Arma 3 Respawn Script Multiplayer

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  1. Arma 3 Respawn Script
  2. Arma 3 Respawn Tutorial
  3. Arma 3 Respawn Script Multiplayer Mods

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.

This page is about Mission Description.ext. For the campaign version, please go to Campaign Description.ext.
The keyword class for class definitions must be lower case, otherwise a parsing error will happen.

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.

Respawn


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.

has no effect in Arma 3


onBriefingGroup

Defines a sound (defined in CfgSounds) that will play when accessing the group part of the briefing. See Briefing.html.

has no effect in Arma 3


onBriefingPlan

Defines a sound (defined in CfgSounds) that will play when accessing the plan part of the briefing. See Briefing.html.

has no effect in Arma 3


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
IDText versionDescription
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:
  • Unit respawn: respawn_SIDE
  • Vehicle respawn: respawn_vehicle_SIDE

Side can be one of west, east, guerrila (sic), civilian, e.g respawn_west.
Any suffix (eg: respawn_westABC, respawn_west_1, etc) will allow multiple random respawn points.

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.

Side specific respawn templates can be specified with respawnTemplatesSIDE[] where SIDE can be any playable side (West, East, Guer, Civ).
When such is undefined, general respawnTemplates are used instead.


respawnWeapons

Set weapons players will receive upon respawn. respawnMagazines has to be defined as well.

Side specific respawn weapons can be specified with respawnWeaponsSIDE[] where SIDE can be any playable side (West, East, Guer, Civ).
Corresponding respawnMagazinesSIDE[] has to be defined as well.


respawnMagazines

Set magazines players will receive upon respawn. respawnWeapons has to be defined as well.

Side specific respawn weapons can be specified with respawnMagazinesSIDE[] where SIDE can be any playable side (West, East, Guer, Civ).
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.

Please note that unlike other text items, stringtable translations ($STR_*) cannot be used.


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, shownPad
    1.00


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

Has no effect since custom panels were introduced in Arma 3


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.

Has no effect since custom panels were introduced in Arma 3


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.

While param1/param2 were introduced in OFP:CWC and can still be used in later titles, it is highly recommended to use config class params.

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
GlobalSideCommandGroupVehicleDirectSystem
0123456

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.

Disabling AI units will prevent JIP into playable units.


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.

Values have to follow this formula: minScore < avgScore < maxScore. Any other combinations can lead to game freeze upon mission end.


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.

The script or function executes in its own namespace. In order to get/set external global variable you need to explicitly use mission namespace:


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:

Setting volume (db) of music far from zero will disable fadeMusic command. Optimal values are from -10 to 10.


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.

Retrieved from 'https://community.bistudio.com/wiki?title=Description.ext&oldid=124700'

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;

IDNameDescriptionDefault TemplatesonPlayerKilledonPlayerRespawn
0'NONE'Show singleplayer death screen-
1'BIRD'Respawn to a seagullSpectator, EndMission
2'INSTANT'Respawn on spot where player diedInstant, Counter
3'BASE'Respawn on a marker(s) start by following strings:

Unit respawn

  • respawn (used only when side variant is not found)
  • respawn_west
  • respawn_east
  • respawn_guerrila
  • respawn_civilian

Vehicle respawn

  • respawn (used only when side variant is not found)
  • respawn_vehicle_west
  • respawn_vehicle_east
  • respawn_vehicle_guerrila
  • respawn_vehicle_civilian

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.

When the respawnTemplates entry is missing, default templates based on the respawn type are used


Official Templates

ClassDescriptionPreview
NoneSingleplayer death screen. Default in singleplayer.
SpectatorSpectator Mode.
InstantCurrently empty.
BaseCurrently empty.
GroupCutscene showing a newly controlled unit.
SideCutscene showing a newly controlled unit.
SeagullOFP-style seagull respawn
WaveAdjusts respawn counter so players spawns together (wave delay is based on respawnDelay)
TicketsUse 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.

CounterShow a simple respawn countdown.
EndMissionAutomatically 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)
MenuPositionLets 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

  • Respawn positions can be disabled automatically (e.g., unit used as respawn point is dead) or manually by calling BIS_fnc_showRespawnMenuDisableItem
MenuInventoryLets 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

  • Respawn inventories are sorted in to Roles which can be defined in CfgRoles.

Item disabling

  • Roles and loadouts can be disabled. This can happen automatically (e.g., Role/loadout limit was reached) or can be manually by calling BIS_fnc_showRespawnMenuDisableItem.

Limits

  • Roles and loadouts can be limited. This way only limited number of player can use given role/loadout in a mission. For details on how to do that see BIS_fnc_addRespawnInventory.

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.

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.
To add any loadout as available in your mission, you need to use the BIS_fnc_addRespawnInventory function!



Retrieved from 'https://community.bistudio.com/wiki?title=Arma_3_Respawn&oldid=108977'
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