{"name":"Mission.sqm","title":"Mission.sqm","type":"topic","url":"https://community.bistudio.com/wiki/Mission.sqm","revid":370251,"updated":"2024-11-15T14:02:43Z","aliases":["SQM","mission.sqm"],"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\nMission.sqm is the file generated by the Mission Editor;\nit contains mission information (date, time, weather),\nobject placement information (position, direction and other parameters) as well as every other setting that can be set from the editor (respawn type and duration, etc).\n\n### Versions\n\nSQM version can be found by opening the file with a basic text editor: it is the very first line of the file, to format `version=version;` - correspondence below:\n\n| Version | Game | Format |\n|---|---|---|\n| 11 | - Operation Flashpoint<br>- Operation Flashpoint: Resistance<br>- Armed Assault<br>- Arma 2<br>- Arma 2: Operation Arrowhead<br>- Take On Helicopters | 2D |\n| 12 | - Arma 3 (2D Editor) | 2D |\n| 53 | - Arma 3 (Eden Editor) | 3D |\n\n### Eden Editor format\n\nAs seen above, the first line is `version`, then come:\n\n- `class EditorData` - Eden Editor settings, like camera position, entity id\n- `binarizationWanted` - 0 to output the mission in plain (non-binary) text\n- `addons` - list of required addons\n- `AddonsMetaData` - user-friendly required addons' information\n- `randomSeed` - seed for randomisation, most likely used by random. This number is unique for each mission!\n- `class ScenarioData` - scenario's meta data (author name) as well as respawn settings (respawn type, etc)\n- `class CustomAttributes` - advanced scenario attributes (such as respawn templates, revive, etc. Also contains**modded** attributes)\n- `class Intro` - if it exists: intro\n- `class Mission` - if it exists: mission\n- `class OutroLoosesic` - if it exists: failure outro\n- `class OutroWin` - if it exists: success outro\n\n- Intro, Mission, OutroLoose [sic] and OutroWin contain the following sub-classes:\n  - `class Intel` - date/time and weather settings\n  - `class Entities` - the various entities present in the `Mission`\n  - `class Connections` - connections like synchronized triggers present in the `Mission`\n\nA bare minimum mission.sqm looks like this, the other attributes are added when the mission is saved in the editor:\n\n```cpp\nversion=53;\nclass EditorData\n{\n    class Camera\n    {\n    };\n};\nrandomSeed=123456;\n```\n\n#### class EditorData\n\n```cpp\nclass EditorData\n{\n    moveGridStep=1;\n    angleGridStep=0.2617994;\n    scaleGridStep=1;\n    autoGroupingDist=10;\n    toggles=1;\n    mods[]=\n    {\n        \"3denEnhanced\"\n    };\n    class ItemIDProvider\n    {\n        nextID=13;\n    };\n    class MarkerIDProvider\n    {\n        nextID=1;\n    };\n    class Camera\n    {\n        // simplified example for the sake of readability\n        // ...\n    };\n};\n```\n\n##### moveGridStep\n\nTranslation Widget's step size in meters.\n\n##### angleGridStep\n\nAngle Widget's step size in radians.\n\n##### scaleGridStep\n\nArea Scaling Widget's step size in meters.\n\n##### autoGroupingDist\n\nDefines the distance in meter to auto-group units.\nThis value can only be changed in the mission.sqm file and not from within Eden Editor.\nThe change is not overwritten if the mission is saved and is persistent across different mission.sqm files.\n\n##### toggles\n\nIs a number created out of different flags.\n\n**Flag Details**\n\n| Value | Description | Icon |\n|---|---|---|\n| 0 | Nothing selected | N/A |\n| 1 | Terrain Mode ATL |  |\n| 2 | Terrain Mode ASL / Don't adjust up vector |  |\n| 4 | Move in grid |  |\n| 8 | Don't snap to surface |  |\n| 16 | *Not implemented on purpose* | N/A |\n| 32 | Rotate in grid |  |\n| 64 | Scale in grid |  |\n| 128 | Force show bounding boxes<br>*Can not be toggled from the editor* | N/A |\n| 256 | Disable mouseOver model highlight<br>*Can not be toggled from the editor* | N/A |\n| 512 | Insert empty vehicle as default | N/A |\n| 1024 | Allow resize/rotate widget |  |\n\n##### Mods\n\nArma 3 v2.04 Mods listed here have `is3DENMod = 1;` set in CfgPatches.\n\n##### class ItemIDProvider\n\ncontains a single entry: `nextID` that is the next item id value (auto incremented on every item addition);\n\n##### class MarkerIDProvider\n\ncontains a single entry: `nextID` that is the next marker id value (auto incremented on every marker addition);\n\n##### class Camera\n\nDefines the editor's camera position/orientation.\n\n```cpp\nclass Camera\n{\n    // positions are to format X, Z, Y\n    pos[]={2325.9604,24.771292,5133.4385};                // camera position\n    dir[]={0.361072,-0.27934057,0.88971913};            // camera vectorDir\n    up[]={0.10504395,0.96019292,0.25883871};            // camera vectorUp\n    aside[]={0.92660606,2.7686474e-007,-0.37604135};    //\n};\n```\n\n#### binarizationWanted\n\nA number (0 or 1) representing a Boolean, to tell the editor to save the mission.sqm to binary format or not.\n\n```cpp\nbinarizationWanted=0;\n```\n\n#### addons\n\nA config array of **CfgPatches** entries, determining which addons are needed.\n\n```cpp\naddons[]=\n{\n    \"A3_Characters_F\",\n    \"A3_Modules_F_Sites\",\n    \"A3_Ui_F\"\n};\n```\n\n#### AddonsMetaData\n\nA \"list\" of required addons' user-friendly details, with author's name, friendly name, URL.\n\n```cpp\nclass AddonsMetaData\n{\n    class List\n    {\n        items=3;\n        class Item0\n        {\n            className=\"A3_Characters_F\";\n            name=\"Arma 3 Alpha - Characters and Clothing\";\n            author=\"Bohemia Interactive\";\n            url=\"https://www.arma3.com\";\n        };\n        class Item1\n        {\n            className=\"A3_Modules_F\";\n            name=\"Arma 3 Alpha - Scripted Modules\";\n            author=\"Bohemia Interactive\";\n            url=\"https://www.arma3.com\";\n        };\n        class Item2\n        {\n            className=\"A3_Ui_F\";\n            name=\"Arma 3 - User Interface\";\n            author=\"Bohemia Interactive\";\n            url=\"https://www.arma3.com\";\n        };\n    };\n};\n```\n\n#### randomSeed\n\nA random seed most likely used by weather settings and/or other random values.\n\n```cpp\nrandomSeed=4125053;\n```\n\n#### ScenarioData\n\n##### author\n\nThe mission's author name.\n\n```cpp\nauthor=\"Bohemia Interactive\";\n```\n\n#### class Mission\n\n#### class Intro\n\n#### class OutroWin\n\n#### class OutroLoose\n\nConstituted of two sub-entries class Intel and class Entities,\nThis structure applies to class Intro, class OutroWin and class OutroLoose as well.\n\n##### class Intel\n\nMission setup information.\n\n```cpp\nclass Intel\n{\n    timeOfChanges=1800.0002;\n    startWeather=0;\n    startWind=0.1;\n    startWaves=0.1;\n    forecastWeather=0;\n    forecastWind=0.1;\n    forecastWaves=0.1;\n    forecastLightnings=0.1;\n    year=2035;\n    day=28;\n    hour=13;\n    minute=37;\n    startFogDecay=0.014;\n    forecastFogDecay=0.014;\n};\n```\n\n##### class Entities\n\n`class Entities` is a data bag that can contain items, and items can contain instances of `class Entities`.\nIn the example below, the \"main\" `class Entities` contains an item (the group), item which contains another `class Entities` with items (group units).\n\n```cpp\nclass Entities\n{\n    items=1;\n    class Item0\n    {\n        dataType=\"Group\";\n        side=\"West\";\n        class Entities\n        {\n            items=1;\n            class Item0\n            {\n                // simplified example for the sake of readability\n                // ...\n            };\n        };\n    };\n};\n```\n\n##### class ItemX\n\nWhere X is from 0 to items number -1.\n\nA `class ItemX` can be of the following *dataType*s:\n\n- \"Comment\"\n- \"Group\"\n- \"Logic\"\n- \"Marker\"\n- \"Object\"\n- \"Trigger\"\n- \"Waypoint\"\n\n```cpp\nclass Item0\n{\n    dataType=\"Object\";\n    class PositionInfo\n    {\n        position[]={256,1029.0015,512.0498}; // X, Z, Y in world position\n    };\n    side=\"West\";\n    flags=3;\n    class Attributes\n    {\n        health=0.89999998;\n        skill=0.60000002;\n        ammo=0.89999998;\n        rank=\"CORPORAL\";\n        presence=0.68964958;\n        isPlayable=1;\n        disableSimulation=1;\n        ignoreByDynSimulGrid=1;\n        reportRemoteTargets=1;\n        receiveRemoteTargets=1;\n        reportOwnPosition=1;\n        stance=\"Down\";\n    };\n    id=1;\n    type=\"B_Soldier_F\";    // CfgVehicles class\n    atlOffset=1024;        // altitude offset\n    class CustomAttributes\n    {\n        class Attribute0\n        {\n            // simplified example for the sake of readability\n            // ...\n        };\n        nAttributes=1; // attributes count; similar to \"items=x\" in class Entities\n    };\n};\n```\n\n###### Flags\n\nFlag value is a combination of the following values:\n\n- 1 = KeepHorizontal\n- 2 = IsGroupLeader\n- 4 = IsSnappedToSurface\n- 8 = ContainsArea\n\nFor example, a flag of 7 means 1 + 2 + 4: KeepHorizontal, IsGroupLeader, IsSnappedToSurface and not ContainsArea.\n\n###### class AttributeX\n\nAttributes are children classes of items and are listed in the `class CustomAttributes` sub-class.\n\n```cpp\nclass Attribute0\n{\n    property=\"allowDamage\";\n    expression=\"_this allowdamage _value;\";    // SQF code to be executed (_this = the object, _value = 'value' field below)\n    class Value\n    {\n        class data\n        {\n            class type\n            {\n                type[]=\n                {\n                    \"BOOL\"\n                };\n            };\n            value=0; // for a boolean, 1 = true, 0 = false\n        };\n    };\n};\n```\n\n### 2D Editor format\n\nFirst line is `version`, then four classes of data, all of the same structure - they are:\n\n- class Mission\n- class Intro\n- class OutroWin\n- class OutroLoose [sic]\n\n#### class Mission\n\nIt is filled as such:\n\n```cpp\n// addons required to run the mission\n// Once you are done creating/updating your mission, it is always good practice\n// to check the mission.sqm for presence of unwanted addons in \"addOns\" and \"addOnsAuto\"\" arrays.\n// They contain \"CfgPatches\" classes of used addons.\n// Apart from \"class Mission\", list of addons is also present in \"Intro\", \"OutroWin\" and \"OutroLoose\" classes.\naddOns[]=\n{\n    \"cacharacters\",\n    \"desert\"\n};\naddOnsAuto[]=\n{\n    \"cacharacters\",\n    \"desert\"\n};\nrandomSeed=9361411; // the random seed, most probably used to generate random numbers\nclass Intel // pretty self-explanatory\n{\n    startWeather=0.100000;\n    forecastWeather=0.300000;\n    year=2007;\n    month=6;\n    day=7;\n    hour=8;\n};\n```\n\n##### class Groups\n\n```cpp\nclass Groups\n{\n    items=1;\n    class Item0\n    {\n        side=\"WEST\";\n        class Vehicles\n        {\n            items=1;\n            class Item0\n            {\n                position[]={2606.808838,14.685581,2408.266602}; // X, Z, Y\n                id=0;\n                side=\"WEST\";\n                vehicle=\"SoldierWB\";            // CfgVehicles class\n                player=\"PLAYER COMMANDER\";\n                leader=1;                        // group leader\n                skill=0.600000;\n            };\n        };\n    };\n};\n```","sections":[{"heading":null,"level":1,"markdown":"> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**\n>\n> This page contains unofficial information.\n>\n> Some usage of this information may constitute a violation of the rights of Bohemia Interactive and is in no way endorsed or recommended by Bohemia Interactive.\n> Bohemia Interactive is not willing to tolerate use of such tools if it contravenes any general licenses granted to end users of this community wiki or BI products.\n\nMission.sqm is the file generated by the Mission Editor;\nit contains mission information (date, time, weather),\nobject placement information (position, direction and other parameters) as well as every other setting that can be set from the editor (respawn type and duration, etc)."},{"heading":"Versions","level":3,"markdown":"SQM version can be found by opening the file with a basic text editor: it is the very first line of the file, to format `version=version;` - correspondence below:\n\n| Version | Game | Format |\n|---|---|---|\n| 11 | - Operation Flashpoint<br>- Operation Flashpoint: Resistance<br>- Armed Assault<br>- Arma 2<br>- Arma 2: Operation Arrowhead<br>- Take On Helicopters | 2D |\n| 12 | - Arma 3 (2D Editor) | 2D |\n| 53 | - Arma 3 (Eden Editor) | 3D |"},{"heading":"Eden Editor format","level":3,"markdown":"As seen above, the first line is `version`, then come:\n\n- `class EditorData` - Eden Editor settings, like camera position, entity id\n- `binarizationWanted` - 0 to output the mission in plain (non-binary) text\n- `addons` - list of required addons\n- `AddonsMetaData` - user-friendly required addons' information\n- `randomSeed` - seed for randomisation, most likely used by random. This number is unique for each mission!\n- `class ScenarioData` - scenario's meta data (author name) as well as respawn settings (respawn type, etc)\n- `class CustomAttributes` - advanced scenario attributes (such as respawn templates, revive, etc. Also contains**modded** attributes)\n- `class Intro` - if it exists: intro\n- `class Mission` - if it exists: mission\n- `class OutroLoosesic` - if it exists: failure outro\n- `class OutroWin` - if it exists: success outro\n\n- Intro, Mission, OutroLoose [sic] and OutroWin contain the following sub-classes:\n  - `class Intel` - date/time and weather settings\n  - `class Entities` - the various entities present in the `Mission`\n  - `class Connections` - connections like synchronized triggers present in the `Mission`\n\nA bare minimum mission.sqm looks like this, the other attributes are added when the mission is saved in the editor:\n\n```cpp\nversion=53;\nclass EditorData\n{\n    class Camera\n    {\n    };\n};\nrandomSeed=123456;\n```"},{"heading":"class EditorData","level":4,"markdown":"```cpp\nclass EditorData\n{\n    moveGridStep=1;\n    angleGridStep=0.2617994;\n    scaleGridStep=1;\n    autoGroupingDist=10;\n    toggles=1;\n    mods[]=\n    {\n        \"3denEnhanced\"\n    };\n    class ItemIDProvider\n    {\n        nextID=13;\n    };\n    class MarkerIDProvider\n    {\n        nextID=1;\n    };\n    class Camera\n    {\n        // simplified example for the sake of readability\n        // ...\n    };\n};\n```"},{"heading":"moveGridStep","level":5,"markdown":"Translation Widget's step size in meters."},{"heading":"angleGridStep","level":5,"markdown":"Angle Widget's step size in radians."},{"heading":"scaleGridStep","level":5,"markdown":"Area Scaling Widget's step size in meters."},{"heading":"autoGroupingDist","level":5,"markdown":"Defines the distance in meter to auto-group units.\nThis value can only be changed in the mission.sqm file and not from within Eden Editor.\nThe change is not overwritten if the mission is saved and is persistent across different mission.sqm files."},{"heading":"toggles","level":5,"markdown":"Is a number created out of different flags.\n\n**Flag Details**\n\n| Value | Description | Icon |\n|---|---|---|\n| 0 | Nothing selected | N/A |\n| 1 | Terrain Mode ATL |  |\n| 2 | Terrain Mode ASL / Don't adjust up vector |  |\n| 4 | Move in grid |  |\n| 8 | Don't snap to surface |  |\n| 16 | *Not implemented on purpose* | N/A |\n| 32 | Rotate in grid |  |\n| 64 | Scale in grid |  |\n| 128 | Force show bounding boxes<br>*Can not be toggled from the editor* | N/A |\n| 256 | Disable mouseOver model highlight<br>*Can not be toggled from the editor* | N/A |\n| 512 | Insert empty vehicle as default | N/A |\n| 1024 | Allow resize/rotate widget |  |"},{"heading":"Mods","level":5,"markdown":"Arma 3 v2.04 Mods listed here have `is3DENMod = 1;` set in CfgPatches."},{"heading":"class ItemIDProvider","level":5,"markdown":"contains a single entry: `nextID` that is the next item id value (auto incremented on every item addition);"},{"heading":"class MarkerIDProvider","level":5,"markdown":"contains a single entry: `nextID` that is the next marker id value (auto incremented on every marker addition);"},{"heading":"class Camera","level":5,"markdown":"Defines the editor's camera position/orientation.\n\n```cpp\nclass Camera\n{\n    // positions are to format X, Z, Y\n    pos[]={2325.9604,24.771292,5133.4385};                // camera position\n    dir[]={0.361072,-0.27934057,0.88971913};            // camera vectorDir\n    up[]={0.10504395,0.96019292,0.25883871};            // camera vectorUp\n    aside[]={0.92660606,2.7686474e-007,-0.37604135};    //\n};\n```"},{"heading":"binarizationWanted","level":4,"markdown":"A number (0 or 1) representing a Boolean, to tell the editor to save the mission.sqm to binary format or not.\n\n```cpp\nbinarizationWanted=0;\n```"},{"heading":"addons","level":4,"markdown":"A config array of **CfgPatches** entries, determining which addons are needed.\n\n```cpp\naddons[]=\n{\n    \"A3_Characters_F\",\n    \"A3_Modules_F_Sites\",\n    \"A3_Ui_F\"\n};\n```"},{"heading":"AddonsMetaData","level":4,"markdown":"A \"list\" of required addons' user-friendly details, with author's name, friendly name, URL.\n\n```cpp\nclass AddonsMetaData\n{\n    class List\n    {\n        items=3;\n        class Item0\n        {\n            className=\"A3_Characters_F\";\n            name=\"Arma 3 Alpha - Characters and Clothing\";\n            author=\"Bohemia Interactive\";\n            url=\"https://www.arma3.com\";\n        };\n        class Item1\n        {\n            className=\"A3_Modules_F\";\n            name=\"Arma 3 Alpha - Scripted Modules\";\n            author=\"Bohemia Interactive\";\n            url=\"https://www.arma3.com\";\n        };\n        class Item2\n        {\n            className=\"A3_Ui_F\";\n            name=\"Arma 3 - User Interface\";\n            author=\"Bohemia Interactive\";\n            url=\"https://www.arma3.com\";\n        };\n    };\n};\n```"},{"heading":"randomSeed","level":4,"markdown":"A random seed most likely used by weather settings and/or other random values.\n\n```cpp\nrandomSeed=4125053;\n```"},{"heading":"ScenarioData","level":4,"markdown":""},{"heading":"author","level":5,"markdown":"The mission's author name.\n\n```cpp\nauthor=\"Bohemia Interactive\";\n```"},{"heading":"class Mission","level":4,"markdown":""},{"heading":"class Intro","level":4,"markdown":""},{"heading":"class OutroWin","level":4,"markdown":""},{"heading":"class OutroLoose","level":4,"markdown":"Constituted of two sub-entries class Intel and class Entities,\nThis structure applies to class Intro, class OutroWin and class OutroLoose as well."},{"heading":"class Intel","level":5,"markdown":"Mission setup information.\n\n```cpp\nclass Intel\n{\n    timeOfChanges=1800.0002;\n    startWeather=0;\n    startWind=0.1;\n    startWaves=0.1;\n    forecastWeather=0;\n    forecastWind=0.1;\n    forecastWaves=0.1;\n    forecastLightnings=0.1;\n    year=2035;\n    day=28;\n    hour=13;\n    minute=37;\n    startFogDecay=0.014;\n    forecastFogDecay=0.014;\n};\n```"},{"heading":"class Entities","level":5,"markdown":"`class Entities` is a data bag that can contain items, and items can contain instances of `class Entities`.\nIn the example below, the \"main\" `class Entities` contains an item (the group), item which contains another `class Entities` with items (group units).\n\n```cpp\nclass Entities\n{\n    items=1;\n    class Item0\n    {\n        dataType=\"Group\";\n        side=\"West\";\n        class Entities\n        {\n            items=1;\n            class Item0\n            {\n                // simplified example for the sake of readability\n                // ...\n            };\n        };\n    };\n};\n```"},{"heading":"class ItemX","level":5,"markdown":"Where X is from 0 to items number -1.\n\nA `class ItemX` can be of the following *dataType*s:\n\n- \"Comment\"\n- \"Group\"\n- \"Logic\"\n- \"Marker\"\n- \"Object\"\n- \"Trigger\"\n- \"Waypoint\"\n\n```cpp\nclass Item0\n{\n    dataType=\"Object\";\n    class PositionInfo\n    {\n        position[]={256,1029.0015,512.0498}; // X, Z, Y in world position\n    };\n    side=\"West\";\n    flags=3;\n    class Attributes\n    {\n        health=0.89999998;\n        skill=0.60000002;\n        ammo=0.89999998;\n        rank=\"CORPORAL\";\n        presence=0.68964958;\n        isPlayable=1;\n        disableSimulation=1;\n        ignoreByDynSimulGrid=1;\n        reportRemoteTargets=1;\n        receiveRemoteTargets=1;\n        reportOwnPosition=1;\n        stance=\"Down\";\n    };\n    id=1;\n    type=\"B_Soldier_F\";    // CfgVehicles class\n    atlOffset=1024;        // altitude offset\n    class CustomAttributes\n    {\n        class Attribute0\n        {\n            // simplified example for the sake of readability\n            // ...\n        };\n        nAttributes=1; // attributes count; similar to \"items=x\" in class Entities\n    };\n};\n```"},{"heading":"Flags","level":6,"markdown":"Flag value is a combination of the following values:\n\n- 1 = KeepHorizontal\n- 2 = IsGroupLeader\n- 4 = IsSnappedToSurface\n- 8 = ContainsArea\n\nFor example, a flag of 7 means 1 + 2 + 4: KeepHorizontal, IsGroupLeader, IsSnappedToSurface and not ContainsArea."},{"heading":"class AttributeX","level":6,"markdown":"Attributes are children classes of items and are listed in the `class CustomAttributes` sub-class.\n\n```cpp\nclass Attribute0\n{\n    property=\"allowDamage\";\n    expression=\"_this allowdamage _value;\";    // SQF code to be executed (_this = the object, _value = 'value' field below)\n    class Value\n    {\n        class data\n        {\n            class type\n            {\n                type[]=\n                {\n                    \"BOOL\"\n                };\n            };\n            value=0; // for a boolean, 1 = true, 0 = false\n        };\n    };\n};\n```"},{"heading":"2D Editor format","level":3,"markdown":"First line is `version`, then four classes of data, all of the same structure - they are:\n\n- class Mission\n- class Intro\n- class OutroWin\n- class OutroLoose [sic]"},{"heading":"class Mission","level":4,"markdown":"It is filled as such:\n\n```cpp\n// addons required to run the mission\n// Once you are done creating/updating your mission, it is always good practice\n// to check the mission.sqm for presence of unwanted addons in \"addOns\" and \"addOnsAuto\"\" arrays.\n// They contain \"CfgPatches\" classes of used addons.\n// Apart from \"class Mission\", list of addons is also present in \"Intro\", \"OutroWin\" and \"OutroLoose\" classes.\naddOns[]=\n{\n    \"cacharacters\",\n    \"desert\"\n};\naddOnsAuto[]=\n{\n    \"cacharacters\",\n    \"desert\"\n};\nrandomSeed=9361411; // the random seed, most probably used to generate random numbers\nclass Intel // pretty self-explanatory\n{\n    startWeather=0.100000;\n    forecastWeather=0.300000;\n    year=2007;\n    month=6;\n    day=7;\n    hour=8;\n};\n```"},{"heading":"class Groups","level":5,"markdown":"```cpp\nclass Groups\n{\n    items=1;\n    class Item0\n    {\n        side=\"WEST\";\n        class Vehicles\n        {\n            items=1;\n            class Item0\n            {\n                position[]={2606.808838,14.685581,2408.266602}; // X, Z, Y\n                id=0;\n                side=\"WEST\";\n                vehicle=\"SoldierWB\";            // CfgVehicles class\n                player=\"PLAYER COMMANDER\";\n                leader=1;                        // group leader\n                skill=0.600000;\n            };\n        };\n    };\n};\n```"}],"categories":["Mission Editing"],"groups":["Mission Editing"]}