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The Description.ext file sets the overall mission attributes, and defines some global entities that will be available to other scripts. It is placed in mission's root folder. It uses the same syntax and structure as the Config.cpp file, but supports only a limited number of the full set of Config.cpp classes. Many, such as CfgVehicles, won't work.

In OFP:Elite this file is required for MP missions. If this is not included, a "-1 error" is shown when selecting the mission and the mission won't load.

! In 2D Editor, scenario has to be saved or re-loaded before changes to Description.ext takes effect.

In Eden Editor, changes are refreshed automatically upon scenario preview.

Attributes[]

Intro- duced in Attribute Type Description See Also
Introduced with Operation Flashpoint version 1.00

onLoadMission[]

String 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. Care should be taken to see whether your message is readable in that timeframe.
onLoadMission = "YourMissionName";

The OnLoadMission option is used to present the mission name to the user. In MP this is the name you see when selecting a mission and also the name that is presented to the MultiPlayer browser.

Introduced with Operation Flashpoint version 1.00

onLoadIntro[]

String Displays a message while the intro is loading.
onLoadIntro = "YourMessage"
Introduced with Operation Flashpoint version 1.00

onLoadMissionTime[]

Number Define whether you will see the time and date displayed while the mission loads. 1 means visible, 0 hidden.
onLoadMissionTime = 1;
Introduced with Operation Flashpoint version 1.00

onLoadIntroTime[]

Number Define whether you will see the time and date displayed while the intro loads. 1 means visible, 0 hidden.
onLoadIntroTime = 1;

loadScreen[]

String You can define a picture to be shown while the mission is loaded.

The path is relative to the mission folder.

loadScreen =  "pictures\intro.paa";

CfgLoadingTexts[]

Class Define mission specific loading texts.
Introduced with Operation Flashpoint version 1.00

minScore[]

Number Set minimum score 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.
minScore = 0;

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

avgScore, maxScore
Introduced with Operation Flashpoint version 1.00

avgScore[]

Number Set average score 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.
avgScore = 1800;

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

minScore, maxScore
Introduced with Operation Flashpoint version 1.00

maxScore[]

Number Set maximum score 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.
maxScore = 75000;

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

minScore, avgScore
Introduced with Operation Flashpoint version 1.00

respawn[]

String or Number Sets respawn type.

Can be one of:

  • 0 or "NONE" - No respawn
  • 1 or "BIRD" - Respawn as a seagull
  • 2 or "INSTANT" - Respawn just where you died.
  • 3 or "BASE" - Respawn in base.
    • Requires a marker named:
      • respawn_west
      • respawn_east
      • respawn_guerrila
      • respawn_civilian
    • Add markers named with the prefix 'respawn_west' with any suffix (eg: respawn_westABC, respawn_west1, respawn_west_2, etc) for multiple random respawn points. Similarly for east, guerrilla and civilian.
    • Vehicle respawn in base requires a marker named:
      • respawn_vehicle_west
      • respawn_vehicle_east
      • respawn_vehicle_guerrila
      • respawn_vehicle_civilian
  • 4 or "GROUP" - Respawn in your group (if there's no AI left, you'll become a seagull).
  • 5 or "SIDE" - 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.
respawnDelay, respawnVehicleDelay, respawnDialog
Introduced with Operation Flashpoint version 1.00

enableTeamSwitch[]

Number Enables or disables Team Switch functionality in MP when respawn type is 5 (SIDE). Default is 1.
enableTeamSwitch = 0; //Manual team switch disabled
respawn
Introduced with Operation Flashpoint version 1.00

respawnButton[]

Number Enable or disable the respawn button in the menu for INSTANT and BASE respawn types. Default is 1 (enabled).
respawnButton = 0;
respawn, respawnDialog
Introduced with Operation Flashpoint version 1.00

respawnDelay[]

Number Set respawn delay in seconds.
respawnDelay = 42;
respawn, respawnVehicleDelay, respawnDialog
Introduced with Operation Flashpoint version 1.00

respawnVehicleDelay[]

Number Set vehicle respawn delay in seconds.
respawnVehicleDelay = 11;
respawn, respawnDelay, respawnDialog
Introduced with Operation Flashpoint version 1.00

respawnDialog[]

Number Show the scoreboard and respawn countdown timer for a player if he is killed with respawnType 3. Default is 1 (true).
respawnDialog = 0;
respawn, respawnDelay, respawnVehicleDelay
Introduced with Operation Flashpoint version 1.00

respawnOnStart[]

Number 1 to respawn player when he joins the game. Available only for INSTANT and BASE respawn types.
respawnOnStart = 1;//Respawn on start. Run respawn script on start.
respawnOnStart = 0;//Dont respawn on start. Run respawn script on start.
respawnOnStart = -1;//Dont respawn on start. Don't run respawn script on start.
respawn, respawnDelay, respawnVehicleDelay
Introduced with Operation Flashpoint version 1.00

respawnTemplates[]

Array 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 (e.g. respawnTemplatesEast[]). When such is undefined, general respawnTemplates are used instead.

respawn, respawnDelay, respawnVehicleDelay, Arma 3 Respawn


Introduced with Arma 3 version 1.42

reviveDelay[]

Number The time it takes to revive an incapacitated unit (default: 6 seconds). Having a Medikit will halve this time. Must have "Revive" Respawn template enabled.
reviveDelay = 6;
Revive
Introduced with Arma 3 version 1.42

reviveForceRespawnDelay[]

Number The time it takes for an incapacitated unit to force their respawn (default: 3 seconds). Must have "Revive" Respawn template enabled.
reviveForceRespawnDelay = 3;
Revive
Introduced with Arma 3 version 1.42

reviveBleedOutDelay[]

Number The time it takes for a unit to bleed out (default: 2 minutes). Must have "Revive" Respawn template enabled.
reviveBleedOutDelay = 120;
Revive
Introduced with Operation Flashpoint version 1.00

CfgCameraEffects[]

Class 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;
			chain[] = {"External","Terminate"}; //Terminate will trigger after 3 seconds
		};
	};
};

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


Introduced with Operation Flashpoint version 1.00

CfgSounds[]

Class General sounds that can be used for dialog, voiceovers in the briefing etc.
class CfgSounds
{
	sounds[] = {};
	class wolf1
	{
		// how the sound is referred to in the editor (e.g. trigger effects)
		name = "my_wolf_sound";
		// filename, volume, pitch
		sound[] = {"fx\wolf1.ogg", 1, 1};
		// subtitle delay in seconds, subtitle text 
		titles[] = {1, "*wolf growls*"};
	};
};

Use in missions:

playSound "wolf1";   // use the class name!
player say ["wolf1", 100];

(see tutorial)

NOTE: Since Arma 3 v1.49.131710 it is possible to define AddOn sounds in mission config. In order to make engine look for the sound in AddOn, the sound path must start with @ (instead of \) for example:

class CfgSounds
{
	sounds[] = {};
	class addonsound1
	{
		name = "sound from addon";
		// start path to sound file in AddOn with @
		sound[] = {"@a3\Ui_F_Curator\Data\Sound\CfgSound\visionMode", 0.8, 1};
		titles[] = {0,""};
	};
};

The following will play Vision Mode change sound from AddOn:

playSound "addonsound1";
player say "addonsound1";
player say2D "addonsound1";
player say3D "addonsound1";
Introduced with Operation Flashpoint version 1.00

CfgRadio[]

Class Radio sentences
class CfgRadio
{
	sounds[] = {};
	class RadioMsg1
	{
		name = "";
		sound[] = {"\sound\filename1.ogg", db-100, 1.0};
		title = "I am ready for your orders.";
	};
	class RadioMsg2
	{
		name = "";
		sound[] = {"\sound\filename2", db-100, 1.0}; // .wss implied
		title = {$STR_RADIO_2};
	};
};

Note that the location of the sound file is relative to the mission.

Use in missions:

unit sideRadio "RadioMsg2";
Introduced with Operation Flashpoint version 1.00

CfgMusic[]

Class
class CfgMusic
{
	tracks[]={};
class MarsIntro { name = ""; sound[] = {"\music\filename.ogg", db+0, 1.0}; }; class Ludwig9 { name = ""; sound[] = {"\music\filename.ogg", db+10, 1.0}; }; };

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

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

Use in missions:

playMusic  "MarsIntro"
Introduced with Operation Flashpoint version 1.00

CfgIdentities[]

Class 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. Note: nameSound is only valid for Arma 3.
class CfgIdentities
{
	class MyLittleSoldier
	{
		name="Givens";
                nameSound = "Givens"; // Arma 3 only!
		face="whiteHead_06";
		glasses="None";
		speaker="Male05ENG";
		pitch=1.1;
	};
};

See Category:CfgIdentities for valid options for: face, glasses, speaker etc.

setIdentity

CfgFunctions[]

Class Define functions for your mission. See Functions Library for detailed info. Functions Library
Introduced with Arma 3 version 1.32

CfgRemoteExecCommands[]

Class Define commands available for remote execution with BIS_fnc_MP. See CfgRemoteExecCommands for more info.
class CfgRemoteExecCommands {}; //disable remote execution of all commands
CfgRemoteExecCommands
Introduced with Arma 3 version 1.24

CfgUnitInsignia[]

Class Define custom unit insignia (shoulder patches).
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 currently, reserved for future use
	};
};
Arma 3 Unit Insignia

keys[]

Array List of keys (needed for keysLimit)
keys[] = {"key1","key2","key3"};

Note that unlike other 'text' items $STR_ variables (in the stringtable.csv for the mission) cannot be used

keysLimit, doneKeys

keysLimit[]

Number Number of keys from the keys list needed for unlock a mission.
keysLimit = 2;
keys, doneKeys

doneKeys[]

Array Name of key(s) needed for mark a mission in SP missions list as completed.
doneKeys[] = {"key4"};

Note that unlike other 'text' items $STR_ variables (in the stringtable.csv for the mission) cannot be used

Keys can be activated using activateKey and checked by isKeyActive.

keys, keysLimit
Introduced with Operation Flashpoint version 1.00

disabledAI[]

Number When 1, removes all playable units which do not have a human player. When 0, a logging out player will have AI take control of his character. Default value is 0. (MP)
disabledAI = 1;

Disabling all the AI units will prevent JIP into playable units.

Introduced with Operation Flashpoint version 1.00

aiKills[]

Number Enables scorelist for AI players
aiKills = 1;
Introduced with Operation Flashpoint version 1.00

briefing[]

Number Skip briefing screen for SP missions. If no briefing.html is present, it is skipped anyway.
briefing = 0;

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

Introduced with Operation Flashpoint version 1.00

debriefing[]

Number Defines if the debriefing is shown or not at the end of the mission.
debriefing = 0;
Introduced with Arma 3 version 0.50

CfgDebriefing[]

Class 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"; }; };

Debriefing
Introduced with Arma 3 version 0.50

CfgDebriefingSections[]

Class 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"; }; };

Debriefing
Introduced with Operation Flashpoint version 1.00

showHUD[]

Number or Array Enables/Disables the following IGUI elements:
  • Vehicle and Unit Info
  • Radar and Tactical Display
  • Vehicle Compass
  • Tank Direction Indicator
  • Commanding Menu
  • Group Info Bar
showHUD = 0;

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.
As of Arma 3 v1.49.131879 showHUD param could be an array to allow control over separate HUD elements, for example:

showHUD[] = {
	true,	// Scripted HUD (same as showHUD command)
	true,	// Vehicle + soldier info
	false,	// Vehicle radar [HIDDEN]
	false,	// Vehicle compass [HIDDEN]
	true,	// Tank direction indicator
	true,	// Commanding menu
	true,	// Group Bar
	true	// HUD Weapon Cursors
};

NOTE: adding new showHUD[] array param to description.ext will also disable scripted command showHUD entirely.

showHUD, shownHUD
Introduced with Operation Flashpoint version 1.00

showGPS[]

Number Enables/Disables the GPS
showGPS = 0;

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

showGPS, shownGPS, visibleGPS
Introduced with Operation Flashpoint version 1.00

showCompass[]

Number Defines if the compass is visible.
showCompass = 0;
showCompass, shownCompass, visibleCompass
Introduced with Operation Flashpoint version 1.00

showMap[]

Number Defines if the map is shown after the mission starts.
showMap = 0;
showMap, shownMap

showNotePad[]

Number In ArmA, defines if the NotePad is shown after the mission starts.
showNotePad = 0;
Introduced with Operation Flashpoint version 1.00

showPad[]

Number Defines if the NotePad is shown after the mission starts. (Not in ArmA)
showPad = 0;
showPad, shownPad
Introduced with Operation Flashpoint version 1.00

showWatch[]

Number Defines if the watch is visible.
showWatch = 0;
showWatch, shownWatch, visibleWatch
Introduced with Arma 3 version 1.16

showUAVFeed[]

Number Enables/Disables the UAV Feed
showUAVFeed = 0;
showUAVFeed, shownUAVFeed

scriptedPlayer[]

Number 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;
Introduced with Operation Flashpoint version 1.00

rscTitles[]

Class Defines custom UI displays.

To show such displays, use cutRsc or titleRsc.

Introduced with Operation Flashpoint version 1.00

weapons[]

Class Set weapons available to players during the briefing.
class Weapons 
{
	class AK74 {count = 8;};
	class RPG7V {count = 2;};
	class Binocular {count = 2;};
};
magazines, backpacks
Introduced with Operation Flashpoint version 1.00

magazines[]

Class Set magazines available to players during the briefing.
class Magazines 
{
	class 30Rnd_545x39_AK {count = 32;};
	class PG7V {count = 6;};
	class HandGrenade {count = 16;};
};
weapons, backpacks

backpacks[]

Class Set backpacks available to players during the briefing.
class Backpacks 
{
 	class US_Patrol_Pack_EP1 {count = 4;};
 	class US_Assault_Pack_EP1 {count = 4;};
};
weapons, magazines
Introduced with Operation Flashpoint version 1.00

weaponPool[]

Number Allows equipment transferred from one campaign mission to the next to be available during the briefing in the gear menu.
weaponPool = 1;

See also Command Group: Weapon Pool.

allowSubordinatesTakeWeapons[]

Number Allows subordinates (i.e., not leaders) to equip items defined in weapons, magazines and backpacks.
allowSubordinatesTakeWeapons= 1;
Introduced with Operation Flashpoint version 1.00

titleParam%[]

String titleParam1 and titleParam2 (% in title is replaced either by 1 or 2) are multiplayer options. These options are seen in the lobby of a multiplayer game. These options can be useful for setting time limits and score limits in such games as Capture the Flag and Death Matches. Other popular uses include accelerate time, setting the mission difficulty or switching the intro on/off.

In the mission param1 and param2 have the values of the chosen options. Many people will assign a variable in the init.sqs file to param1 for simplicity, an example of this would be to assign variable timelimit = param1.

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};
Introduced with Operation Flashpoint version 1.00

valuesParam%[]

Array See titleParam% titleParam%
Introduced with Operation Flashpoint version 1.00

defValueParam%[]

Number See titleParam% titleParam%
Introduced with Operation Flashpoint version 1.00

textsParam%[]

Array See titleParam% titleParam%

params[]

Class See Arma 3 Mission Parameters

header[]

Class See Multiplayer Game Types

disableChannels[]

Array Disable global, side, command and system chat. MOTD and admin say have exception and will show in global. Introduced in BETA 1.60.93398.
disableChannels[]={0,1,2,6};

0 = Global
1 = Side
2 = Command
3 = Group
4 = Vehicle
5 = Direct
6 = System

enableItemsDropping[]

Number Disable dropping items while swimming. Introduced in BETA 1.60.93965.
enableItemsDropping = 0;

0 = Disable
1 = Enable

onPauseScript[]

String
or
Array
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";
onPauseScript[] = {myOnPauseFunction1,myOnPauseFunction2};//(Arma 3)

NOTE: The script or function executes in its own namespace, so in order to pass external global variable to the script you need to explicitly indicate namespace passed variable defined in. For example, while expression like myVar = "123"; defined elsewhere usually is treated as if myVar belongs to missionNamespace, inside onPauseScript you have to be explicit about it:

hint str myVar; //Undefined variable myVar error!
hint str (missionNamespace getVariable "myVar"); //123 

The above is also true if defining global variable inside onPauseScript for use elsewhere:

myVar2 = "345"; //incorrect!
missionNamespace setVariable ["myVar2", "345"]; //correct!
Introduced with Arma 3 version 0.50

onLoadName[]

String String (usually mission name) shown during mission loading. The string is shown in a slightly larger font above the loadScreen. For example:
author="Varanon";
OnLoadName = "Point Insertion";
OnLoadMission = "A group of NATO soldiers is tasked with sabotaging a coastal defense.";
loadScreen = "images\loadScreen.paa";

This produces the pictured result. The onLoadMission text is placed below the load screen and the header gameType determines the game time on top of the box.

Loading Screens
Introduced with Arma 3 version 0.50

author[]

String Author of the mission. The default loading screen shows this string below the onLoadName in a smaller font prefixed by "by ". Loading Screens
Introduced with Arma 3 version 0.50

overviewPicture[]

String 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. Mission Overview
Introduced with Arma 3 version 0.50

overviewText[]

String Text to be displayed below the overviewPicture on the mission selection screen when the mission is available to play. Mission Overview
Introduced with Arma 3 version 0.50

overviewTextLocked[]

String Text to be displayed below the overviewPicture on the mission selection screen when the mission is locked from play. Mission Overview
Introduced with Arma 3 version 0.50

joinUnassigned[]

Number By default a new player is not auto assigned a free playable slot in the mission lobby in Multiplayer. Set it to 0/false to make him auto assigned to the side with least players.
joinUnassigned = 0;//false;

0 = Disable
1 = Enable
Default value: 1

Introduced with Arma 3 version 0.50

allowFunctionsLog[]

Number Allows functions to log to the RPT file. Set it to 1/true to allow RPT logging.
allowFunctionsLog = 1;//true

0 = Disable
1 = Enable

BIS_fnc_error
Introduced with Arma 3 version 0.50

enableDebugConsole[]

Number Allows access to the Debug Console outside of the editor during normal gameplay.
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

Mission_Editor:_Debug_Console


Introduced with Arma 3 version 1.32

corpseManagerMode[]

Number Sets the mode for corpse removal manager.
corpseManagerMode = 0;

0 = None - None of the units are managed by the manager
1 = All - All units are managed by the manager
2 = None_But_Respawned - Only units that can respawn are managed by the manager
3 = All_But_Respawned - All units are managed by the manager with exception of respawned (opposite to mode 2)
Default value: 0 for SP, 2 for MP

wreckManagerMode, addToRemainsCollector, isInRemainsCollector, removeFromRemainsCollector
Introduced with Arma 3 version 0.50

corpseLimit[]

Number Corpse limit before which ( <= ) corpseRemovalMaxTime applies and after which ( > ) corpseRemovalMinTime applies (see below).
corpseLimit = 1;

Default value: 15

wreckLimit
Introduced with Arma 3 version 0.50

corpseRemovalMinTime[]

Number Remove all bodies that have been dead longer than corpseRemovalMinTime when corpseLimit is breached.
corpseRemovalMinTime = 60; //seconds

Default value: 10

wreckRemovalMinTime
Introduced with Arma 3 version 0.50

corpseRemovalMaxTime[]

Number Maximum time a corpse can remain on the ground if total number of corpses is equal or under corpseLimit.
corpseRemovalMaxTime = 1200; //seconds

Default value: 3600

wreckRemovalMaxTime


Introduced with Arma 3 version 1.32

wreckManagerMode[]

Number Sets the mode for wreck removal manager.
wreckManagerMode = 0;

0 = None - None of the vehicles are managed by the manager
1 = All - All vehicles are managed by the manager
2 = None_But_Respawned - Only vehicles that can respawn are managed by the manager
3 = All_But_Respawned - All vehicles are managed by the manager with exception of respawned (opposite to mode 2)
Default value: 0 for SP, 2 for MP

corpseManagerMode, addToRemainsCollector, isInRemainsCollector, removeFromRemainsCollector


Introduced with Arma 3 version 0.50

wreckLimit[]

Number Vehicle wreck limit before which ( <= ) wreckRemovalMaxTime applies and after which ( > ) wreckRemovalMinTime applies (see below).
wreckLimit = 1;

Default value: 15

corpseLimit
Introduced with Arma 3 version 0.50

wreckRemovalMinTime[]

Number Remove all wrecks that have existed longer than wreckRemovalMinTime when wreckLimit is breached.
wreckRemovalMinTime = 60; //seconds

Default value: 10

corpseRemovalMinTime
Introduced with Arma 3 version 0.50

wreckRemovalMaxTime[]

Number Maximum time a wreck can remain on the ground if total number of wrecks is equal or under wreckLimit.
wreckRemovalMaxTime = 1200; //seconds

Default value: 3600

corpseRemovalMaxTime
Introduced with Arma 3 version 1.34

forceRotorLibSimulation[]

Number Force enable or disable RotorLib.
forceRotorLibSimulation = 1; //force enable

Default value: 0 - options based; 1 - force enable; 2 - force disable

saving[]

Number Toggle saving.
saving = 0; // disable saving

Default value: 1

respawnWeaponsWest[]

Array of Strings Set weapons which BLUFOR players will receive upon respawn. respawnMagazinesWest has to be defined as well.
respawnWeaponsWest[] = {"arifle_Katiba_GL_F"};

Default value: Nothing

respawnMagazinesWest[]

Array of Strings Set magazineswhich BLUFOR players will receive upon respawn. respawnWeaponsWest has to be defined as well.
respawnMagazinesWest[] = {"30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green"};

Default value: Nothing

respawnWeaponsEast[]

Array of Strings Set weapons which OPFOR players will receive upon respawn. respawnMagazinesEast has to be defined as well.
respawnWeaponsEast[] = {"arifle_Katiba_GL_F"};

Default value: Nothing

respawnMagazinesEast[]

Array of Strings Set magazineswhich OPFOR players will receive upon respawn. respawnWeaponsEast has to be defined as well.
respawnMagazinesEast[] = {"30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green"};

Default value: Nothing

respawnWeaponsGuer[]

Array of Strings Set weapons which Independent players will receive upon respawn. respawnMagazinesGuer has to be defined as well.
respawnWeaponsGuer[] = {"arifle_Katiba_GL_F"};

Default value: Nothing

respawnMagazinesGuer[]

Array of Strings Set magazineswhich Independent players will receive upon respawn. respawnWeaponsGuer has to be defined as well.
respawnMagazinesGuer[] = {"30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green"};

Default value: Nothing

respawnWeaponsCiv[]

Array of Strings Set weapons which Civilian players will receive upon respawn. respawnMagazinesCiv has to be defined as well.
respawnWeaponsCiv[] = {"arifle_Katiba_GL_F"};

Default value: Nothing

respawnMagazinesCiv[]

Array of Strings Set magazineswhich Civilian players will receive upon respawn. respawnWeaponsCiv has to be defined as well.
respawnMagazinesCiv[] = {"30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green"};

Default value: Nothing


Introduced with Arma 3 version 1.42

taskManagement_markers2D[]

Number 0: do not use new 2D markers (default), 1: replace task markers with new 2D markers
taskManagement_markers2D = 1;
Shared Objectives
Introduced with Arma 3 version 1.42

taskManagement_markers3D[]

Number 0: do not use new 3D markers (default), 1: replace task waypoints with new 3D markers
taskManagement_markers3D = 1;
Shared Objectives
Introduced with Arma 3 version 1.42

taskManagement_propagate[]

Number 0: do not propagate (default), 1: propagate shared tasks to subordinates
taskManagement_propagate = 1;
Shared Objectives
Introduced with Arma 3 version 1.42

taskManagement_drawDist[]

Number 3d marker draw distance in meters (default: 2000). within this range, unassigned tasks are drawn on screen.
taskManagement_drawDist = 2500;
Shared Objectives
Introduced with Arma 3 version 1.42

disableRandomization[]

Array Disables randomization on certain objects, object types or object kinds in the mission.
disableRandomization[] = {"All", "AllVehicles", "B_G_Offroad_01_F", "myCar", "MyUnitName", "B_Soldier_F"};


Introduced with Arma 3 version 1.42

CfgVehicleTemplates[]

Class 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", 1,
			"guerilla_02", 1
		};
		animationList[] =
		{
			"HideBumper1", 1, 
			"HideBumper2", 1
		};
	};
};
Vehicle_Customization (VhC)
Introduced with Arma 3 version 1.50

CfgUnitTemplates[]

Class This class is used to create units templates. For now, this is only used with the function BIS_fnc_unitHeadgear
class CfgUnitTemplates
{
	// Classic selectRandom
	// [cursorTarget, "MyFirstTemplate"] call bis_fnc_unitHeadgear;
	class MyFirstTemplate: Default
	{
		headgearList[] =
		{
			"H_Cap_blk","H_Cap_grn","H_Cap_oli","H_Cap_oli_hs","H_Cap_tan","H_Cap_blk_Raven"
		};
		facewearList[] =
		{
			"G_Bandanna_beast","G_Bandanna_blk","G_Bandanna_khk","G_Bandanna_oli","G_Bandanna_shades"
		};
	};
	// the probabilities will be considered, weighted random
	// [cursorTarget, "MySecondTemplate"] call bis_fnc_unitHeadgear;
	class MySecondTemplate: Default
	{
		headgearList[] =
		{
			"H_Cap_blk",0.9,"H_Cap_grn",0.6,"H_Cap_oli",0.75,"H_Cap_oli_hs",0.55,"H_Cap_tan",0.9,"H_Cap_blk_Raven",0.75
		};
		facewearList[] =
		{
			"G_Bandanna_beast",0.5,"G_Bandanna_blk",0.5,"G_Bandanna_khk",0.5,"G_Bandanna_oli",0.5,"G_Bandanna_shades",0.5
		};
	};
};
BIS_fnc_unitHeadgear
Introduced with Arma 3 version 1.00

showGroupIndicator[]

Number When set to 1, changes default GPS mini map into a radar like display that indicates group members relative position to the player
showGroupIndicator = 1;
Introduced with Arma 3 version 1.50

CfgRemoteExec[]

Class Define remoteExec restrictions.
class CfgRemoteExec
{
      // List of script functions allowed to be sent from client via remoteExec
      class Functions
      {
              // RemoteExec modes: 
              // 0-turned off
              // 1-turned on, taking whitelist into account
              // 2-turned on, ignoring whitelist (default, because of backward compatibility)
              mode = 2;
              // Ability to send jip messages: 0-disabled, 1-enabled (default)
              jip = 1;
              // your functions here
              class YourFunction1
              {
                     allowedTargets=0; // can target anyone (default)
                     jip = 0; // sending jip messages is disabled for this function (overrides settings in the Functions class)
              };
              class YourFunction2 { allowedTargets=1; }; // can target only clients
              class YourFunction3 { allowedTargets=2; }; // can target only the server
      };        
      // List of script commands allowed to be sent from client via remoteExec
      class Commands
      {
             // your commands here
             class YourCommand1 
             { 
                     allowedTargets=0; // can target anyone
                     jip=0; // sending jip is turned off (overrides settings in the Commands class)
             };
      };
};
CfgRemoteExec, remoteExec, remoteExecCall
Introduced with Arma 3 version 1.00

allowFunctionsRecompile[]

Number As a security measure, functions are by default protected against rewriting during the mission. This restriction does not apply in missions previewed from the editor and in missions with the following attribute in Description.ext
allowFunctionsRecompile = 1;


Introduced with Arma 3 Development Branch version 1.53

CfgTaskTypes[]

Class 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;
   };
   …
   …
};
Arma 3 Task Enhancements
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