Arma 3 Scripting

Campaign Description.ext

  • Also known as Description.fsm

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A campaign's Description.ext is the entry point to load a campaign's information; the campaign title, author and overview picture, the missions tree, everything displayed from the Campaigns screen is defined in it.

It must be well written to ensure a good campaign experience, as the flow of missions is defined in this file (a.k.a which mission should be played on which ending). This config file can be accessed through campaignConfigFile.

A campaign file (myCampaign.pbo) should not depend on any external resources to work but eventual mods!

Important

A wrongly formatted campaign's Description.ext can crash your game!

Note

Campaign Directory Structure

A campaign structure is the following:

myCampaignDirectory
myCampaignDirectory\description.ext
myCampaignDirectory\missions
myCampaignDirectory\missions\mission01.VR
myCampaignDirectory\missions\mission02.VR
...

Other files may appear at the root of myCampaignDirectory for sharing resources between missions, or storing the campaign overview image for example. No files should appear in myCampaignDirectory\missions, only mission directories. Mission names do not matter nor impact the missions flow. Zmission.VR will not load after Amission.VR for example. The order is, again, defined in the description.ext file.

Note

You may have to manually create the arma3rootDir\Campaigns directory.

Missions Flow

Missions flow structure is defined as follows:

Important

Campaign class cannot contain mission classes directly!

Campaign

This is the main class for missions flow definition. It is defined as follows:

class Campaign // this is a reference class, the name cannot be customised
{
    firstBattle    = Chapter1;                        // which chapter should be loaded first. MUST be declared!

    name            = "my great campaign";        // before Arma 3
    briefingName    = "my Arma 3 campaign";        // since Arma 3 - if undefined, an error popup will appear
    author            = "Username";                // since Arma 3 - if undefined, "by unknown community author" will replace author's name
    overviewPicture    = "overview.paa";
    overviewText    = "$STR_A3_StageAOverview";
    disableMP        = 1;                        // since Arma 2 - if set to 1, forces the campaign as SinglePlayer
    enableHub        = 1;                        // TBD - has to do with coming back to a "base"
    // ...
};

Chapters

A chapter is defined inside Campaign block. Multiple chapters can exist inside Campaign block. A chapter is defined as follows:

class Chapter1 // name can be customised here - it will be used as reference, in Campaign's {{hl|firstBattle}} for example
{
    firstMission    = Mission1;                // which mission should be loaded first. MUST be declared!
    name            = "My first chapter";    // chapter name. Has no in-game impact
    cutscene        = Chapter1Cutscene.VR;    // in the *missions* sub-directory. A cutscene is of course optional but the parameter MUST be declared (cutscene = ;)
    end1            = ;
    // ...
};

There can be multiple chapters in a campaign, but this is optional. Campaign missions can very well be contained within a single chapter. Chapters are used for campaign organisation as well as adding some transition cutscenes.

Missions

A mission is defined inside a chapter and must target one of the missions sub-directories. Multiple missions can be inside a chapter. A mission is defined as follows:

class myMission1 // name can be customised too
{
    end1 = myMission2; // next mission's classname
    end2 = myMission3a;
    end3 = myMission3b;
    end4 = myMission2;
    end5 = ;
    end6 = ;
    lost = myMission1;

    template = myMissionDirectory.VR; // the mission directory itself, placed in the /missions/ sub-directory
};

Note

Mission directories that are not declared anywhere in description.ext (such as mission or cutscene) are simply ignored.

cutscene (Operation Flashpoint v1.00)

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

end1-6, lost (Operation Flashpoint v1.00)

These end% and lost parameters are used to define which mission is next. An empty ending (end1 = ;) will end the current chapter.

Note

Arma 3: end1-6 and lost are optional in Arma 3.

Since custom ending names can be used in Arma 3 now ("myCustomEnd" call BIS_fnc_endMission; for example)

you can use your own custom name here (e.g myCustomEnd = nextMission;).

endDefault (Arma 3 v1.00)

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

endDefault = ; // valid

repeat (Arma 3 v1.00)

Allow mission to repeat?

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

isHub (Arma 3 v1.00)

Define a mission to be hub. May have to do with CfgHubs.

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

Description.fsm

Since Arma 3, an FSM (compiled with "campaignFSMA3.cfg" FSM config) can be included in a chapter (here named "Missions"):

// East Wind's Description.ext

weaponPool = 1;

class Campaign
{
    name = "$STR_A3_CampaignName";
    firstBattle = Missions;
    disableMP = 1;
    enableHub = 1;

    briefingName = "$STR_A3_CampaignName";
    author = "$STR_A3_Bohemia_Interactive";
    overviewPicture = "a3\Missions_F_EPA\data\img\Campaign_overview_CA.paa";
    overviewText = "$STR_A3_StageAOverview";

    class MissionDefault
    {
        lives = -1;

        lost = ;
        end1 = ;
        end2 = ;
        end3 = ;
        end4 = ;
        end5 = ;
        end6 = ;
    };

    class Missions
    {
        name = "The Beginning";
        cutscene = ;
        firstMission = A_in;
        end1 = ;
        end2 = ;
        end3 = ;
        end4 = ;
        end5 = ;
        end6 = ;
        lost = ;

        /*#define _DISABLE_DESCRIPTION    1*/

        #define _CAMPAIGN 1

        #include "description.fsm" // here is the FSM
    };
};

Note

FSM information found in description.fsm:

PROJECT SPLENDID
CAMPAIGN FSM

  • State names are mission classes
  • Condition names can be anything (even empty)
  • Condition "conditions" field can contain code which has to return true in order to make the mission available.
    Other missions' classes can be used as variables.
    Empty field returns true by default

The FSM entry point (titled "A_in1") contains the following data:

endDefault = A_in2;
noWeaponPool = 1;
isIntro = 1;

These are usual config entries that could be found in a normal config. Other possible values found:

isHub = 1;
isHubMission = 1;
isOutro = 1;
isSkirmish = 1;
repeat = 1;

Root Parameters

Important

Additional root parameters must be placed outside the Campaign class to be effective!

directory (Arma 3 v1.00)

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

directory = "A3\Missions_F_EPA\Campaign";

filterGroup (Arma 3 v1.00)

Usage unknown.

filterGroup = 3;

weaponPool (Operation Flashpoint: Resistance v1.75)

A campaign automatically enables weapon pool. This parameter allows equipment transferred from one campaign mission to the next to be available during the briefing in the gear menu.

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

Full Example

/*
    "MissionDefault", "NoEndings" etc. are arbitrary class names. MissionDefault is Bohemia standard name for missions parent class.
    Left to itself, simply inheriting the mission default means you will exit the game at the end of mission/chapter (and will be done on last(s) mission(s).

    An end that is used but not defined (e.g "end6") WILL crash the game.
*/
class NoEndings
{
    // Arma 3
    endDefault = ;

    // pre-Arma 3
    end1 = ;
    end2 = ;
    end3 = ;
    end4 = ;
    end5 = ;
    end6 = ;
    lost = ;
};

class MissionDefault : NoEndings
{
    lives        = -1;    // this sets your "lives" to none - old OFP setting where you would lose a "life" every time you retried the mission, never used
    noAward        =  1;    // TBD
    cutscene    = ;        // mandatory definition
};

// additional parameters go here
weaponPool        = 1;

class Campaign
{
    name            = "My Great Campaign";    // before Arma 3
    briefingName    = "My Great Campaign";    // since Arma 3
    author            = "John Doe";
    overviewText    = "You are a soldier on an island. Try killing the enemies and not dying to survive.";

    firstBattle    = Chapter1;
    disableMP    = 0; // this campaign is multiplayer-compatible

    class Chapter1 : NoEndings
    {
        firstMission = Chapter1_Mission1;
        end1 = Chapter2; // other endings are defined by inheritance from NoEndings

        class Chapter1_Mission1 : MissionDefault
        {
            end1 = Chapter1_Mission2;    // other endings are defined by inheritance from MissionDefault, inheriting from NoEndings
            end2 = ;                    // end2 will end Chapter 1, therefore going to Chapter 2
            template = C1M1.VR;
        };

        class Chapter1_Mission2 : MissionDefault
        {
            end1 = ; // not defining the ending will use the Chapter ending corresponding to end1: Chapter2 here
            template = C1M2.VR;
        };
    };

    class Chapter2 : NoEndings
    {
        firstMission = Chapter2_Mission1;
        end1 = LastChapter;

        // this mission is named Chapter2_Mission1 for clarity purpose,
        // but both Chapter1_Mission1 and Chapter2_Mission1 could have been named Mission1 as game engine respects Chapter hierarchy.
        // do not, however, name two missions the same -in the same chapter-
        class Chapter2_Mission1 : MissionDefault
        {
            end1 = ; // not defining the ending will use the Chapter ending corresponding to end1: LastChapter here
            template = C2M1.VR;
        };
    };

    class LastChapter : NoEndings
    {
        firstMission = Chapter3_Mission1;
        // no endings provided: because of NoEndings inheritance this is the same as writing 'endDefault = ;'
        class Chapter3_Mission1
        {
            // not defining the ending will use the Chapter ending corresponding to end1: NOTHING here, closing the campaign
            template = C3M1.VR;
        };
    };
};

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