Arma 3 Respawn Script Multiplayer
If only respawn is possible. In ArmA there are several ways how players could be respawning. This settings are defined in the description.ext, a data which you can create. Description community.bistudio.com Respawn Modes. 0 or 'NONE' - No respawn; 1 or 'BIRD' - Respawn as a seagull; 2 or 'INSTANT' - Respawn just where you died. For Arma 3, see Arma 3 Mission Parameters. See also BISfncgetParamValue command (paramsArray usage is not recommended). TitleParam%, valuesParam%, defValueParam%, textParam% 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.
- 2Mission information
- 3Respawn/Revive
- 4Mission keys
- 5player's UI
- 6Starting gear
- 7Corpse & wreck management
- 8Mission parameters
- 9Mission settings
- 10Server security
- 11Tasks
- 12Custom content definition
General information
The Description.ext is used to set the overall mission attributes or to define global entites that will be available for other scripts.It is placed in the mission root folder and uses the same syntax as the config.cpp file, but supports only a limited number of config classes.
Additionally, many attributes can also be set via the Eden Editor, where changes are automatically refreshed upon scenario preview.In the 2D Editor the mission has to be reloaded for changes to be applied.
This file is required in OFP: Elite for MP missions to work, otherwise a -1 error is shown.
Mission information
This section helps you find out how to customise Mission overall external appearance, from Mission Overview to Loading Screens.
header
This class defines mission type and other settings displayed in the multiplayer browser.
See Multiplayer Game Types for more detailed information.
onLoadMission
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.In OFP:CWC this is the name you see when selecting a mission in MP and also the name that is presented to the Multiplayer browser.
onLoadIntro
Displays a message while the intro is loading.
onLoadMissionTime
Define whether you will see the time and date displayed while the mission loads. Effect unkown in Arma 3.
onLoadIntroTime
Define whether you will see the time and date displayed while the intro loads.
loadScreen
You can define a picture to be shown while the mission is loaded.The path is relative to the mission folder.
briefingName
Mission name displayed in the mission selection menu.
CfgLoadingTexts
Define mission specific loading texts.
onLoadName
String (usually mission name) shown during mission loading. The string is shown in a slightly larger font above the loadScreen. For example:
This produces the pictured result. The onLoadMission text is placed below the load screen and the header gameType determines the game type on top of the box.
author
Mission author's name. The default loading screen shows this string below the onLoadName in a smaller font prefixed by 'by '.
overviewPicture
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 – ideally 1024x512 (Arma 3).
overviewText
Text to be displayed below the overviewPicture on the mission selection screen when the mission is available to play.
overviewTextLocked
Text to be displayed below the overviewPicture on the mission selection screen when the mission is locked from play.
onBriefingGear
Defines a sound (defined in CfgSounds) that will play when accessing the gear part of the briefing. See Briefing.html.
onBriefingGroup
Defines a sound (defined in CfgSounds) that will play when accessing the group part of the briefing. See Briefing.html.
onBriefingPlan
Defines a sound (defined in CfgSounds) that will play when accessing the plan part of the briefing. See Briefing.html.
Respawn/Revive
This section talks about respawn and revive actions.
- for Arma 2, see First Aid.
- for Arma 3, see Arma 3 Respawn and Arma 3 Revive.
Respawn types | |||||
---|---|---|---|---|---|
ID | Text version | Description | |||
0 | 'NONE' | No respawn | |||
1 | 'BIRD' | Respawn as a seagull | |||
2 | 'INSTANT' | Respawn just where you died. | |||
3 | 'BASE' | Respawn in base. A respawn marker is needed. If no marker is defined, respawn behaviour will be the same as 'INSTANT'. Marker role names:
Side can be one of west, east, guerrila (sic), civilian, e.g respawn_west. | |||
4 | 'GROUP' | Respawn in your group. If there is no remaining AI, you will become a seagull. | |||
5 | '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. |
respawn
Sets respawn type.
respawnButton
Enable or disable the respawn button in the menu for INSTANT and BASE respawn types.
respawnDelay
Set respawn delay in seconds.
respawnVehicleDelay
Set vehicle respawn delay in seconds.
respawnDialog
Show the scoreboard and respawn countdown timer for a player if he is killed with respawn type3.
respawnOnStart
Respawn player when he joins the game. Available only for INSTANT and BASE respawn types.
- -1 - Dont respawn on start. Don't run respawn script on start.
- 0 - Dont respawn on start. Run respawn script on start.
- 1 - Respawn on start. Run respawn script on start.
respawnTemplates
Respawn templates from CfgRespawnTemplates. You can combine any number of them together.
When such is undefined, general respawnTemplates are used instead.
respawnWeapons
Set weapons players will receive upon respawn. respawnMagazines has to be defined as well.
Corresponding respawnMagazinesSIDE[] has to be defined as well.
respawnMagazines
Set magazines players will receive upon respawn. respawnWeapons has to be defined as well.
Corresponding respawnWeaponsSIDE[] has to be defined as well.
reviveMode
Define if Revive mode is enabled.
- 0 - disabled
- 1 - enabled
- 2 - controlled by player attributes
reviveUnconsciousStateMode
Define revive mode.
- 0 - basic mode
- 1 - advanced mode
- 2 - realistic
See damage model for more detailed information.
reviveRequiredTrait
Define if only a medic (or unit with medic trait) can perform a revive.
reviveRequiredItems
Define if a medical item (first aid kit or medkit) is required to begin a revive process.
- 0 - none
- 1 - medkit
- 2 - medkit or first aid kit
reviveRequiredItemsFakConsumed
Define if a first aid kit is consumed on reviving a teammate
reviveMedicSpeedMultiplier
Speed multiplier for revive performed by medic
reviveDelay
The time in seconds it takes to revive an incapacitated unit. Having a Medikit will halve this time.
reviveForceRespawnDelay
The time in seconds it takes for an incapacitated unit to force their respawn.
reviveBleedOutDelay
The time in seconds it takes for a unit to bleed out.
enablePlayerAddRespawn
Usage unsure, may be related to respawn templateMenuPosition.
CfgRespawnInventories
This class defines a respawn inventory, used with MenuInventoryrespawn template.Loadouts with no assigned role are automatically assigned to the 'Default' role.
See also BIS_fnc_addRespawnInventory, BIS_fnc_removeRespawnInventory
CfgRespawnTemplates
This class defines new respawn templates to be used with respawn templates.
CfgRoles
This class defines Respawn roles. The main purpose of Roles is to make things clearer and simpler for player when selecting a loadout. All the loadouts available in a mission are now divided into various roles.Mission designer can use roles already created in the game config, or custom roles can be defined in description.ext file. Loadouts with no role assigned are automatically assigned to the Default role.
Mission keys
Mission keys are used to lock/unlock certain missions until you completed other ones. It can also be used in mission to know which missions you finished.
Activated keys can be found in user profile (e.g documentsusername.Arma3profile) under activeKeys section.
See also commands activateKey, isKeyActive and deActivateKey for more detailed information.
keys
List of keys from which keysLimit counts the done ones.
keysLimit
Number of keys from the keys list needed done to unlock (and be able to play) this mission.
doneKeys
Name of keys marked done on mission completion.
player's UI
This section explains HUD customisation possibilities.
See also commands:
- showCompass, shownCompass, visibleCompass
- showGPS, shownGPS, visibleGPS
- showHUD, shownHUD
- showWatch, shownWatch, visibleWatch
- showUAVFeed, shownUAVFeed
- showPad, shownPad1.00
showHUD
Enables/Disables the following IGUI elements:
- Vehicle and unit info
- Radar and tactical display
- Vehicle compass
- Tank direction indicator
- Commanding menu
- Group info bar
- HUD weapon cursors
- Vehicle display panels
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:
NOTE: adding new showHUD[] array param to description.ext will also disable scripted command showHUD entirely.
showCompass
Defines if the compass is visible.
showGPS
Enables/Disables the GPS.
In ArmA1.04 toggle this option to disable the mini map attached to the GPS.
showGroupIndicator
Changes default GPS mini map into a radar like display that indicates group members relative position to the player.
See also BIS_fnc_groupIndicator
showMap
Defines if the map is shown after the mission starts.
showNotePad
In ArmA, defines if the NotePad is shown after the mission starts.
showPad
Defines if the NotePad is shown after the mission starts. Only in OFP:CWC.
showWatch
Defines if the watch is visible.
Arma 3 Respawn Script
showUAVFeed
Enables/Disables the UAV Feed.
showSquadRadar
Defines if the Squad Radar is visible.
Starting gear
Starting gear points to briefing-available equipment. For respawn equipment, see Respawn/Revive.
See also Weapon Pool Commands for more detailed information about weapon pool system.
weapons
Set weapons available to players during the briefing.
magazines
Set magazines available to players during the briefing.
backpacks
Set backpacks available to players during the briefing.
allowSubordinatesTakeWeapons
Allows subordinates (i.e., not leaders) to equip items defined in weapons, magazines and backpacks.
Corpse & wreck management
This section explains how to use game-included garbage collector (GC) for better performances.
See also addToRemainsCollector, isInRemainsCollector and removeFromRemainsCollector commands.
corpseManagerMode
Sets the mode for corpse removal manager.
- 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)
corpseLimit
Corpse limit before which ( <= ) corpseRemovalMaxTime applies and after which ( > ) corpseRemovalMinTime applies.
corpseRemovalMinTime
Remove all bodies that have been dead longer than corpseRemovalMinTime when corpseLimit is reached.
corpseRemovalMaxTime
Maximum time a corpse can remain on the ground if total number of corpses is equal or under corpseLimit.
wreckManagerMode
Sets the mode for wreck removal manager.
- 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)
wreckLimit
Vehicle wreck limit before which ( <= ) wreckRemovalMaxTime applies and after which ( > ) wreckRemovalMinTime applies .
wreckRemovalMinTime
Remove all wrecks that have existed longer than wreckRemovalMinTime when wreckLimit is breached.
wreckRemovalMaxTime
Maximum time a wreck can remain on the ground if total number of wrecks is equal or under wreckLimit.
minPlayerDistance
The minimum distance between corpse or wreck and nearest player before the corpse or wreck is allowed to be removed by the garbage collector.
Mission parameters
Mission parameters allow you to add settings to your creation. These settings are in-game accessible only in Multiplayer mode, but can also be accessed by commands for a scripted use in Singleplayer mode.
for Arma 3, see Arma 3 Mission Parameters.
See also BIS_fnc_getParamValue command (paramsArray usage is not recommended).
titleParam%, valuesParam%, defValueParam%, textParam%
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.They 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, variables param1 and param2 have the corresponding values of the chosen options.
Example:
params
These are Multiplayer parameters, available in the lobby by the server administrator.They are intended as a replacement for param1/param2.
See Arma 3 Mission Parameters for more detailed information.
Mission settings
These are non-editable, mission maker design settings.They can be used for a smoother experience, briefing/debriefing behaviour, saving options, etc.
See also Debriefing for more detailed information.
aiKills
Enables AI units score to appear in score table.
briefing
Skip briefing screen for SP missions. If no briefing.html is present, it is skipped anyway.
Briefing will still be displayed until all clients are connected and done loading.
debriefing
Defines if the debriefing is shown or not at the end of the mission.
CfgDebriefing
Define custom mission endings or override the default endings (found under CfgDebriefing in the game's config file).
CfgDebriefingSections
Define custom sections to be displayed on the debriefing screen. Useful for custom scoring systems or displaying player achievements.
channel ID number correspondence | ||||||
---|---|---|---|---|---|---|
Global | Side | Command | Group | Vehicle | Direct | System |
0 | 1 | 2 | 3 | 4 | 5 | 6 |
disableChannels
Disable global, side, command and system chat. MOTD and admin say have exception and will show in global.
basic syntax:
advanced syntax (available since A2OA beta 1.60.93398):
disabledAI
Multiplayer setting that removes all playable units which do not have a human player.
When AI is disabled, a player logging out will not have AI take control of his character.
disableRandomization
Disables randomization on certain objects, object types or object kinds in the mission. For more information visit: Vehicle Customization (VhC)
Note: This takes higher priority and will override the following:
enableDebugConsole
Allows access to the Debug Console outside of the editor during normal gameplay.
- 0 - Default behavior, available only in editor
- 1 - Available in SP and for hosts / logged in admins
- 2 - Available for everyone
Alternative since
enableItemsDropping
Disable dropping items while swimming. Introduced in Arma 2 OA BETA 1.60.93965. Doesn't seem to have any effect in Arma 3.
enableTeamSwitch
Enables or disables Team Switch functionality in MP when respawn type is 5 (SIDE).
forceRotorLibSimulation
Force enable or disable RotorLib flight model.
- 0 - based on player's options
- 1 - enabled (advanced mode)
- 2 - disabled (default flight mode)
joinUnassigned
By default a new player is not auto assigned a free playable slot in the mission lobby in Multiplayer.Disable this setting to make him auto assigned to the side with least players.
minScore, avgScore, maxScore
Set minimum, average and maximum score for your mission.Score is related to the star display in the debriefing screen (OFP:CWC).The score can be influenced during a missions progress by using the addRating command.
onCheat
Executes custom statement when player enters GETALLGEAR cheat (see: GETALLGEAR).
onPauseScript
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 (_thisselect 0) inside the script.
saving
Toggle saving possibility.
scriptedPlayer
When scripted player is enabled, game no longer shows 'No player select' error message upon mission start when no player unit is present.
skipLobby
When enabled, joining player will join the mission bypassing role selection screen. The joinUnassigned param will be set to 1 automatically, so that player receives first available role from mission template. When leaving such mission, player will go straight back to server browser.
Server security
This section underlines mission security settings for server. They can secure or break your mission, so be sure to use them wisely.
allowFunctionsLog
Allows functions to log to the RPT file.
allowFunctionsRecompile
As a security measure, functions are by default protected against rewriting during mission.This restriction does not apply in missions previewed from the editor.
CfgRemoteExec
Define remoteExec and remoteExecCall restrictions. See CfgRemoteExec for more detailed explanations and examples.
CfgDisabledCommands
Define disabled script commands. See CfgDisabledCommands for more detailed explanations.
unsafeCVL
If set to 1, using createVehicleLocal is allowed in multiplayer.
Tasks
Tasks are part of the mission. This section deals with the settings for them.
See also Arma 3 Tasks Overhaul
taskManagement_markers2D
Use new 2D markers.
taskManagement_markers3D
Use new 3D markers.
taskManagement_propagate
Propagate shared tasks to subordinates.
taskManagement_drawDist
3D marker maximum draw distance in meters. within this range, unassigned tasks are drawn on screen.
CfgTaskTypes
Define Task types and their icons.
CfgTaskDescriptions
Define Task titles and descriptions.
CfgTaskEnhancements
Defines tasks enhancements directly in a class.
Custom content definition
These class definitions allow for mission-defined content like sounds, music, or more advanced content like functions.
CfgCameraEffects
Configure custom cameraEffect.
Example:
CfgFunctions
Define functions for your mission. See Functions Library for more detailed information.
CfgIdentities
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 since Arma 3. See setNameSound for possible values.
Example:
See CfgIdentities for more detailed information and valid options for face, glasses, speaker etc.
CfgLeaflets
Define leaflets for your missions. See Arma 3 Leaflets for more information.
CfgMusic
Defines music you can play with playMusic.
Example:
CfgNotifications
Define custom notifications to be shown with BIS_fnc_showNotification. See Notification for more detailed information and examples.
CfgPostprocessTemplates
Define custom post-process effects, to Post process effects format (only 'colorCorrection' and 'filmGrain' are supported for now).
To be used with BIS_fnc_setPPeffectTemplate.
CfgRadio
Defines radio sentences you can play with these radio commands: customRadio, vehicleRadio, groupRadio, sideRadio, globalRadio.
Example:
CfgSentences
See Conversations for more information.
CfgSFX
See CfgSFX for more information.
CfgSounds
General sounds that can be used for dialog, voiceovers in the briefing etc.
See also commands playSound, say, say2D and say3D.
Example:
See OFP ToadLife's tutorial for more detailed information.
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:
CfgUnitInsignia
Define custom unit insignia (shoulder patches). See Arma 3 Unit Insignia for more detailed information.
CfgUnitTemplates
This class is used to create units templates. For now, this is only used with the function BIS_fnc_unitHeadgear.
Example:
CfgVehicles
This class can only be used to create sound sources, since Arma 3 v1.69.141183.
See also CfgSFX for more detailed information.
CfgVehicleTemplates
This class is used to create vehicle templates used by the Vehicle Customization system.
rscTitles
Defines custom UI displays. To show such displays, use cutRsc or titleRsc.
Description.ext
A wide range of Description.ext entries let you configure respawn settings for your mission. See Description.ext - Respawn for a detailed documentation
Eden Editor
Eden Editor offers a lot of settings to customise your respawn system, however not all functionalities are available. Furthermore settings made in the description.ext will overwrite settings made in Eden Editor.
Scripting
Scripting Commands
Scripting Functions
Event Scripts
Respawn Types
Type is represented either by respawn ID, or by its name.respawn = 'BASE';respawn = 3;
ID | Name | Description | Default Templates | onPlayerKilled | onPlayerRespawn |
---|---|---|---|---|---|
0 | 'NONE' | Show singleplayer death screen | - | ||
1 | 'BIRD' | Respawn to a seagull | Spectator, EndMission | ||
2 | 'INSTANT' | Respawn on spot where player died | Instant, Counter | ||
3 | 'BASE' | Respawn on a marker(s) start by following strings: Unit respawn
Vehicle respawn
You can have multiple markers simply by adding any text behind the name, e.g. respawn_west1, respawn_westBase etc. When no markers are defined, player is respawned on position where he started the mission. More about marker respawn can be found here. Alternatively you can also use the Respawn Position module. | Base, Counter | ||
4 | 'GROUP' | Respawn to the next available playable unit in a group. When none is left, BIRD respawn is used instead. | Group, EndMission | ||
5 | 'SIDE' | Respawn to the next available playable unit of the same side (selected using team switch window). When none is left, BIRD respawn is used instead. | Side, EndMission |
Respawn Templates
Templates are pre-defined scripts called when player dies and respawns. They are defined in an array and can be combined together.
Additionally, you can define side specific templates. When a side has no unique templates, it will use general respawnTemplates instead.
Official Templates
Class | Description | Preview |
---|---|---|
None | Singleplayer death screen. Default in singleplayer. | |
Spectator | Spectator Mode. | |
Instant | Currently empty. | |
Base | Currently empty. | |
Group | Cutscene showing a newly controlled unit. | |
Side | Cutscene showing a newly controlled unit. | |
Seagull | OFP-style seagull respawn | |
Wave | Adjusts respawn counter so players spawns together (wave delay is based on respawnDelay) | |
Tickets | Use a limited respawn ticket pool for players. Pool can be applied to everyone, a side, a group or a single unit. Use BIS_fnc_respawnTickets to update the amount of available tickets. Note that the template will have no effect if this function is never used, meaning players outside of all given pools will have infinite respawns. | |
Counter | Show a simple respawn countdown. | |
EndMission | Automatically fail the mission once all players are dead (for NONE, BIRD, GROUP and SIDE respawn types) or when all respawn tickets are exceeded (for INSTANT and BASE respawn types with Tickets template) | |
MenuPosition | Lets players select from available respawn positions defined either by respawn markers, see Respawn Types, by BIS_fnc_addRespawnPosition function or by the Respawn Position module. A new screen was released with and brings new functionalities together with a new design. Item disabling
| |
MenuInventory | Lets players pick a respawn loadout defined in CfgRespawnInventory. Loadouts can be added using BIS_fnc_addRespawnInventory function. A new screen was released with 1.60 and brings new functionalities together with a new design.Role selection
Item disabling
Limits
|
Options shared by MenuInventory and MenuPosition
Both templates feature a similar respawn UI and therefore share the following options:
- Timeout disabling
- Mission designer can disable the timeout used between death of a unit and opening of the respawn screen.
- Mission designer can disable the timeout used between death of a unit and opening of the respawn screen.
missionNamespacesetVariable [ 'BIS_RscRespawnControls_skipBlackOut', true, true ];//Disable timout
missionNamespacesetVariable [ 'BIS_RscRespawnControls_skipBlackOut', nil, true ];//Reset to original timeout
- Autorespawn
- A checkbox can be ticket to let the player automatically respawn once the coundown reached 0. If disabled player is not respawned immediately, but must confirm selection by clicking on 'RESPAWN' button.
Arma 3 Respawn Tutorial
- Spectator Camera
- The Spectator Camera used in here is slightly modified (no free camera available etc.) version of Spectator Mode. For full documentation see Spectator Mode documentation.
- Mission designer needs to use the Spectator respawn template, the camera is disabled otherwise.
Custom Respawn Templates
New templates can be defined in global Config.cpp or in mission and campaign Description.ext files.
Example:
Show text
Arma 3 Respawn Script Multiplayer Mods
Loadouts and Roles
The main purpose of the roles is to make things more clear and simple for player when selecting loadout. All the loadouts available in a mission are now divided into various roles.
Mission designer can use roles already created in the game config, or custom roles can be defined in description.ext file. Loadouts with no role assigned are automatically assigned to the Default role.
Loadout config example:
Show text
Export Function:
- The following function will copy a complete respawn inventory to your clipboard, see function header for more information, contact User:R3vo if you have questions.