{"name":"Arma 3: Debriefing","title":"Arma 3: Debriefing","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Debriefing","revid":363304,"updated":"2024-03-26T11:24:22Z","aliases":["Arma 3 Debriefing","Debriefing"],"markdown":"Arma 3 introduces new debriefing screen style. It completely replaces the old Briefing.html system which is no longer supported.\n\n### Execution\n\n**Mission debriefing** is displayed automatically upon mission end, unless the debriefing entry is set to 0 in *Description.ext*.\n\nIn order to show a **closing shot**, you have to use BIS_fnc_endMission / BIS_fnc_endMissionServer instead of calling scripting commands endMission / failMission directly:\n\n```sqf\n// Singleplayer / client-side\n\"end1\" call BIS_fnc_endMission;\n```\n\n```sqf\n// Multiplayer / server-side\n[\"end1\"] remoteExec [\"BIS_fnc_endMission\"];    // post Arma 3 v1.50\n \"end1\"  call BIS_fnc_endMissionServer;        // pre  Arma 3 v1.50\n```\n\n### Configuration\n\n#### Debriefing\n\n**config.cpp** or **description.ext**:\n\n```cpp\nclass CfgDebriefing\n{\n    class End1\n    {\n        title = \"Mission Completed\";\n        subtitle = \"\";\n        description = \"You successfully rescued our forces and neutralized the spotters, despite being forced to retreat.\";\n        pictureBackground = \"\";\n        picture = \"b_inf\";\n        pictureColor[] = { 0.0, 0.3, 0.6, 1 };\n    };\n};\n```\n\nMost of the params are shared both by the closing shot and by debriefing screen, see a table below:\n\n- **title**: Ending main title. Default text (MISSION ACCOMPLISHED or MISSION FAILED, based on the ending type) is displayed when the param is missing.\n- **subtitle**: Ending subtitle, further explaining the ending. Optional, no subtitle is displayed when the param is missing.\n- **description**: Detailed description of the ending. Not available in closing shot. Optional, no description is displayed when the param is missing.\n- **pictureBackground**: 2:1 picture displayed in the background. When undefined, loading screen is used instead (can be disabled by defining as empty string).\n- **picture**: 1:1 icon, used mainly in multiplayer missions. Optional, no picture is displayed when the param is missing. Can be either link to a texture, or CfgMarkers class.\n- **pictureColor**: Picture color. Optional, white is used when the param is missing.\n\n#### Disabling\n\nIn order to disable the debriefing completely, use following param:\n\n```cpp\ndebriefing = 0;\n```\n\nDefault value is 1 (enabled). Debriefing cannot be disabled in multiplayer.\n\n#### Default Lose Debriefing\n\nIn order to change the default loss debriefing (used when all players on one side have died in multiplayer, for example), you can override loser class:\n\n```cpp\nclass CfgDebriefing\n{\n    class loser\n    {\n        title = \"You all died!\";\n        subtitle = \"\";\n        description = \"Everyone is dead.\";\n        pictureBackground = \"\";\n        picture = \"KIA\";\n        pictureColor[] = { 0.6, 0.1, 0.2, 1 };\n    };\n};\n```\n\n#### Custom Sections\n\n**description.ext**:\n\n```cpp\nclass CfgDebriefingSections\n{\n    class Loot\n    {\n        title = \"Collected weapons\";\n        variable = \"BIS_loot\";\n    };\n};\n```\n\n- **title**: Section title displayed in horizontal listbox\n- **variable**: missionNamespace variable containing string to be shown. It will be parsed and displayed as structured text. When empty, section won't be visible at all.","sections":[{"heading":null,"level":1,"markdown":"Arma 3 introduces new debriefing screen style. It completely replaces the old Briefing.html system which is no longer supported."},{"heading":"Execution","level":3,"markdown":"**Mission debriefing** is displayed automatically upon mission end, unless the debriefing entry is set to 0 in *Description.ext*.\n\nIn order to show a **closing shot**, you have to use BIS_fnc_endMission / BIS_fnc_endMissionServer instead of calling scripting commands endMission / failMission directly:\n\n```sqf\n// Singleplayer / client-side\n\"end1\" call BIS_fnc_endMission;\n```\n\n```sqf\n// Multiplayer / server-side\n[\"end1\"] remoteExec [\"BIS_fnc_endMission\"];    // post Arma 3 v1.50\n \"end1\"  call BIS_fnc_endMissionServer;        // pre  Arma 3 v1.50\n```"},{"heading":"Configuration","level":3,"markdown":""},{"heading":"Debriefing","level":4,"markdown":"**config.cpp** or **description.ext**:\n\n```cpp\nclass CfgDebriefing\n{\n    class End1\n    {\n        title = \"Mission Completed\";\n        subtitle = \"\";\n        description = \"You successfully rescued our forces and neutralized the spotters, despite being forced to retreat.\";\n        pictureBackground = \"\";\n        picture = \"b_inf\";\n        pictureColor[] = { 0.0, 0.3, 0.6, 1 };\n    };\n};\n```\n\nMost of the params are shared both by the closing shot and by debriefing screen, see a table below:\n\n- **title**: Ending main title. Default text (MISSION ACCOMPLISHED or MISSION FAILED, based on the ending type) is displayed when the param is missing.\n- **subtitle**: Ending subtitle, further explaining the ending. Optional, no subtitle is displayed when the param is missing.\n- **description**: Detailed description of the ending. Not available in closing shot. Optional, no description is displayed when the param is missing.\n- **pictureBackground**: 2:1 picture displayed in the background. When undefined, loading screen is used instead (can be disabled by defining as empty string).\n- **picture**: 1:1 icon, used mainly in multiplayer missions. Optional, no picture is displayed when the param is missing. Can be either link to a texture, or CfgMarkers class.\n- **pictureColor**: Picture color. Optional, white is used when the param is missing."},{"heading":"Disabling","level":4,"markdown":"In order to disable the debriefing completely, use following param:\n\n```cpp\ndebriefing = 0;\n```\n\nDefault value is 1 (enabled). Debriefing cannot be disabled in multiplayer."},{"heading":"Default Lose Debriefing","level":4,"markdown":"In order to change the default loss debriefing (used when all players on one side have died in multiplayer, for example), you can override loser class:\n\n```cpp\nclass CfgDebriefing\n{\n    class loser\n    {\n        title = \"You all died!\";\n        subtitle = \"\";\n        description = \"Everyone is dead.\";\n        pictureBackground = \"\";\n        picture = \"KIA\";\n        pictureColor[] = { 0.6, 0.1, 0.2, 1 };\n    };\n};\n```"},{"heading":"Custom Sections","level":4,"markdown":"**description.ext**:\n\n```cpp\nclass CfgDebriefingSections\n{\n    class Loot\n    {\n        title = \"Collected weapons\";\n        variable = \"BIS_loot\";\n    };\n};\n```\n\n- **title**: Section title displayed in horizontal listbox\n- **variable**: missionNamespace variable containing string to be shown. It will be parsed and displayed as structured text. When empty, section won't be visible at all."}],"categories":["Mission Editing"],"groups":["Mission Editing"]}