---
name: "Mission.sqm"
type: topic
aliases: ["SQM", "mission.sqm"]
source: https://community.bistudio.com/wiki/Mission.sqm
revid: 370251
updated: 2024-11-15T14:02:43Z
---

# Mission.sqm

> **Disclaimer: This page describes internal undocumented structures of Bohemia Interactive software.**
>
> This page contains unofficial information.
>
> 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.\
> 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.

[Mission.sqm](../topics/Mission.sqm.md) is the file generated by the Mission Editor;
it contains mission information (date, time, weather),
object 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).

### Versions

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:

| Version | Game | Format |
|---|---|---|
| 11 | - Operation Flashpoint<br>- Operation Flashpoint: Resistance<br>- Armed Assault<br>- Arma 2<br>- Arma 2: Operation Arrowhead<br>- Take On Helicopters | 2D |
| 12 | - Arma 3 ([2D Editor](../topics/2D_Editor.md)) | 2D |
| 53 | - Arma 3 (Eden Editor) | 3D |

### Eden Editor format

As seen above, the first line is `version`, then come:

- `class EditorData` - Eden Editor settings, like camera position, entity id
- `binarizationWanted` - 0 to output the mission in plain (non-binary) text
- `addons` - list of required addons
- `AddonsMetaData` - user-friendly required addons' information
- `randomSeed` - seed for randomisation, most likely used by [random](../commands/random.md). This number is unique for each mission!
- `class ScenarioData` - scenario's meta data (author name) as well as respawn settings (respawn type, etc)
- `class CustomAttributes` - advanced scenario attributes (such as respawn templates, [revive](../topics/Revive.md), etc. Also contains**modded** attributes)
- `class Intro` - if it exists: intro
- `class Mission` - if it exists: mission
- `class OutroLoosesic` - if it exists: failure outro
- `class OutroWin` - if it exists: success outro

- Intro, Mission, OutroLoose [sic] and OutroWin contain the following sub-classes:
  - `class Intel` - date/time and weather settings
  - `class Entities` - the various entities present in the `Mission`
  - `class Connections` - connections like synchronized triggers present in the `Mission`

A bare minimum mission.sqm looks like this, the other attributes are added when the mission is saved in the editor:

```cpp
version=53;
class EditorData
{
    class Camera
    {
    };
};
randomSeed=123456;
```

#### class EditorData

```cpp
class EditorData
{
    moveGridStep=1;
    angleGridStep=0.2617994;
    scaleGridStep=1;
    autoGroupingDist=10;
    toggles=1;
    mods[]=
    {
        "3denEnhanced"
    };
    class ItemIDProvider
    {
        nextID=13;
    };
    class MarkerIDProvider
    {
        nextID=1;
    };
    class Camera
    {
        // simplified example for the sake of readability
        // ...
    };
};
```

##### moveGridStep

Translation Widget's step size in meters.

##### angleGridStep

Angle Widget's step size in radians.

##### scaleGridStep

Area Scaling Widget's step size in meters.

##### autoGroupingDist

Defines the distance in meter to auto-group units.
This value can only be changed in the mission.sqm file and not from within Eden Editor.\
The change is not overwritten if the mission is saved and is persistent across different mission.sqm files.

##### toggles

Is a number created out of different flags.

**Flag Details**

| Value | Description | Icon |
|---|---|---|
| 0 | Nothing selected | N/A |
| 1 | Terrain Mode ATL |  |
| 2 | Terrain Mode ASL / Don't adjust up vector |  |
| 4 | Move in grid |  |
| 8 | Don't snap to surface |  |
| 16 | *Not implemented on purpose* | N/A |
| 32 | Rotate in grid |  |
| 64 | Scale in grid |  |
| 128 | Force show bounding boxes<br>*Can not be toggled from the editor* | N/A |
| 256 | Disable mouseOver model highlight<br>*Can not be toggled from the editor* | N/A |
| 512 | Insert empty vehicle as default | N/A |
| 1024 | Allow resize/rotate widget |  |

##### Mods

Arma 3 v2.04 Mods listed here have `is3DENMod = 1;` set in [CfgPatches](../topics/Eden_Editor~3A_Modding.md#addon-configuration).

##### class ItemIDProvider

contains a single entry: `nextID` that is the next item id value (auto incremented on every item addition);

##### class MarkerIDProvider

contains a single entry: `nextID` that is the next marker id value (auto incremented on every marker addition);

##### class Camera

Defines the editor's camera position/orientation.

```cpp
class Camera
{
    // positions are to format X, Z, Y
    pos[]={2325.9604,24.771292,5133.4385};                // camera position
    dir[]={0.361072,-0.27934057,0.88971913};            // camera vectorDir
    up[]={0.10504395,0.96019292,0.25883871};            // camera vectorUp
    aside[]={0.92660606,2.7686474e-007,-0.37604135};    //
};
```

#### binarizationWanted

A number (0 or 1) representing a [Boolean](../topics/Boolean.md), to tell the editor to save the mission.sqm to binary format or not.

```cpp
binarizationWanted=0;
```

#### addons

A config array of **CfgPatches** entries, determining which addons are needed.

```cpp
addons[]=
{
    "A3_Characters_F",
    "A3_Modules_F_Sites",
    "A3_Ui_F"
};
```

#### AddonsMetaData

A "list" of [required addons](../topics/Mission.sqm.md#addons)' user-friendly details, with author's name, friendly name, URL.

```cpp
class AddonsMetaData
{
    class List
    {
        items=3;
        class Item0
        {
            className="A3_Characters_F";
            name="Arma 3 Alpha - Characters and Clothing";
            author="Bohemia Interactive";
            url="https://www.arma3.com";
        };
        class Item1
        {
            className="A3_Modules_F";
            name="Arma 3 Alpha - Scripted Modules";
            author="Bohemia Interactive";
            url="https://www.arma3.com";
        };
        class Item2
        {
            className="A3_Ui_F";
            name="Arma 3 - User Interface";
            author="Bohemia Interactive";
            url="https://www.arma3.com";
        };
    };
};
```

#### randomSeed

A [random](../commands/random.md) seed most likely used by weather settings and/or other random values.

```cpp
randomSeed=4125053;
```

#### ScenarioData

##### author

The mission's author name.

```cpp
author="Bohemia Interactive";
```

#### class Mission

#### class Intro

#### class OutroWin

#### class OutroLoose

Constituted of two sub-entries [class Intel](../topics/Mission.sqm.md#class-intel) and [class Entities](../topics/Mission.sqm.md#class-entities),
This structure applies to [class Intro](../topics/Mission.sqm.md#class-intro), [class OutroWin](../topics/Mission.sqm.md#class-outrowin) and [class OutroLoose](../topics/Mission.sqm.md#class-outroloose) as well.

##### class Intel

Mission setup information.

```cpp
class Intel
{
    timeOfChanges=1800.0002;
    startWeather=0;
    startWind=0.1;
    startWaves=0.1;
    forecastWeather=0;
    forecastWind=0.1;
    forecastWaves=0.1;
    forecastLightnings=0.1;
    year=2035;
    day=28;
    hour=13;
    minute=37;
    startFogDecay=0.014;
    forecastFogDecay=0.014;
};
```

##### class Entities

`class Entities` is a data bag that can contain items, and items can contain instances of `class Entities`.
In the example below, the "main" `class Entities` contains an item (the group), item which contains another `class Entities` with items (group units).

```cpp
class Entities
{
    items=1;
    class Item0
    {
        dataType="Group";
        side="West";
        class Entities
        {
            items=1;
            class Item0
            {
                // simplified example for the sake of readability
                // ...
            };
        };
    };
};
```

##### class ItemX

Where X is from 0 to items number -1.

A `class ItemX` can be of the following *dataType*s:

- "Comment"
- "Group"
- "Logic"
- "Marker"
- "Object"
- "Trigger"
- "Waypoint"

```cpp
class Item0
{
    dataType="Object";
    class PositionInfo
    {
        position[]={256,1029.0015,512.0498}; // X, Z, Y in world position
    };
    side="West";
    flags=3;
    class Attributes
    {
        health=0.89999998;
        skill=0.60000002;
        ammo=0.89999998;
        rank="CORPORAL";
        presence=0.68964958;
        isPlayable=1;
        disableSimulation=1;
        ignoreByDynSimulGrid=1;
        reportRemoteTargets=1;
        receiveRemoteTargets=1;
        reportOwnPosition=1;
        stance="Down";
    };
    id=1;
    type="B_Soldier_F";    // CfgVehicles class
    atlOffset=1024;        // altitude offset
    class CustomAttributes
    {
        class Attribute0
        {
            // simplified example for the sake of readability
            // ...
        };
        nAttributes=1; // attributes count; similar to "items=x" in class Entities
    };
};
```

###### Flags

Flag value is a combination of the following values:

- 1 = KeepHorizontal
- 2 = IsGroupLeader
- 4 = IsSnappedToSurface
- 8 = ContainsArea

For example, a flag of 7 means 1 + 2 + 4: KeepHorizontal, IsGroupLeader, IsSnappedToSurface and not ContainsArea.

###### class AttributeX

Attributes are children classes of items and are listed in the `class CustomAttributes` sub-class.

```cpp
class Attribute0
{
    property="allowDamage";
    expression="_this allowdamage _value;";    // SQF code to be executed (_this = the object, _value = 'value' field below)
    class Value
    {
        class data
        {
            class type
            {
                type[]=
                {
                    "BOOL"
                };
            };
            value=0; // for a boolean, 1 = true, 0 = false
        };
    };
};
```

### [2D Editor](../topics/2D_Editor.md) format

First line is `version`, then four classes of data, all of the same structure - they are:

- class Mission
- class Intro
- class OutroWin
- class OutroLoose [sic]

#### class Mission

It is filled as such:

```cpp
// addons required to run the mission
// Once you are done creating/updating your mission, it is always good practice
// to check the mission.sqm for presence of unwanted addons in "addOns" and "addOnsAuto"" arrays.
// They contain "CfgPatches" classes of used addons.
// Apart from "class Mission", list of addons is also present in "Intro", "OutroWin" and "OutroLoose" classes.
addOns[]=
{
    "cacharacters",
    "desert"
};
addOnsAuto[]=
{
    "cacharacters",
    "desert"
};
randomSeed=9361411; // the random seed, most probably used to generate random numbers
class Intel // pretty self-explanatory
{
    startWeather=0.100000;
    forecastWeather=0.300000;
    year=2007;
    month=6;
    day=7;
    hour=8;
};
```

##### class Groups

```cpp
class Groups
{
    items=1;
    class Item0
    {
        side="WEST";
        class Vehicles
        {
            items=1;
            class Item0
            {
                position[]={2606.808838,14.685581,2408.266602}; // X, Z, Y
                id=0;
                side="WEST";
                vehicle="SoldierWB";            // CfgVehicles class
                player="PLAYER COMMANDER";
                leader=1;                        // group leader
                skill=0.600000;
            };
        };
    };
};
```

<sub>Source: [BI Community Wiki — Mission.sqm](https://community.bistudio.com/wiki/Mission.sqm) (revision 370251).</sub>
