest player before the remains are allowed to be removed by the remains collector.
The remains closer than minimum distance to nearest player will not be removed until distance increases. If 'minPlayerDistance' is set to 0, the distance check is not performed.
<syntaxhighlight lang="cpp">minPlayerDistance = 50; // meters. Default: 0</syntaxhighlight>
 
 
{{ArgTitle|4|minPlayerDistance[]|{{GVI|arma3|2.18}}}}
Array variant of the above that allows setting individual minPlayerDistance for {corpses, wrecks, weaponholders}
<syntaxhighlight lang="cpp">minPlayerDistance[] = {50, 60, 70}; // meters. Default: {0, 0, 0}</syntaxhighlight>
 
 
{{ArgTitle|4|weaponholderManagerMode|{{GVI|arma3|2.18}}}}
Sets the mode for automatic weapon holder removal.
<syntaxhighlight lang="cpp">weaponholderManagerMode = 0; // Default SP: 0; Default MP: 2</syntaxhighlight>
* 0 ''(Default in SP)'' = None - None of the weapon holders are automatically managed by the manager
* 1 = All - All weapon holders are automatically managed by the manager
* 2 ''(Default in MP)'' = None_But_Respawned - Only weapon holders from units that can respawn are automatically managed by the manager
* 3 = All_But_Respawned - All weapon holders are automatically managed by the manager with the exception of the ones from respawned units (opposite to mode 2)
 
 
{{ArgTitle|4|weaponholderLimit|{{GVI|arma3|2.18}}}}
If the total number of monitored weapon holders is higher than '''weaponholderLimit''', the weapon holders that exist for longer than {{Link|#weaponholderRemovalMinTime}} will be considered for removal.
<syntaxhighlight lang="cpp">weaponholderLimit = 1; // Default: 50</syntaxhighlight>
 
 
{{ArgTitle|4|weaponholderRemovalMinTime|{{GVI|arma3|2.18}}}}
See {{Link|#weaponholderLimit}} above.
<syntaxhighlight lang="cpp">weaponholderRemovalMinTime = 60; // seconds. Default: 3600</syntaxhighlight>
 
 
{{ArgTitle|4|weaponholderRemovalMaxTime|{{GVI|arma3|2.18}}}}
Monitored weapon holders that exist for longer than '''weaponholderRemovalMaxTime''' will be considered for removal regardless of the {{Link|#weaponholderLimit}}.
<syntaxhighlight lang="cpp">weaponholderRemovalMaxTime = 1200; // seconds. Default: 36000</syntaxhighlight>
 
 
{{ArgTitle|4|wreckManagerMode|{{GVI|arma3|1.32}}}}
Sets the mode for automatic wreck removal.
<syntaxhighlight lang="cpp">wreckManagerMode = 0; // Default SP: 0; Default MP: 2</syntaxhighlight>
* 0 ''(Default in SP)'' = None - None of the vehicles are automatically managed by the manager
* 1 = All - All vehicles are automatically managed by the manager
* 2 ''(Default in MP)'' = None_But_Respawned - Only vehicles that can respawn are automatically managed by the manager
* 3 = All_But_Respawned - All vehicles are automatically managed by the manager with exception of respawned (opposite to mode 2)
 
 
{{ArgTitle|4|wreckLimit|{{GVI|arma3|0.50}}}}
If the total number of monitored wrecks is higher than '''wreckLimit''', the wrecks that existed for longer than {{Link|#wreckRemovalMinTime}} will be considered for removal.
<syntaxhighlight lang="cpp">wreckLimit = 1; // seconds. Default: 15</syntaxhighlight>
 
 
{{ArgTitle|4|wreckRemovalMinTime|{{GVI|arma3|0.50}}}}
See {{Link|#wreckLimit}} above.
<syntaxhighlight lang="cpp">wreckRemovalMinTime = 60; // seconds. Default: 10</syntaxhighlight>
 
 
{{ArgTitle|4|wreckRemovalMaxTime|{{GVI|arma3|0.50}}}}
Monitored wrecks that existed for longer than '''wreckRemovalMaxTime''' will be considered for removal regardless of the {{Link|#wreckLimit}}.
<syntaxhighlight lang="cpp">wreckRemovalMaxTime = 1800; // seconds. Default: 36000 (10 hours)</syntaxhighlight>
 
== Mission Parameters ==
 
Mission parameters allow you to add settings to your creation. These settings are in-game accessible only in Multiplayer mode, but can also be accessed by commands for a scripted use in Singleplayer mode.<br>
See [[Mission Parameters]], along with [[BIS_fnc_getParamValue]] function ([[paramsArray]] usage is '''not''' recommended).
 
 
{{ArgTitle|4|param1/param2|{{GVI|ofp|1.00}}}}
'''param1''' and '''param2''' are multiplayer options that can be seen in the multiplayer lobby.
They can be useful for setting time limits and score limits in such games as Capture the Flag and Death Matches.
Other popular uses include time acceleration, setting the mission difficulty or switching the intro on/off.
 
In the mission, variables '''param1''' and '''param2''' have the corresponding values of the chosen options.
 
{{Feature|important|
* While '''param1'''/'''param2''' were introduced in '''{{Name|ofp|short}}''' and can still be used in later titles, it is '''highly recommended''' to use config class {{Link|#Params}}, available since {{arma2}} v1.03.
* '''param1'''/'''param2''' variables can be overridden during the mission as they are '''not''' read-only.
}}
 
<syntaxhighlight lang="cpp">
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 };
</syntaxhighlight>
 
Example:
<sqf>hint format ["param1 = %1\nparam2 = %2", param1, param2];</sqf>
 
 
{{ArgTitle|4|Params|{{GVI|arma2|1.03}}}}
These are Multiplayer parameters, available in the lobby by the server administrator.
They are intended as a replacement for {{Link|#param1/param2}}.
<syntaxhighlight lang="cpp">
class Params
{
class ViewDistance
{
// Visible name in lobby settings list
title = "View distance";
 
// must be integers - commas e.g 1.5 are not allowed
values[] = { 500, 1000, 2000, 5000 };
 
// Description of each selectable item - must have the same number of items as 'values'
// If texts are missing, the values will be displayed instead
texts[] = { "500m", "1000m", "2 km", "5 km" };
 
// must be listed in 'values' array, otherwise 0 is used. If not integer, fallback value is 1
default = 1000;
 
// (optional) script file called when player joins, selected value is passed as an argument
file = "setViewDistance.sqf";
};
};
</syntaxhighlight>
See [[Mission Parameters]] for more detailed information.
 
 
== Mission Settings ==
 
These are non-editable, mission maker design settings.
They can be used for a smoother experience, briefing/debriefing behaviour, saving options, etc.<br>
See also [[Debriefing]] for more detailed information.
 
 
==== aiKills ====
Enables AI units score to appear in score table.
<syntaxhighlight lang="cpp">aiKills = 1; // 0: disabled - 1: enabled. Default: 0</syntaxhighlight>
 
 
==== briefing ====
Skip briefing screen for SP missions. If no briefing.html is present, it is skipped anyway.
<syntaxhighlight lang="cpp">briefing = 0; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight>
Briefing will still be displayed until all clients are connected and done loading.
 
 
==== debriefing ====
Defines if the debriefing is shown or not at the end of the mission.
<syntaxhighlight lang="cpp">debriefing = 0; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight>
 
 
{{ArgTitle|4|CfgDebriefing|{{GVI|arma3|0.50}}}}
Define custom mission endings or override the default endings (found under CfgDebriefing in the game's config file).
<syntaxhighlight lang="cpp">
class CfgDebriefing
{
// Used when all players die in MP
class endDeath
{
title = "Both teams have died.";
description = "Everyone was killed by the bomb.";
picture = "KIA";
};
};
</syntaxhighlight>
'''For a detailed description, see [[Arma 3: Debriefing]].'''
 
 
{{ArgTitle|4|CfgDebriefingSections|{{GVI|arma3|0.50}}}}
Define custom sections to be displayed on the debriefing screen. Useful for custom scoring systems or displaying player achievements.
<syntaxhighlight lang="cpp">
class CfgDebriefingSections
{
class bPoints
{
title = "Blufor Points";
variable = "BLU_P";
};
 
class oPoints
{
title = "Opfor Points";
variable = "OPF_P";
};
};
</syntaxhighlight>
 
 
{{ArgTitle|4|DifficultyOverride|{{GVI|arma3|2.16}}}}
Allow to override a difficulty setting for the mission only.
 
At the moment, only {{hl|tacticalPing}} is supported.
<syntaxhighlight lang="cpp">
class DifficultyOverride
{
tacticalPing = 0; // disables tactical ping in this mission, even if selected difficulty preset has it enabled
}
</syntaxhighlight>
 
 
{| class="wikitable float-right align-center" style="max-width: 50%"
! colspan="7" | [[Channel IDs|Channel ID]] number command correspondence
|-
| Global
| Side
| Command
| Group
| Vehicle
| Direct
| System
|-
| 0
| 1
| 2
| 3
| 4
| 5
| {{n/a}}
|-
| [[globalRadio]]
| [[sideRadio]]
| [[commandRadio]]
| [[groupRadio]]
| [[vehicleRadio]]
| [[directSay]]
| {{n/a}}
|-
| [[globalChat]]
| [[sideChat]]
| [[commandChat]]
| [[groupChat]]
| [[vehicleChat]]
| {{n/a}}
| [[systemChat]]
|}
{{ArgTitle|4|disableChannels|{{GVI|arma2oa|1.62}}}}
Disable global, side, command or system chat. MOTD and admin say have exception and will show in global.
 
{{Feature|informative|
* This setting is not considered when hosting from {{Link|Category:Eden Editor|Eden Editor}}.
* A mission using '''disableChannels''' will override any <syntaxhighlight lang="cpp" inline>disableChannels[]</syntaxhighlight> value in {{Link|Arma 3: Server Config File|server config}}.
}}
 
{{GVI|arma2oa|1.62}} '''basic syntax''':
<syntaxhighlight lang="cpp">disableChannels[] = { 0, 3 }; // simple channel ID list</syntaxhighlight>
 
{{GVI|arma3|1.60}} '''advanced syntax''':
<syntaxhighlight lang="cpp">
disableChannels[] =
{
{
0, // channel ID
false, // text chat remains enabled
true // voice chat is disabled
},
{ 3, true, true }
};
</syntaxhighlight>
 
 
==== disabledAI ====
Multiplayer setting that removes all playable units which do not have a human player.<br>
When AI is disabled, a player logging out will '''not''' have AI take control of his character.
{{Feature|important|Disabling AI units will prevent [[Multiplayer Scripting#Join In Progress|JIP]] into playable units if '''respawn''' is disabled.}}
<syntaxhighlight lang="cpp">disabledAI = 1; // 0: AIs fill empty slots - 1: AIs are disabled, only players can spawn. Default: 0</syntaxhighlight>
 
 
{{ArgTitle|4|disableRandomization|{{GVI|arma3|1.42}}}}
Disables randomization on certain objects, object types or object kinds in the mission. For more information visit: [[Arma 3: Vehicle Customisation]]
<syntaxhighlight lang="cpp">disableRandomization[] = { "All", "AllVehicles", "B_G_Offroad_01_F", "myCar", "MyUnitName", "B_Soldier_F" };</syntaxhighlight>
Note: This takes higher priority and will override the following:
<sqf>_vehicle setVariable ["BIS_enableRandomization", true]; // cannot enable for all or specific vehicles once disabled in description.ext</sqf>
 
 
{{ArgTitle|4|enableDebugConsole|{{GVI|arma3|0.50}}}}
Allows access to the [[Arma 3: Debug Console|Debug Console]] in multiplayer scenarios outside of the editor. This has no effect for singleplayer scenarios.
 
Since {{GVI|arma3|2.18}} also makes the console available in singleplayer scenarios.
 
<syntaxhighlight lang="cpp">enableDebugConsole = 2; // dangerous in MP</syntaxhighlight>
* 0 - Default behavior, available only in editor
* 1 - Available in SP and for hosts / logged in admins
* 2 - Available for everyone
 
Alternative since {{GVI|arma3|1.72}}
<syntaxhighlight lang="cpp">enableDebugConsole[] = { "76561198XXXXXXXXX", "76561198YYYYYYYYY", }; // admins and players with their UID in this list have access</syntaxhighlight>
 
 
{{ArgTitle|4|enableItemsDropping|{{GVI|arma2oa|1.62}}}}
Disable dropping items while swimming. Introduced in {{arma2oa}} BETA 1.60.93965. Doesn't seem to have any effect in {{arma3}}.
<syntaxhighlight lang="cpp">enableItemsDropping = 0; // 0: disabled - 1: enabled. Default: ?</syntaxhighlight>
 
 
==== enableTeamSwitch ====
Enables or disables [[Team Switch]] functionality in MP when [[#respawn|respawn type]] is 5 (SIDE).
<syntaxhighlight lang="cpp">enableTeamSwitch = 0; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight>
 
 
{{ArgTitle|4|forceRotorLibSimulation|{{GVI|arma3|1.34}}}}
Force enable or disable RotorLib flight model.
<syntaxhighlight lang="cpp">forceRotorLibSimulation = 1; // Default: 0</syntaxhighlight>
* 0 - based on player's options
* 1 - enabled (advanced mode)
* 2 - disabled (default flight mode)
 
 
{{ArgTitle|4|hostDoesNotSkipLobby|{{GVI|arma3|2.06}}}}
Stops hosting player from skipping the lobby if {{hl|c= skipLobby = 1;}} is used
<syntaxhighlight lang="cpp">hostDoesNotSkipLobby = 1;</syntaxhighlight>
 
 
{{ArgTitle|4|joinUnassigned|{{GVI|arma3|0.50}}}}
By default a new player is not auto assigned a free playable slot in the mission lobby in Multiplayer.
Disable this setting to make him auto assigned to the side with least players.
<syntaxhighlight lang="cpp">joinUnassigned = 0; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight>
 
 
==== minScore, avgScore, maxScore ====
Set minimum, average and maximum score for your mission.
Score is related to the star display in the debriefing screen (OFP:CWC).
The score can be influenced during a missions progress by using the [[addRating]] command.
<syntaxhighlight lang="cpp">
minScore = 0;
avgScore = 1800;
maxScore = 75000;
</syntaxhighlight>
{{Feature|important|Values have to follow this formula: '''minScore < avgScore < maxScore'''. Any other combinations can lead to game freeze upon mission end.}}
 
 
{{ArgTitle|4|missionGroup|{{GVI|arma3|2.10}}}}
Shared mission group name to override default [[missionName]] used with [[missionProfileNamespace]], [[saveMissionProfileNamespace]]
<syntaxhighlight lang="cpp">missionGroup = "SomeNameDescribingCommonMissions";</syntaxhighlight>
 
 
{{ArgTitle|4|onCheat|{{GVI|arma3|1.00}}}}
Executes custom statement when player enters the GETALLGEAR cheat (see: [[Arma 3: Cheats#GETALLGEAR|GETALLGEAR]]).
<syntaxhighlight lang="cpp">onCheat = "hint str _this";</syntaxhighlight>
 
 
{{ArgTitle|4|onPauseScript|{{GVI|arma2oa|1.62}}}}
Executes a custom SQF script or function in [[Scheduler#Scheduled Environment|scheduled environment]] ([[execVM]]) when player brings up Game Pause screen (presses 'Esc' button).
[[Display]] parameter of the resulting [[dialog]] is available ''via'' <sqf inline>_this select 0</sqf> inside the script.
<syntaxhighlight lang="cpp">
onPauseScript = "myOnPauseScript.sqf"; // file path
onPauseScript[] = { "myOnPauseFunction1", "myOnPauseFunction2" }; // function name - since Arma 3
</syntaxhighlight>
 
{{Feature|important|The script or function executes '''in its own [[Namespace|namespace]]'''. In order to get/set external global variable you need to explicitly use mission namespace:
; Set:
<sqf>
// myVar2 = "345"; // will set the variable only in onPauseScript namespace
missionNamespace setVariable ["myVar2", "345"]; // will be available as a global variable
</sqf>
 
; Get:
<sqf>
// hint str myVar; // will raise an undefined variable myVar error
hint str (missionNamespace getVariable "myVar"); // will access the global variable properly
</sqf>
}}
 
 
{{ArgTitle|4|saving|{{GVI|arma1|1.00}}}}
Toggle saving possibility.
<syntaxhighlight lang="cpp">saving = 0; // 0: disabled - 1: enabled. Default: 1</syntaxhighlight>
 
 
{{ArgTitle|4|scriptedPlayer|{{GVI|tkoh|1.00}}}}
When scripted player is enabled, game no longer shows "No player select" error message upon mission start when no player unit is present.
<syntaxhighlight lang="cpp">scriptedPlayer = 1; // 0: disabled - 1: enabled. Default: 0</syntaxhighlight>
 
 
{{ArgTitle|4|skipLobby|{{GVI|arma3|1.60}}}}
When enabled, joining player will join the mission bypassing role selection screen.
The {{Link|#joinUnassigned}} param will be set to 1 automatically, so that player receives first available role from mission template. When leaving such mission, player will go straight back to server browser.
<syntaxhighlight lang="cpp">skipLobby = 1; // 0: disabled - 1: enabled. Default: 0</syntaxhighlight>
 
 
== Server Security ==
 
This section underlines mission security settings for server. They can secure or break your mission, so be sure to use them wisely.
 
 
{{ArgTitle|4|allowFunctionsLog|{{GVI|arma3|0.50}}}}
Allows functions to log to the RPT file.
<syntaxhighlight lang="cpp">allowFunctionsLog = 1; // 0: disabled - 1: enabled. Default: ?</syntaxhighlight>
 
 
{{ArgTitle|4|allowFunctionsRecompile|{{GVI|arma3|1.00}}}}
As a security measure, functions are by default protected against rewriting during mission.
This restriction does not apply in missions previewed from the editor.
<syntaxhighlight lang="cpp">allowFunctionsRecompile = 1; // 0: disabled - 1: enabled. Default: 0</syntaxhighlight>
 
 
{{ArgTitle|4|zeusCompositionScriptLevel|{{GVI|arma3|2.06}}}}
<syntaxhighlight lang="cpp">
zeusCompositionScriptLevel = 0; // 0: all scripts are forbidden
// 1: only attributes are allowed (including custom attributes added by mods)
// 2: all scripts are allowed including init scripts
// Default: 1
</syntaxhighlight>
 
 
{{ArgTitle|4|CfgDisabledCommands|{{GVI|arma3|1.66}}}}
Define disabled script commands. See [[CfgDisabledCommands]] for more detailed explanations.
 
 
{{ArgTitle|4|CfgRemoteExec|{{GVI|arma3|1.50}}}}
Define [[remoteExec]] and [[remoteExecCall]] restrictions. See [[CfgRemoteExec]] for more detailed explanations and examples.
 
 
== Tasks ==
 
Tasks are part of the mission. This section deals with the settings for them.<br>
See also {{Link|Arma 3: Task Framework#Task Overhaul}}
 
 
{{ArgTitle|4|taskManagement_markers2D|{{GVI|arma3|1.42}}}}
Use new 2D markers.
<syntaxhighlight lang="cpp">taskManagement_markers2D = 1; // 0: disabled - 1: enabled. Default: 0</syntaxhighlight>
 
 
{{ArgTitle|4|taskManagement_markers3D|{{GVI|arma3|1.42}}}}
Use new 3D markers.
<syntaxhighlight lang="cpp">taskManagement_markers3D = 1; // 0: disabled - 1: enabled. Default: 0</syntaxhighlight>
 
 
{{ArgTitle|4|taskManagement_propagate|{{GVI|arma3|1.42}}}}
Propagate shared tasks to subordinates.
<syntaxhighlight lang="cpp">taskManagement_propagate = 1; // 0: disabled - 1: enabled. Default: 0</syntaxhighlight>
 
 
{{ArgTitle|4|taskManagement_drawDist|{{GVI|arma3|1.42}}}}
3D marker maximum draw distance in meters. within this range, unassigned tasks are drawn on screen.
<syntaxhighlight lang="cpp">taskManagement_drawDist = 2500; // in meters. Default: 2000</syntaxhighlight>
 
 
{{ArgTitle|4|CfgTasks|{{GVI|arma1|1.00}}}}
Agents task config
<syntaxhighlight lang="cpp">
class CfgTasks
{
class Default
{
name = "";
fsm = ""; // relative path to fsm file
condition = ""; // relative path to sqf file (compiled and stored for the duration of run time, executed frequently)
description = "";
destination = "";
resources[] = {};
};
};
</syntaxhighlight>
 
 
{{ArgTitle|4|CfgTaskTypes|{{GVI|arma3|1.54}}}}
Define Task types and their icons.
<syntaxhighlight lang="cpp">
class CfgTaskTypes
{
class Attack
{
icon = "\A3\UI_F_MP_Mark\Data\Tasks\Types\Attack_ca.paa";
icon3D = "\A3\UI_F_MP_Mark\Data\Tasks\Types3D\Attack_ca.paa";
};
 
class Defend
{
icon = "\A3\UI_F_MP_Mark\Data\Tasks\Types\Defend_ca.paa";
icon3D = "\A3\UI_F_MP_Mark\Data\Tasks\Types3D\Defend_ca.paa";
};
};
</syntaxhighlight>
 
 
{{ArgTitle|4|CfgTaskDescriptions|{{GVI|arma3|1.12}}}}
Define Task titles and descriptions.
<syntaxhighlight lang="cpp">
class CfgTaskDescriptions
{
class myTask1
{
title = "my task title";
description = "my task description";
marker = "my task destination marker";
};
 
class myTask2
{
title = "STR_myTask2Title"; // note the lack of $ sign here!
description = "STR_myTask2Description"; // without $, it translates for each client
marker = "STR_myTask2Marker"; // with $ everyone sees the server's language
};
};
</syntaxhighlight>
 
 
{{ArgTitle|4|CfgTaskEnhancements|{{GVI|arma3|1.42}}}}
Defines tasks enhancements directly in a class.
<syntaxhighlight lang="cpp">
class CfgTaskEnhancements
{
enable = 1; // 0: disable new task features (default), 1: enable new task features and add new task markers and task widgets into the map
3d = 1; // 0: do not use new 3D markers (default), 1: replace task waypoints with new 3D markers
3dDrawDist = 0; // 3d marker draw distance (default: 2000)
share = 1; // 0: do not count assigned players (default), 1: count how many players have the task assigned
propagate = 1; // 0: do not propagate (default), 1: propagate shared tasks to subordinates
};
</syntaxhighlight>
 
 
== Custom Content Definition ==
 
The following class definitions allow for mission-defined content like sounds, music, or more advanced content like functions
 
 
==== CfgCameraEffects ====
Configure custom [[cameraEffect]].
<syntaxhighlight lang="cpp">
class CfgCameraEffects
{
class Array
{
class External
{
type = 0;
duration = 6; // 3 seconds for some reason
file = ""; // some kind of custom .p3d file for camera
};
 
class AutoTerminate : External
{
type = 3; // CamChained
chain[] = { "External", "Terminate" }; // Terminate will trigger after 3 seconds
};
};
};
</syntaxhighlight>
 
Example:
<sqf>
showCinemaBorder false;
private _dur = getNumber (missionConfigFile >> "CfgCameraEffects" >> "Array" >> _this >> "duration");
private _cam = "camera" camCreate (player modelToWorld [0, -100, 50]);
_cam camSetTarget player;
_cam camSetRelPos [0, -0.1, 1.8];
_cam camCommit (_dur / 2);
_cam cameraEffect ["AutoTerminate", "Back"];
waitUntil { camCommitted _cam };
camDestroy _cam;
</sqf>
 
 
{{ArgTitle|4|CfgCommunicationMenu|{{GVI|arma3|1.00}}}}
This entry allows to add commanding menu option in the communication menu. See [[Arma 3: Communication Menu]] for more information.
 
 
{{ArgTitle|4|CfgCommands|{{GVI|arma3|1.50}}}}
This entry contains a list of configurations for certain scripting commands (currently only {{hl|allowedHTMLLoadURIs}} for [[htmlLoad]], [[ctrlSetURL]] and [[menuSetURL]]).
Can be defined in [[Config.cpp]] or in campaign's or mission's [[Description.ext]]; the most local variant is used.
<syntaxhighlight lang="cpp">
class CfgCommands
{
// a list of URIs supported by HTMLLoad
// note that in case of clients connected to dedicated server, restrictions defined in its config have priority.
allowedHTMLLoadURIs[] =
{
"*.mywebsite.com", // strings support wildcards '*' and '?'
"*.mywebsite2.com/something/*",
// ...
"*.mywebsiteN.com",
};
};
</syntaxhighlight>
{{Feature|informative|Some domains are automatically whitelisted, such as "arma3.com" or "bistudio.com".}}
 
 
{{ArgTitle|4|CfgFunctions|{{GVI|arma2|1.00}}}}
Define functions for your mission. For a detailed explanation, see:
{|
|
* {{GVI|arma3|1.00}}
| [[Arma 3: Functions Library]]
|-
|
* {{GVI|arma2|1.00}} {{GVI|arma2oa|1.00}}
| [[Arma 2: Functions Library]]
|-
|
* {{GVI|tkoh|1.00}}
| [[Take On Helicopters: Functions Library]]
|}
 
 
{{ArgTitle|4|CfgHints|{{GVI|arma3|1.00}}}}
Define [[Arma 3: Advanced Hints (Field Manual)|Advanced Hints]] (similar to the Field Manual ones). See [[Arma 3: Advanced Hints (Field Manual)#Config|Advanced Hints]] for more information.
 
 
==== CfgIdentities ====
Define the identities 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.
{{Feature|informative|the {{hl|nameSound}} entry is only valid since {{arma3}}. See [[setNameSound]] for possible values.}}
<syntaxhighlight lang="cpp">
class CfgIdentities
{
class MyLittleSoldier
{
name = "Givens";
nameSound = "Givens"; // Arma 3 only!
face = "whiteHead_06";
glasses = "None";
speaker = "Male05ENG";
pitch = 1.1;
};
};
</syntaxhighlight>
 
Example:
<sqf>player setIdentity "MyLittleSoldier";</sqf>
See [[:Category:CfgIdentities|CfgIdentities]] for more detailed information and valid options for face, glasses, speaker etc.
 
 
{{ArgTitle|4|CfgLeaflets|{{GVI|arma3|1.76}}}}
Define leaflets for your missions. See [[Arma 3: Leaflets]] for more information.
 
 
==== CfgMusic ====
Defines music you can play with [[playMusic]].
<syntaxhighlight lang="cpp">
class CfgMusic
{
tracks[] = {};
class MyIntro
{
// display name
name = "My intro music";
 
// filename, volume, pitch
sound[] = { "\music\filename.ogg", db + 0, 1.0 };
};
class Ludwig9
{
name = "Ludwig Van Beethoven's Ninth Symphony";
sound[] = { "\music\ludwig9.ogg", db + 10, 1.0 };
};
};
</syntaxhighlight>
 
Example:
<sqf>playMusic "MyIntro";</sqf>
{{Feature|important|Setting volume (db) of music far from zero will disable [[fadeMusic]] command. Optimal values are from -10 to 10.}}
 
 
{{ArgTitle|4|CfgNotifications|{{GVI|arma3|1.12}}}}
Define custom notifications to be shown with [[BIS_fnc_showNotification]]. See [[Notification]] for more detailed information and examples.
 
 
{{ArgTitle|4|CfgPostprocessTemplates|{{GVI|arma3|1.00}}}}
Define custom post-process effects, to [[Post Process Effects]] format (only "colorCorrection" and "filmGrain" are supported for now).<br>
To be used with [[BIS_fnc_setPPeffectTemplate]].
<syntaxhighlight lang="cpp">
class CfgPostprocessTemplates
{
class MyPurplePP
{
colorCorrections[] = { 1, 1, 0, { 1, 1, 1, 0 }, { 1, 0.5, 1, 0 }, { 0.75, 0.25, 0, 1 } };
displayName = "Purple-ish!";
filmGrain[] = { 0.04, 1, 1, 0, 1 };
};
};
</syntaxhighlight>
 
 
==== CfgRadio ====
Defines radio sentences you can play with these radio commands: [[customRadio]], [[vehicleRadio]], [[groupRadio]], [[sideRadio]], [[globalRadio]].
<syntaxhighlight lang="cpp">
class CfgRadio
{
sounds[] = {};
class RadioMsg1
{
// display name
name = "";
 
// filename, volume, pitch
sound[] = { "\sound\filename1.ogg", db - 100, 1.0 };
 
// radio caption
title = "I am ready for your orders.";
};
 
class RadioMsg2
{
name = "";
sound[] = { "\sound\filename2", db - 100, 1.0 }; // .wss implied
title = "$STR_RADIO_2";
};
};
</syntaxhighlight>
 
Example:
<sqf>unit sideRadio "RadioMsg2";</sqf>
 
 
==== CfgSentences ====
See [[Conversations#.bikb BIS_fnc_kbTell Example|Conversations]] for more information.
 
 
==== CfgSFX ====
See [[CfgSFX]] for more information.
 
 
==== CfgSounds ====
General sounds that can be used for dialog, voiceovers in the briefing etc.<br>
See also commands [[playSound]], [[say]], [[say2D]] and [[say3D]].
<syntaxhighlight lang="cpp">
class CfgSounds
{
sounds[] = {}; // OFP required it filled, now it can be empty or absent depending on the game's version
 
class wolf1
{
name = "My wolf sound"; // display name
sound[] = { "fx\wolf1.ogg", 1, 1, 100 }; // file, volume, pitch, maxDistance
titles[] = { 0, "*wolf growls*" }; // subtitles
 
titlesFont = "LCD14"; // OFP:R - titles font family
titlesSize = 0.1; // OFP:R - titles font size
 
forceTitles = 1; // Arma 3 - display titles even if global show titles option is off (1) or not (0)
titlesStructured = 1; // Arma 3 - treat titles as Structured Text (1) or not (0)
};
};
</syntaxhighlight>
{| class="wikitable align-left-col-1 align-center-row-1 valign-top"
! style="min-width: 15em" |<!-- line returns are to force a <p> in the cell -->
Property
!
Description
|-
!
sounds[]
|
''Was'' required in previous titles, and needed to be filled with {{hl|CfgSounds}} defined sounds at the beginning of {{ofp}}.<br>
At least in {{arma3}} the engine finds them without this value which can now be ignored entirely.
|-
!
name
|
(Optional) how the sound is referred to in the editor (e.g. name in trigger effects) this can be a translation (e.g <sqf inline>"$STR_My_Translation"</sqf>)
|-
!
sound[]
|
An array containing:
* file path: the relative path to the file<br><!--
-->Since {{GVI|arma3|1.50|size= 0.75}} the path can be prefixed with {{hl|@}} in order to look directly into addon files, e.g {{hl|"@a3\Ui_F_Curator\Data\Sound\CfgSound\visionMode"}}
* volume: between 0 and 5, 1 being normal volume<br>{{Feature|informative|Volume may at some point be found defined with '''db''' (e.g {{hl|db-40}}). The formula for db-based volume is: {{hl|10^(''number'' * (1/20))}}.}}
* pitch: 1 is normal pitch, 2 = chipmunk, 0.5 = Darth Vader, etc
* max distance: (Optional, default {{hl|''volume'' &times; 1000}}) maximum distance at which the sound is heard, in metres
|-
!
titles[]
|
An array format <syntaxhighlight lang="cpp" inline>{ time1, text1, time2, text2 }</syntaxhighlight> etc:
* time#: can be a number or an array:
** number: sound time at which the text is displayed (2 = 2s after sound start)
** array: format <syntaxhighlight lang="cpp" inline>{ displayTime, displayDurationFactor }</syntaxhighlight>:
*** displayTime: sound time at which the text is displayed (2 = 2s after sound start)
*** displayDurationFactor: default value is 1 (for 10s subtitle display), 0.5 means half the time (5s), 2 means twice the time (20s) etc
* text#: the text to be displayed
{{Feature|important|If a subtitle is timed for ''after'' the sound is done, the sound will repeat until the subtitle is played (then played until its end).}}
|-
!
{{GVI|ofpr|1.75|size= 0.75}} titlesFont
|
(Optional) titles font family
|-
!
{{GVI|ofpr|1.75|size= 0.75}} titlesSize
|
(Optional) titles font size
|-
!
{{GVI|arma3|0.50|size= 0.75}} forceTitles
|
(Optional) if set to 1, will display titles even if global show titles option is off
|-
!
{{GVI|arma3|0.50|size= 0.75}} titlesStructured
|
(Optional) if set to 1, treat titles as [[Structured Text]] (e.g <syntaxhighlight lang="html" inline>0, "<t color=""#ff0000"">Red text</t>"</syntaxhighlight>)
|}
 
Example:
<sqf>
playSound "wolf1"; // class name as string
player say ["wolf1", 100];
</sqf>
 
{{Feature|informative|See {{Link|http://ofp.toadlife.net/downloads/tutorials/tutorial_sound/tutorial_sound.html|OFP ToadLife's tutorial}} for a sound advice.}}
 
 
{{ArgTitle|4|CfgUnitInsignia|{{GVI|arma3|1.24}}}}
Define custom unit insignia (shoulder patches). See [[Arma 3: Unit Insignia]] for more detailed information.
<syntaxhighlight lang="cpp">
class CfgUnitInsignia
{
class 111thID
{
displayName = "111th Infantry Division"; // name displayed in Arsenal
author = "Bohemia Interactive"; // author displayed in Arsenal
texture = "\a3\UI_F_Bootcamp\Data\CfgUnitInsignia\B_111thID_texture_ca.paa"; // image path
textureVehicle = ""; // does nothing, was reserved for future use
};
};
</syntaxhighlight>
 
 
{{ArgTitle|4|CfgUnitTemplates|{{GVI|arma3|1.50}}}}
This class is used to create units templates. For now, this is only used with the function [[BIS_fnc_unitHeadgear]].
<syntaxhighlight lang="cpp">
class CfgUnitTemplates
{
// Classic selectRandom
class MyFirstTemplate : Default
{
headgearList[] =
{
"H_Cap_blk",
"H_Cap_grn",
"H_Cap_oli_hs"
};
 
facewearList[] =
{
"G_Bandanna_beast",
"G_Bandanna_blk",
"G_Bandanna_khk"
};
};


// the probabilities will be considered, weighted random
class MySecondTemplate : Default
{
headgearList[] =
{
"H_Cap_blk", 0.9,
"H_Cap_grn", 0.6,
"H_Cap_oli_hs", 0.55
};


<hr>
facewearList[] =
{
"G_Bandanna_beast", 0.5,
"G_Bandanna_blk", 0.5,
"G_Bandanna_khk", 0.5
};
};
};
</syntaxhighlight>


===Multiplayer===
Example:
<sqf>
[myUnit, "MyFirstTemplate"] call BIS_fnc_unitHeadgear;
[myUnit, "MySecondTemplate"] call BIS_fnc_unitHeadgear;
</sqf>


'''TitleParam1''' and '''TitleParam2''' are multiplayer options. These options are seen in the lobby of a <u>multiplayer</u> 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. Many people will assign a variable in the [[Init.sqs|init.sqs]] file to '''param1''' for simplicity, an example of this would be to assign variable ''timelimit'' = '''param1'''.
{{ArgTitle|4|CfgVehicles|{{GVI|arma3|1.70}}}}
This class can only be used to [[createSoundSource|create sound sources]].<br>
See also {{Link|#CfgSFX}} for more detailed information.
<syntaxhighlight lang="cpp">
class CfgVehicles
{
class MyOwlSound // class name to be used with createSoundSource
{
sound = "MyOwl"; // reference to CfgSFX class
};
};
</syntaxhighlight>


'''Example:'''
titleParam1 = "Time limit:";
valuesParam1[] = {0, 300, 600, 900};
defValueParam1 = 900;
textsParam1[] = {"Unlimited", "5 min", "10 min", "15 min", };


titleParam2 = "Score to win:";
{{ArgTitle|4|CfgVehicleTemplates|{{GVI|arma3|1.42}}}}
valuesParam2[] = {10000, 5, 7, 10, 15, 20, 25, 30};
This class is used to create vehicle templates used by the [[Arma 3: Vehicle Customisation|Vehicle Customization system]].
defValueParam2 = 5;
<syntaxhighlight lang="cpp">
textsParam2[] = {"Unlimited", 5, 7, 10, 15, 20, 25, 30};
class CfgVehicleTemplates
{
class BIS_Offroad_01_default
{
displayName = "Default";
author = "Bohemia Interactive";
textureList[] =
{
"guerilla_01", 0.5,
"guerilla_02", 1
};


animationList[] =
{
"HideBumper1", 1,
"HideBumper2", 1
};
};
};
</syntaxhighlight>


===Header Class===


With the introduction of OFP:Elite, [[BI]] started to include a new class definition in the description.ext. The purpose of this definition is to signal the engine the game type which is displayed in the MP game browser. This can assist other players for finding particular missions with the filters.
==== RscTitles ====
This class is used to define custom HUDs. See [[Arma: GUI Configuration]] for more information.


'''Note:''' In OFP:Elite this file is required for MP missions other wise you receive a -1 error and the mission won't load.
{{ConfigPage|end}}


'''Note:''' In ArmA if this class is missing the mission will still load with an error in the RPT file.
</div><!-- scrolling div end -->


<div>
<div style="margin-left: 2em; position: sticky; top: 2em">
{{TabView
|title1= Full TOC
|title2= Mini TOC
|content1= <div style="overflow: auto; max-height: 80vh; min-width: 22em">{{TOC}}</div>
|content2=
<div style="min-width: 12em">
{{TOC|subtoc|title= Main Categories|content=
* 1. {{Link|#Mission Information}}
* 2. {{Link|#Respawn/Revive}}
* 3. {{Link|#Mission Keys}}
* 4. {{Link|#Player's UI}}
* 5. {{Link|#Starting Gear}}
* 6. {{Link|#Corpse and Wreck Management}}
* 7. {{Link|#Mission Parameters}}
* 8. {{Link|#Mission Settings}}
* 9. {{Link|#Server Security}}
* 10. {{Link|#Tasks}}
* 11. {{Link|#Custom Content Definition}}
}}
</div>
</div><!-- sticky end -->
}}<!-- TabView end -->
</div>
</div><!-- flex end -->


class Header
{
  gameType = COOP;            //DM, Team, Coop, CTI
  minPlayers = 1;            //min # of players the mission supports
  maxPlayers = 10;            //Max # of players the mission supports
  playerCountMultipleOf = 1;  //Unknown
};


[[Category:ArmA: Mission Editing]]
[[Category:Mission Editing]]
[[category:Operation Flashpoint: Editing]]

Latest revision as of 14:51, 16 October 2024

The Description.ext is a missionConfigFile and is used to set the overall mission attributes or to define global properties that will be available for other scripts. It is placed in the mission root folder and uses the same syntax as the config.cpp file, but supports only a limited number of config classes.

Additionally, many attributes can also be set via the Eden Editor, where changes are automatically refreshed upon scenario preview. In the 2D Editor the mission has to be reloaded for changes to be applied.

Operation Flashpoint: Elite
This file is required in Operation Flashpoint: Elite for MP missions to work, otherwise a -1 error is shown.
This page is about the Mission Description.ext. For the campaign version, see Campaign Description.ext.
The keyword class for class definitions must be lowercase, otherwise a parsing error will occur.
Accidentally creating this file with a wrong file extension is a frequent cause of issues. If you are unfamiliar with script file creation, read Introduction to Arma Scripting - File Creation for a step-by-step tutorial.
Arma 3
Since Arma 3 v2.02, it is possible to import a class from main config and inherit from it in mission config:
import RscText;
class MyText : RscText
{
	// ...
};
For more information, see the import (Config) page.


Mission Information

This section helps you find out how to customise Mission overall external appearance, from Mission Overview to Loading Screens.


Loading screen parameters
Loading screen example
author			= "Varanon";
onLoadName		= "Point Insertion";
onLoadMission	= "A group of NATO soldiers is tasked with sabotaging a coastal defense.";
loadScreen		= "images\loadScreen.paa";

class Header
{
	gameType = "Coop";	// Game type
	minPlayers =  1;	// minimum number of players the mission supports
	maxPlayers = 10;	// maximum number of players the mission supports
};
The playerCountMultipleOf entry is available in earlier titles (Operation Flashpoint: Elite to Arma 3 1.30) to setup the auto-assign team balancing factor: 1 for Coop, 2 for Versus.


author

Mission author's name. The default loading screen shows this string below the onLoadName in a smaller font prefixed by "by ".


onLoadName

String (usually mission name) shown during mission loading. The string is shown in a slightly larger font above the loadScreen. The onLoadMission text is placed below the load screen and the header gameType determines the game type on top of the box.


onLoadMission

Displays a message while the mission is loading. Note that a mission that takes very little time to load will only display the message for a short time. In OFP this is the name you see when selecting a mission in MP and also the name that is presented to the Multiplayer browser.

onLoadMission = "YourMissionName";


loadScreen

The picture to be shown while the mission is loaded. The path is relative to the mission folder. Must be in PAA file format. 2:1 aspect ratio (different aspect are rendered correctly as well, but won't cover the whole area). Ideally 1024x512 pixels.

loadScreen = "pictures\intro.paa";


header

This class defines mission type and other settings displayed in the multiplayer browser.

class Header
{
	gameType = "CTF";	// Game type
	minPlayers =  1;	// minimum number of players the mission supports
	maxPlayers = 10;	// maximum number of players the mission supports
};

See Multiplayer Game Types for more detailed information.


onLoadIntro

Displays a message while the intro is loading.

onLoadIntro = "YourMessage";


onLoadMissionTime

Define whether you will see the time and date displayed while the mission loads. Effect unkown in Arma 3.

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


onLoadIntroTime

Define whether you will see the time and date displayed while the intro loads.

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


briefingName

Mission name displayed in the mission selection menu.

briefingName = "TAG 1-5 CO My super mission";
Please note that the same parameter can be defined in 3DEN in Attributes->General->Presentation->Title, but 'briefingName' from 'description.ext' has a priority. To use localized string either in 3DEN field or in 'description.ext', prefix stringtable ID with @.


CfgLoadingTexts

Define mission specific loading texts.


overviewPicture

Path to image which will be displayed when the mission is highlighted on the mission selection screen. Image should be .paa format and in 2:1 aspect ratio – ideally 1024×512 (Arma 3).


overviewText

Text to be displayed below the overviewPicture on the mission selection screen when the mission is available to play.

Please note that the same parameter can be defined in 3DEN in Attributes->General->Overview->Text, but 'overviewText' from 'description.ext' has a priority. To use localized string either in 3DEN field or in 'description.ext', prefix stringtable ID with @.
The text that appears at the top of an MP mission is defined in mod mission definition and not through Description.ext:
class Mission
{
	// ...
	class Intel
	{
		overviewText = "This text here";
		// ...
	};
// ...
};


overviewTextLocked

Text to be displayed below the overviewPicture on the mission selection screen when the mission is locked from play.

Please note that to use localized string prefix stringtable ID with @.


onBriefingGear

Defines a sound (defined in CfgSounds) that will play when accessing the gear part of the briefing. See Briefing.html.

onBriefingGear = "SoundName";
Arma 3
Has no effect in Arma 3.


onBriefingGroup

Defines a sound (defined in CfgSounds) that will play when accessing the group part of the briefing. See Briefing.html.

onBriefingGroup = "SoundName";
Arma 3
Has no effect in Arma 3.


onBriefingPlan

Defines a sound (defined in CfgSounds) that will play when accessing the plan part of the briefing. See Briefing.html.

onBriefingPlan = "SoundName";
Arma 3
Has no effect in Arma 3.


CfgWorlds

Could be used to override the following properties used on mission loading: author, description, pictureMap, pictureShot, loadingTexts[]. If a specific world name given as a subclass, override will happen only when this world is loading. If subclass with name Any is used, then aforementioned properties would be overridden for any world that is loading.

class CfgWorlds
{
	class Any // or specific world name
	{
		author = "author";
		description = "description";
		pictureMap = "picturepath";
		pictureShot = "picturepath";
		loadingTexts[] = { "text1", "text2", "text3" };
	};
};


Respawn/Revive

This section talks about respawn and revive actions.


Respawn types
ID Text version Description
0 "NONE" No respawn
1 "BIRD" Respawn as a seagull
2 "INSTANT" Respawn just where you died.
3 "BASE" Respawn in base.
A respawn marker is needed. If no marker is defined, respawn behaviour will be the same as "INSTANT".
Marker role names:
  • Unit respawn: respawn_SIDE
  • Vehicle respawn: respawn_vehicle_SIDE

Side can be one of west, east, guerrila (sic), civilian, e.g respawn_west.
Any suffix (eg: respawn_westABC, respawn_west_1, etc) will allow multiple random respawn points.

4 "GROUP" Respawn in your group. If there is no remaining AI, you will become a seagull.
5 "SIDE" Logo A1 black.png1.08 Respawn into an AI unit on your side (if there's no AI left, you'll become a seagull).
With this respawn type, team switch is also available to any AI controlled playable units.

respawn

Sets soldiers and vehicles respawn type.

respawn = 0;		// Default: 0 for SP, 1 for MP
respawn = "SIDE";	// text version works too

respawnVehicle

Sets vehicles only respawn type. Vehicles can only have 2 (or "INSTANT") and 3 (or "BASE") respawn mode. All other modes are equal to disabled respawn. If 'respawnVehicle' is not defined, the 'respawn' value is used.

respawnVehicle = 3;		    // number version
respawnVehicle = "BASE";	// text version works too

respawnButton

Enable or disable the respawn button in the menu for INSTANT and BASE respawn types.

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


respawnDelay

Set respawn delay in seconds.

respawnDelay = 42; // Default: ?


respawnVehicleDelay

Set vehicle respawn delay in seconds.

respawnVehicleDelay = 12; // Default: ?


respawnDialog

Show the scoreboard and respawn countdown timer for a player if he is killed with respawn type 3.

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


respawnOnStart

Respawn player when he joins the game. Available only for INSTANT and BASE respawn types.

respawnOnStart = 1; // Default: 0
  • -1 - Dont respawn on start. Don't run respawn script on start.
  •  0 - Dont respawn on start. Run respawn script on start.
  •  1 - Respawn on start. Run respawn script on start.


respawnTemplates

Respawn templates from CfgRespawnTemplates. You can combine any number of them together.

respawnTemplates[] = { "Counter", "Wave" };
Side specific respawn templates can be specified with respawnTemplatesSIDE[] where SIDE can be any playable side (West, East, Guer, Civ).
When such is undefined, general respawnTemplates are used instead.


respawnWeapons

Set weapons players will receive upon respawn. respawnMagazines has to be defined as well.

respawnWeapons[] = { "arifle_Katiba_GL_F" };
Side specific respawn weapons can be specified with respawnWeaponsSIDE[] where SIDE can be any playable side (West, East, Guer, Civ).
Corresponding respawnMagazinesSIDE[] has to be defined as well.


respawnMagazines

Set magazines players will receive upon respawn. respawnWeapons has to be defined as well.

respawnMagazines[] = { "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green" };
Side specific respawn weapons can be specified with respawnMagazinesSIDE[] where SIDE can be any playable side (West, East, Guer, Civ).
Corresponding respawnWeaponsSIDE[] has to be defined as well.


reviveMode

Define if Revive mode is enabled.

reviveMode = 1; // Default: 0
  • 0 - disabled
  • 1 - enabled
  • 2 - controlled by player attributes


reviveUnconsciousStateMode

Define revive mode.

reviveUnconsciousStateMode = 0; // Default: 0
  • 0 - basic mode
  • 1 - advanced mode
  • 2 - realistic

See damage model for more detailed information.


reviveRequiredTrait

Define if only a medic (or unit with medic trait) can perform a revive.

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


reviveRequiredItems

Define if a medical item (first aid kit or medkit) is required to begin a revive process.

reviveRequiredItems = 2; // Default: ?
  • 0 - none
  • 1 - medkit
  • 2 - medkit or first aid kit


reviveRequiredItemsFakConsumed

Define if a first aid kit is consumed on reviving a teammate

reviveRequiredItemsFakConsumed = 1; // 0: disabled - 1: enabled. Default: ?


reviveMedicSpeedMultiplier

Speed multiplier for revive performed by medic

reviveMedicSpeedMultiplier = 2; // medic revive will be two times faster compared to another soldier


reviveDelay

The time in seconds it takes to revive an incapacitated unit. Having a Medikit will halve this time.

reviveDelay = 10; // Default: 6


reviveForceRespawnDelay

The time in seconds it takes for an incapacitated unit to force their respawn.

reviveForceRespawnDelay = 5; // Default: 3


reviveBleedOutDelay

The time in seconds it takes for a unit to bleed out.

reviveBleedOutDelay = 300; // Default: 120


enablePlayerAddRespawn

Usage unsure, may be related to respawn template MenuPosition.

enablePlayerAddRespawn = 0; // Disable framework respawn


CfgRespawnInventory

This class defines a respawn inventory, used with MenuInventory respawn template. Loadouts with no assigned role are automatically assigned to the "Default" role.
See also BIS_fnc_addRespawnInventory, BIS_fnc_removeRespawnInventory

class CfgRespawnInventory
{
	class Blufor1
	{
		displayName = "Light";									// Name visible in the menu
		icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa";	// Icon displayed next to the name
		role = "Assault";										// Optional, see CfgRoles

		// Loadout definition, uses same entries as CfgVehicles classes
		weapons[] =
		{
			"arifle_MXC_F",
			"Binocular"
		};

		magazines[] =
		{
			"30Rnd_65x39_caseless_mag",
			"30Rnd_65x39_caseless_mag",
			"SmokeShell"
		};

		items[] =
		{
			"FirstAidKit"
		};

		linkedItems[] =
		{
			"V_Chestrig_khk",
			"H_Watchcap_blk",
			"optic_Aco",
			"acc_flashlight",
			"ItemMap",
			"ItemCompass",
			"ItemWatch",
			"ItemRadio"
		};

		uniformClass = "U_B_CombatUniform_mcam_tshirt";
		backpack = "B_AssaultPack_mcamo";
	};

	class Blufor2
	{
		// Alternative configuration pointing to a CfgVehicles class. Loadout will be copied from it.
		vehicle = "B_soldier_AR_F"
	};
};


CfgRespawnTemplates

This class defines new respawn templates to be used with respawn templates.

class CfgRespawnTemplates
{
	// class used in respawnTemplates entry
	class myTag_beacon
	{
		// function or script executed upon death
		// parameters passed into it are the same as are passed into onPlayerKilled.sqf file
		onPlayerKilled = "\myAddon\scripts\respawnBeacon.sqf";

		// function or script executed upon respawn
		// parameters passed into it are the same as are passed into onPlayerRespawn.sqf file
		onPlayerRespawn = "\myAddon\scripts\respawnBeacon.sqf";

		// default respawn delay
		// can be overwitten by description.ext attribute of the same name
		respawnDelay = 20;

		// see respawnOnStart for description and limitations
		// can be overridden by description.ext attribute of the same name
		respawnOnStart = 1;
	};

	class Spectator
	{
		onPlayerRespawn = "BIS_fnc_respawnSpectator"; // a function can be used instead of a script
	};
};


CfgRoles

This class defines Respawn roles. The main purpose of Roles is to make things clearer and simpler for player when selecting a loadout. All the loadouts available in a mission are now divided into various roles. Mission designer can use roles already created in the game config, or custom roles can be defined in description.ext file. Loadouts with no role assigned are automatically assigned to the Default role.

// all default roles with icons
class CfgRoles
{
	class Assault
	{
		displayName = "$STR_A3_Role_Assault";
		icon = "a3\Ui_f\data\GUI\Cfg\RespawnRoles\assault_ca.paa";
	};

	class Support
	{
		displayName = "$STR_A3_Role_Support";
		icon = "a3\Ui_f\data\GUI\Cfg\RespawnRoles\support_ca.paa";
	};

	class Recon
	{
		displayName = "$STR_A3_Role_Recon";
		icon = "a3\Ui_f\data\GUI\Cfg\RespawnRoles\recon_ca.paa";
	};
};

Mission Keys

Mission keys are used to lock/unlock certain missions until you completed other ones. It can also be used in mission to know which missions you finished.
Activated keys can be found in user profile (e.g documents\username.Arma3profile) under activeKeys section.
See also commands activateKey, isKeyActive and deActivateKey for more detailed information.

Please note that unlike other text items, stringtable translations ($STR_*) cannot be used.


keys

List of keys from which keysLimit counts the done ones.

keys[] = { "key1", "key2", "key3" };


keysLimit

Number of keys from the keys list needed done to unlock (and be able to play) this mission.

keysLimit = 2;


doneKeys

Name of keys marked done on mission completion.

doneKeys[] = { "key4" };


Player's UI

This section explains HUD customisation possibilities.
See also commands:


overrideFeedback

Some of the feedback effects in Arma 3 are scripted and executed by functions_f\feedback\fn_feedbackMain.fsm. Those include being hit, pulsation, dirt from explosion, choking etc. Adding overrideFeedback with value > 0 will stop feedback FSM from executing, allowing mission/mod makers to script their own, custom effects. The param is first checked in the mission config and then mod config. If mission config has this param set to 0, it will force default feedback handling without possibility to override it by mods. Do not set this param unless you are planning to enforce feedback one way or another.

overrideFeedback = 1; // 0: force default handling, 1+: allow custom handling. Default: not set


showHUD

Enables/Disables the following IGUI elements:

  • Vehicle and unit info
  • Radar and tactical display
  • Vehicle compass
  • Tank direction indicator
  • Commanding menu
  • Group info bar
  • HUD weapon cursors
  • Vehicle display panels
  • Kill messages
  • 3D Icons visibility
showHUD = 0; // 0: disabled - 1: enabled. Default: 1

The effect of using the above showHUD param is different from the effects of showHUD scripting command, both methods are rather complementary to each other.
Since Arma 3 v1.50 showHUD param can be an array to allow control over separate HUD elements, for example:

showHUD[] =
{
	1,	// Scripted HUD (same as showHUD command)
	1,	// Vehicle and unit info
	0,	// Vehicle radar [HIDDEN]
	0,	// Vehicle compass [HIDDEN]
	1,	// Tank direction indicator
	1,	// Commanding menu
	1,	// Group info bar
	1,	// HUD weapon cursors
	1,	// Vehicle display panels
	1,	// "x killed by y" systemChat messages
	1	// force show drawIcon3D icons
};
Using the showHUD[] array parameter will disable the showHUD command entirely.


showCompass

Defines if the compass is visible.

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


showGPS

Enables/Disables the GPS.

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

In Armed Assault 1.04 toggle this option to disable the mini map attached to the GPS.


showGroupIndicator

Changes default GPS mini map into a radar like display that indicates group members relative position to the player.

showGroupIndicator = 1; // 0: disabled - 1: enabled. Default: 0
Has no effect since custom panels were introduced in Arma 3. See BIS_fnc_groupIndicator.


showMap

Defines if the map is shown after the mission starts.

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


showNotePad

In Armed Assault, defines if the NotePad is shown after the mission starts.

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


showPad

Defines if the NotePad is shown after the mission starts. Only in OFP:CWC.

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


showWatch

Defines if the watch is visible.

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


showUAVFeed

Enables/Disables the UAV Feed.

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


showSquadRadar

Defines if the Squad Radar is visible.

showSquadRadar = 0; // 0: disabled - 1: enabled. Default: 0
Has no effect since custom panels were introduced in Arma 3.


overrideHazeQuality

0/1/2 - VeryLow/Low/Standard - Forces haze quality and in MP has priority over the server 'overrideHazeQuality' option. Standard(2) - mod config driven. Default(-1) - do not force.

overrideHazeQuality = 1; // Low


Starting Gear

Starting gear points to briefing-available equipment. For respawn equipment, see Respawn/Revive.
See also Weapon Pool Commands for more detailed information about weapon pool system.


weapons

Set weapons available to players during the briefing.

class Weapons
{
	class AK74		{ count = 8; };
	class RPG7V		{ count = 2; };
	class Binocular	{ count = 2; };
};


magazines

Set magazines available to players during the briefing.

class Magazines
{
	class 30Rnd_545x39_AK	{ count = 32; };
	class PG7V				{ count =  6; };
	class HandGrenade		{ count = 16; };
};


backpacks

Set backpacks available to players during the briefing.

class Backpacks
{
	class US_Patrol_Pack_EP1	{ count = 4; };
	class US_Assault_Pack_EP1	{ count = 4; };
};


allowSubordinatesTakeWeapons

Allows subordinates (i.e., not leaders) to equip items defined in weapons, magazines and backpacks.

allowSubordinatesTakeWeapons = 1; // 0: disabled - 1: enabled. Default: ?


arsenalRestrictedItems

Used to blacklist undesired Arsenal equipment, which prevents user saved loadout from being loaded if it contains restricted items.

arsenalRestrictedItems[] = { "U_B_Soldier_VR" };


allowProfileGlasses

When set to 0 will stop glasses set in player profile from being added to player's gear:

allowProfileGlasses = 0;


Corpse and Wreck Management

This section explains how to use game-included garbage collector (GC) for better performances.
See also addToRemainsCollector, isInRemainsCollector and removeFromRemainsCollector commands.

The Remains Collector, if enabled, runs at background on every client and clears mission of corpses and wrecks depending on set params and mode. Individual objects can be added or removed from collector monitoring. Items in remains collector are sorted depending on how valuable they are. The most valuable items are pushed to the end of remains array and will be deleted last if possible; for example, the flag carrier is never deleted while it has the flag.


corpseManagerMode

Sets the mode for automatic corpse removal.

corpseManagerMode = 0; // Default SP: 0; Default MP: 2
  • 0 (Default in SP) = None - None of the units are automatically managed by the manager
  • 1 = All - All units are automatically managed by the manager
  • 2 (Default in MP) = None_But_Respawned - Only units that can respawn are automatically managed by the manager
  • 3 = All_But_Respawned - All units are automatically managed by the manager with the exception of respawned ones (opposite to mode 2)


corpseLimit

If the total number of monitored corpses is higher than corpseLimit, the corpses that have been dead for longer than corpseRemovalMinTime will be considered for removal.

corpseLimit = 1; // Default: 15


corpseRemovalMinTime

See corpseLimit above.

corpseRemovalMinTime = 60; // seconds. Default: 10


corpseRemovalMaxTime

Monitored corpses that are dead for longer than corpseRemovalMaxTime will be considered for removal regardless of the corpseLimit.

corpseRemovalMaxTime = 1200; // seconds. Default: 3600


disposalCheckPeriod

How often the remains collector checks monitored remains for removal. The value can be between 1 and 60.

disposalCheckPeriod = 10; // seconds. Default: 5


minPlayerDistance

This value applies for monitored corpses, wrecks and weaponholders. The minimum distance between remains and the nearest player before the remains are allowed to be removed by the remains collector. The remains closer than minimum distance to nearest player will not be removed until distance increases. If 'minPlayerDistance' is set to 0, the distance check is not performed.

minPlayerDistance = 50; // meters. Default: 0


minPlayerDistance[]

Array variant of the above that allows setting individual minPlayerDistance for {corpses, wrecks, weaponholders}

minPlayerDistance[] = {50, 60, 70}; // meters. Default: {0, 0, 0}


weaponholderManagerMode

Sets the mode for automatic weapon holder removal.

weaponholderManagerMode = 0; // Default SP: 0; Default MP: 2
  • 0 (Default in SP) = None - None of the weapon holders are automatically managed by the manager
  • 1 = All - All weapon holders are automatically managed by the manager
  • 2 (Default in MP) = None_But_Respawned - Only weapon holders from units that can respawn are automatically managed by the manager
  • 3 = All_But_Respawned - All weapon holders are automatically managed by the manager with the exception of the ones from respawned units (opposite to mode 2)


weaponholderLimit

If the total number of monitored weapon holders is higher than weaponholderLimit, the weapon holders that exist for longer than weaponholderRemovalMinTime will be considered for removal.

weaponholderLimit = 1; // Default: 50


weaponholderRemovalMinTime

See weaponholderLimit above.

weaponholderRemovalMinTime = 60; // seconds. Default: 3600


weaponholderRemovalMaxTime

Monitored weapon holders that exist for longer than weaponholderRemovalMaxTime will be considered for removal regardless of the weaponholderLimit.

weaponholderRemovalMaxTime = 1200; // seconds. Default: 36000


wreckManagerMode

Sets the mode for automatic wreck removal.

wreckManagerMode = 0; // Default SP: 0; Default MP: 2
  • 0 (Default in SP) = None - None of the vehicles are automatically managed by the manager
  • 1 = All - All vehicles are automatically managed by the manager
  • 2 (Default in MP) = None_But_Respawned - Only vehicles that can respawn are automatically managed by the manager
  • 3 = All_But_Respawned - All vehicles are automatically managed by the manager with exception of respawned (opposite to mode 2)


wreckLimit

If the total number of monitored wrecks is higher than wreckLimit, the wrecks that existed for longer than wreckRemovalMinTime will be considered for removal.

wreckLimit = 1; // seconds. Default: 15


wreckRemovalMinTime

See wreckLimit above.

wreckRemovalMinTime = 60; // seconds. Default: 10


wreckRemovalMaxTime

Monitored wrecks that existed for longer than wreckRemovalMaxTime will be considered for removal regardless of the wreckLimit.

wreckRemovalMaxTime = 1800; // seconds. Default: 36000 (10 hours)

Mission Parameters

Mission parameters allow you to add settings to your creation. These settings are in-game accessible only in Multiplayer mode, but can also be accessed by commands for a scripted use in Singleplayer mode.
See Mission Parameters, along with BIS_fnc_getParamValue function (paramsArray usage is not recommended).


param1/param2

param1 and param2 are multiplayer options that can be seen in the multiplayer lobby. They can be useful for setting time limits and score limits in such games as Capture the Flag and Death Matches. Other popular uses include time acceleration, setting the mission difficulty or switching the intro on/off.

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

  • While param1/param2 were introduced in OFP and can still be used in later titles, it is highly recommended to use config class Params, available since Arma 2 v1.03.
  • param1/param2 variables can be overridden during the mission as they are not read-only.
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 };

Example:

hint format ["param1 = %1\nparam2 = %2", param1, param2];


Params

These are Multiplayer parameters, available in the lobby by the server administrator. They are intended as a replacement for param1/param2.

class Params
{
	class ViewDistance
	{
		// Visible name in lobby settings list
		title = "View distance";

		// must be integers - commas e.g 1.5 are not allowed
		values[] = { 500, 1000, 2000, 5000 };

		// Description of each selectable item - must have the same number of items as 'values'
		// If texts are missing, the values will be displayed instead
		texts[] = { "500m", "1000m", "2 km", "5 km" };

		// must be listed in 'values' array, otherwise 0 is used. If not integer, fallback value is 1
		default = 1000;

		// (optional) script file called when player joins, selected value is passed as an argument
		file = "setViewDistance.sqf";
	};
};

See Mission Parameters for more detailed information.


Mission Settings

These are non-editable, mission maker design settings. They can be used for a smoother experience, briefing/debriefing behaviour, saving options, etc.
See also Debriefing for more detailed information.


aiKills

Enables AI units score to appear in score table.

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


briefing

Skip briefing screen for SP missions. If no briefing.html is present, it is skipped anyway.

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

Briefing will still be displayed until all clients are connected and done loading.


debriefing

Defines if the debriefing is shown or not at the end of the mission.

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


CfgDebriefing

Define custom mission endings or override the default endings (found under CfgDebriefing in the game's config file).

class CfgDebriefing
{
	// Used when all players die in MP
	class endDeath
	{
		title = "Both teams have died.";
		description = "Everyone was killed by the bomb.";
		picture = "KIA";
	};
};

For a detailed description, see Arma 3: Debriefing.


CfgDebriefingSections

Define custom sections to be displayed on the debriefing screen. Useful for custom scoring systems or displaying player achievements.

class CfgDebriefingSections
{
	class bPoints
	{
		title = "Blufor Points";
		variable = "BLU_P";
	};

	class oPoints
	{
		title = "Opfor Points";
		variable = "OPF_P";
	};
};


DifficultyOverride

Allow to override a difficulty setting for the mission only.

At the moment, only tacticalPing is supported.

class DifficultyOverride
{
	tacticalPing = 0; // disables tactical ping in this mission, even if selected difficulty preset has it enabled
}


Channel ID number command correspondence
Global Side Command Group Vehicle Direct System
0 1 2 3 4 5 N/A
globalRadio sideRadio commandRadio groupRadio vehicleRadio directSay N/A
globalChat sideChat commandChat groupChat vehicleChat N/A systemChat

disableChannels

Disable global, side, command or system chat. MOTD and admin say have exception and will show in global.

  • This setting is not considered when hosting from Eden Editor.
  • A mission using disableChannels will override any disableChannels[] value in server config.

A2 OA Logo.png1.62 basic syntax:

disableChannels[] = { 0, 3 }; // simple channel ID list

Arma 3 logo black.png1.60 advanced syntax:

disableChannels[] =
{
	{
		0,		// channel ID
		false,	// text chat remains enabled
		true	// voice chat is disabled
	},
	{ 3, true, true }
};


disabledAI

Multiplayer setting that removes all playable units which do not have a human player.
When AI is disabled, a player logging out will not have AI take control of his character.

Disabling AI units will prevent JIP into playable units if respawn is disabled.
disabledAI = 1; // 0: AIs fill empty slots - 1: AIs are disabled, only players can spawn. Default: 0


disableRandomization

Disables randomization on certain objects, object types or object kinds in the mission. For more information visit: Arma 3: Vehicle Customisation

disableRandomization[] = { "All", "AllVehicles", "B_G_Offroad_01_F", "myCar", "MyUnitName", "B_Soldier_F" };

Note: This takes higher priority and will override the following:

_vehicle setVariable ["BIS_enableRandomization", true]; // cannot enable for all or specific vehicles once disabled in description.ext


enableDebugConsole

Allows access to the Debug Console in multiplayer scenarios outside of the editor. This has no effect for singleplayer scenarios.

Since Arma 3 logo black.png2.18 also makes the console available in singleplayer scenarios.

enableDebugConsole = 2; // dangerous in MP
  • 0 - Default behavior, available only in editor
  • 1 - Available in SP and for hosts / logged in admins
  • 2 - Available for everyone

Alternative since Arma 3 logo black.png1.72

enableDebugConsole[] = { "76561198XXXXXXXXX", "76561198YYYYYYYYY", }; // admins and players with their UID in this list have access


enableItemsDropping

Disable dropping items while swimming. Introduced in Arma 2: Operation Arrowhead BETA 1.60.93965. Doesn't seem to have any effect in Arma 3.

enableItemsDropping = 0; // 0: disabled - 1: enabled. Default: ?


enableTeamSwitch

Enables or disables Team Switch functionality in MP when respawn type is 5 (SIDE).

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


forceRotorLibSimulation

Force enable or disable RotorLib flight model.

forceRotorLibSimulation = 1; // Default: 0
  • 0 - based on player's options
  • 1 - enabled (advanced mode)
  • 2 - disabled (default flight mode)


hostDoesNotSkipLobby

Stops hosting player from skipping the lobby if skipLobby = 1; is used

hostDoesNotSkipLobby = 1;


joinUnassigned

By default a new player is not auto assigned a free playable slot in the mission lobby in Multiplayer. Disable this setting to make him auto assigned to the side with least players.

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


minScore, avgScore, maxScore

Set minimum, average and maximum score for your mission. Score is related to the star display in the debriefing screen (OFP:CWC). The score can be influenced during a missions progress by using the addRating command.

minScore = 0;
avgScore = 1800;
maxScore = 75000;
Values have to follow this formula: minScore < avgScore < maxScore. Any other combinations can lead to game freeze upon mission end.


missionGroup

Shared mission group name to override default missionName used with missionProfileNamespace, saveMissionProfileNamespace

missionGroup = "SomeNameDescribingCommonMissions";


onCheat

Executes custom statement when player enters the GETALLGEAR cheat (see: GETALLGEAR).

onCheat = "hint str _this";


onPauseScript

Executes a custom SQF script or function in scheduled environment (execVM) when player brings up Game Pause screen (presses 'Esc' button). Display parameter of the resulting dialog is available via _this select 0 inside the script.

onPauseScript	= "myOnPauseScript.sqf";							// file path
onPauseScript[]	= { "myOnPauseFunction1", "myOnPauseFunction2" };	// function name - since Arma 3
The script or function executes in its own namespace. In order to get/set external global variable you need to explicitly use mission namespace:
Set

// myVar2 = "345"; // will set the variable only in onPauseScript namespace missionNamespace setVariable ["myVar2", "345"]; // will be available as a global variable

Get
// hint str myVar; // will raise an undefined variable myVar error hint str (missionNamespace getVariable "myVar"); // will access the global variable properly


saving

Toggle saving possibility.

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


scriptedPlayer

When scripted player is enabled, game no longer shows "No player select" error message upon mission start when no player unit is present.

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


skipLobby

When enabled, joining player will join the mission bypassing role selection screen. The joinUnassigned param will be set to 1 automatically, so that player receives first available role from mission template. When leaving such mission, player will go straight back to server browser.

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


Server Security

This section underlines mission security settings for server. They can secure or break your mission, so be sure to use them wisely.


allowFunctionsLog

Allows functions to log to the RPT file.

allowFunctionsLog = 1; // 0: disabled - 1: enabled. Default: ?


allowFunctionsRecompile

As a security measure, functions are by default protected against rewriting during mission. This restriction does not apply in missions previewed from the editor.

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


zeusCompositionScriptLevel

zeusCompositionScriptLevel = 0;	// 0: all scripts are forbidden
								// 1: only attributes are allowed (including custom attributes added by mods)
								// 2: all scripts are allowed including init scripts
								// Default: 1


CfgDisabledCommands

Define disabled script commands. See CfgDisabledCommands for more detailed explanations.


CfgRemoteExec

Define remoteExec and remoteExecCall restrictions. See CfgRemoteExec for more detailed explanations and examples.


Tasks

Tasks are part of the mission. This section deals with the settings for them.
See also Arma 3: Task Framework - Task Overhaul


taskManagement_markers2D

Use new 2D markers.

taskManagement_markers2D = 1; // 0: disabled - 1: enabled. Default: 0


taskManagement_markers3D

Use new 3D markers.

taskManagement_markers3D = 1; // 0: disabled - 1: enabled. Default: 0


taskManagement_propagate

Propagate shared tasks to subordinates.

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


taskManagement_drawDist

3D marker maximum draw distance in meters. within this range, unassigned tasks are drawn on screen.

taskManagement_drawDist = 2500; // in meters. Default: 2000


CfgTasks

Agents task config

class CfgTasks
{
	class Default
	{
		name = "";
		fsm = "";		// relative path to fsm file
		condition = "";	// relative path to sqf file (compiled and stored for the duration of run time, executed frequently)
		description = "";
		destination = "";
		resources[] = {};
	};
};


CfgTaskTypes

Define Task types and their icons.

class CfgTaskTypes
{
	class Attack
	{
		icon	= "\A3\UI_F_MP_Mark\Data\Tasks\Types\Attack_ca.paa";
		icon3D	= "\A3\UI_F_MP_Mark\Data\Tasks\Types3D\Attack_ca.paa";
	};

	class Defend
	{
		icon	= "\A3\UI_F_MP_Mark\Data\Tasks\Types\Defend_ca.paa";
		icon3D	= "\A3\UI_F_MP_Mark\Data\Tasks\Types3D\Defend_ca.paa";
	};
};


CfgTaskDescriptions

Define Task titles and descriptions.

class CfgTaskDescriptions
{
	class myTask1
	{
		title		= "my task title";
		description	= "my task description";
		marker		= "my task destination marker";
	};

	class myTask2
	{
		title		= "STR_myTask2Title";			// note the lack of $ sign here!
		description	= "STR_myTask2Description";		// without $, it translates for each client
		marker		= "STR_myTask2Marker";			// with $ everyone sees the server's language
	};
};


CfgTaskEnhancements

Defines tasks enhancements directly in a class.

class CfgTaskEnhancements
{
	enable		= 1; // 0: disable new task features (default), 1: enable new task features and add new task markers and task widgets into the map
	3d			= 1; // 0: do not use new 3D markers (default), 1: replace task waypoints with new 3D markers
	3dDrawDist	= 0; // 3d marker draw distance (default: 2000)
	share		= 1; // 0: do not count assigned players (default), 1: count how many players have the task assigned
	propagate	= 1; // 0: do not propagate (default), 1: propagate shared tasks to subordinates
};


Custom Content Definition

The following class definitions allow for mission-defined content like sounds, music, or more advanced content like functions


CfgCameraEffects

Configure custom cameraEffect.

class CfgCameraEffects
{
	class Array
	{
		class External
		{
			type = 0;
			duration = 6;	// 3 seconds for some reason
			file = "";		// some kind of custom .p3d file for camera
		};

		class AutoTerminate : External
		{
			type = 3;		// CamChained
			chain[] = { "External", "Terminate" }; // Terminate will trigger after 3 seconds
		};
	};
};

Example:

showCinemaBorder false; private _dur = getNumber (missionConfigFile >> "CfgCameraEffects" >> "Array" >> _this >> "duration"); private _cam = "camera" camCreate (player modelToWorld [0, -100, 50]); _cam camSetTarget player; _cam camSetRelPos [0, -0.1, 1.8]; _cam camCommit (_dur / 2); _cam cameraEffect ["AutoTerminate", "Back"]; waitUntil { camCommitted _cam }; camDestroy _cam;


CfgCommunicationMenu

This entry allows to add commanding menu option in the communication menu. See Arma 3: Communication Menu for more information.


CfgCommands

This entry contains a list of configurations for certain scripting commands (currently only allowedHTMLLoadURIs for htmlLoad, ctrlSetURL and menuSetURL). Can be defined in Config.cpp or in campaign's or mission's Description.ext; the most local variant is used.

class CfgCommands
{
	// a list of URIs supported by HTMLLoad
	// note that in case of clients connected to dedicated server, restrictions defined in its config have priority.
	allowedHTMLLoadURIs[] =
	{
		"*.mywebsite.com", // strings support wildcards '*' and '?'
		"*.mywebsite2.com/something/*",
		// ...
		"*.mywebsiteN.com",
	};
};
Some domains are automatically whitelisted, such as "arma3.com" or "bistudio.com".


CfgFunctions

Define functions for your mission. For a detailed explanation, see:

Arma 3: Functions Library
Arma 2: Functions Library
Take On Helicopters: Functions Library


CfgHints

Define Advanced Hints (similar to the Field Manual ones). See Advanced Hints for more information.


CfgIdentities

Define the identities 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.

the nameSound entry is only valid since Arma 3. See setNameSound for possible values.
class CfgIdentities
{
	class MyLittleSoldier
	{
		name		= "Givens";
		nameSound	= "Givens"; // Arma 3 only!
		face		= "whiteHead_06";
		glasses		= "None";
		speaker		= "Male05ENG";
		pitch		= 1.1;
	};
};

Example:

player setIdentity "MyLittleSoldier";
See CfgIdentities for more detailed information and valid options for face, glasses, speaker etc.


CfgLeaflets

Define leaflets for your missions. See Arma 3: Leaflets for more information.


CfgMusic

Defines music you can play with playMusic.

class CfgMusic
{
	tracks[] = {};
	class MyIntro
	{
		// display name
		name	= "My intro music";

		// filename, volume, pitch
		sound[]	= { "\music\filename.ogg", db + 0, 1.0 };
	};
	class Ludwig9
	{
		name	= "Ludwig Van Beethoven's Ninth Symphony";
		sound[]	= { "\music\ludwig9.ogg", db + 10, 1.0 };
	};
};

Example:

playMusic "MyIntro";

Setting volume (db) of music far from zero will disable fadeMusic command. Optimal values are from -10 to 10.


CfgNotifications

Define custom notifications to be shown with BIS_fnc_showNotification. See Notification for more detailed information and examples.


CfgPostprocessTemplates

Define custom post-process effects, to Post Process Effects format (only "colorCorrection" and "filmGrain" are supported for now).
To be used with BIS_fnc_setPPeffectTemplate.

class CfgPostprocessTemplates
{
	class MyPurplePP
	{
		colorCorrections[] = { 1, 1, 0, { 1, 1, 1, 0 }, { 1, 0.5, 1, 0 }, { 0.75, 0.25, 0, 1 } };
		displayName = "Purple-ish!";
		filmGrain[] = { 0.04, 1, 1, 0, 1 };
	};
};


CfgRadio

Defines radio sentences you can play with these radio commands: customRadio, vehicleRadio, groupRadio, sideRadio, globalRadio.

class CfgRadio
{
	sounds[] = {};
	class RadioMsg1
	{
		// display name
		name	= "";

		// filename, volume, pitch
		sound[]	= { "\sound\filename1.ogg", db - 100, 1.0 };

		// radio caption
		title	= "I am ready for your orders.";
	};

	class RadioMsg2
	{
		name	= "";
		sound[]	= { "\sound\filename2", db - 100, 1.0 }; // .wss implied
		title	= "$STR_RADIO_2";
	};
};

Example:

unit sideRadio "RadioMsg2";


CfgSentences

See Conversations for more information.


CfgSFX

See CfgSFX for more information.


CfgSounds

General sounds that can be used for dialog, voiceovers in the briefing etc.
See also commands playSound, say, say2D and say3D.

class CfgSounds
{
	sounds[] = {}; // OFP required it filled, now it can be empty or absent depending on the game's version

	class wolf1
	{
		name = "My wolf sound";						// display name
		sound[] = { "fx\wolf1.ogg", 1, 1, 100 };	// file, volume, pitch, maxDistance
		titles[] = { 0, "*wolf growls*" };			// subtitles

		titlesFont = "LCD14";		// OFP:R - titles font family
		titlesSize = 0.1;			// OFP:R - titles font size

		forceTitles = 1;			// Arma 3 - display titles even if global show titles option is off (1) or not (0)
		titlesStructured = 1;		// Arma 3 - treat titles as Structured Text (1) or not (0)
	};
};

Property

Description

sounds[]

Was required in previous titles, and needed to be filled with CfgSounds defined sounds at the beginning of Operation Flashpoint.
At least in Arma 3 the engine finds them without this value which can now be ignored entirely.

name

(Optional) how the sound is referred to in the editor (e.g. name in trigger effects) this can be a translation (e.g "$STR_My_Translation")

sound[]

An array containing:

  • file path: the relative path to the file
    Since Arma 3 logo black.png1.50 the path can be prefixed with @ in order to look directly into addon files, e.g "@a3\Ui_F_Curator\Data\Sound\CfgSound\visionMode"
  • volume: between 0 and 5, 1 being normal volume
    Volume may at some point be found defined with db (e.g db-40). The formula for db-based volume is: 10^(number * (1/20)).
  • pitch: 1 is normal pitch, 2 = chipmunk, 0.5 = Darth Vader, etc
  • max distance: (Optional, default volume × 1000) maximum distance at which the sound is heard, in metres

titles[]

An array format { time1, text1, time2, text2 } etc:

  • time#: can be a number or an array:
    • number: sound time at which the text is displayed (2 = 2s after sound start)
    • array: format { displayTime, displayDurationFactor }:
      • displayTime: sound time at which the text is displayed (2 = 2s after sound start)
      • displayDurationFactor: default value is 1 (for 10s subtitle display), 0.5 means half the time (5s), 2 means twice the time (20s) etc
  • text#: the text to be displayed
If a subtitle is timed for after the sound is done, the sound will repeat until the subtitle is played (then played until its end).

ofpr version.gif1.75 titlesFont

(Optional) titles font family

ofpr version.gif1.75 titlesSize

(Optional) titles font size

Arma 3 logo black.png0.50 forceTitles

(Optional) if set to 1, will display titles even if global show titles option is off

Arma 3 logo black.png0.50 titlesStructured

(Optional) if set to 1, treat titles as Structured Text (e.g 0, "<t color=""#ff0000"">Red text</t>")

Example:

playSound "wolf1"; // class name as string player say ["wolf1", 100];

See OFP ToadLife's tutorial for a sound advice.


CfgUnitInsignia

Define custom unit insignia (shoulder patches). See Arma 3: Unit Insignia for more detailed information.

class CfgUnitInsignia
{
	class 111thID
	{
		displayName = "111th Infantry Division";	// name displayed in Arsenal
		author = "Bohemia Interactive";				// author displayed in Arsenal
		texture = "\a3\UI_F_Bootcamp\Data\CfgUnitInsignia\B_111thID_texture_ca.paa"; // image path
		textureVehicle = "";						// does nothing, was reserved for future use
	};
};


CfgUnitTemplates

This class is used to create units templates. For now, this is only used with the function BIS_fnc_unitHeadgear.

class CfgUnitTemplates
{
	// Classic selectRandom
	class MyFirstTemplate : Default
	{
		headgearList[] =
		{
			"H_Cap_blk",
			"H_Cap_grn",
			"H_Cap_oli_hs"
		};

		facewearList[] =
		{
			"G_Bandanna_beast",
			"G_Bandanna_blk",
			"G_Bandanna_khk"
		};
	};

	// the probabilities will be considered, weighted random
	class MySecondTemplate : Default
	{
		headgearList[] =
		{
			"H_Cap_blk",	0.9,
			"H_Cap_grn",	0.6,
			"H_Cap_oli_hs",	0.55
		};

		facewearList[] =
		{
			"G_Bandanna_beast",	0.5,
			"G_Bandanna_blk",	0.5,
			"G_Bandanna_khk",	0.5
		};
	};
};

Example:

[myUnit, "MyFirstTemplate"] call BIS_fnc_unitHeadgear; [myUnit, "MySecondTemplate"] call BIS_fnc_unitHeadgear;


CfgVehicles

This class can only be used to create sound sources.
See also CfgSFX for more detailed information.

class CfgVehicles
{
	class MyOwlSound		// class name to be used with createSoundSource
	{
		sound = "MyOwl";	// reference to CfgSFX class
	};
};


CfgVehicleTemplates

This class is used to create vehicle templates used by the Vehicle Customization system.

class CfgVehicleTemplates
{
	class BIS_Offroad_01_default
	{
		displayName = "Default";
		author = "Bohemia Interactive";
		textureList[] =
		{
			"guerilla_01", 0.5,
			"guerilla_02", 1
		};

		animationList[] =
		{
			"HideBumper1", 1,
			"HideBumper2", 1
		};
	};
};


RscTitles

This class is used to define custom HUDs. See Arma: GUI Configuration for more information.

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