====== OFP CampaignDescription.ext ======
[[https://www.pmctactical.org/forum/viewforum.php?f=43|OFP Forum]], [[:ofp|OFP H... ssault (CWA)
====== Caveat ======
Two types of description.ext file exist in the flashpoint world
- Mission D... her**
If you are looking for the nitty gritty of description.ext in //missions//, you should go [[ofp:file_formats:description.ext|here]].
====== Intro ======
Compared to the eff... .
.
The sequence of missions is defined in the description.ext file in this folder.
.
A MissionS/ folder, wi
iption.ext - looks like mission description.ext\\
description.ext - normal for a campaign, except it has no missions listed (and no include... ple wont understand it, but facts are facts, real campaign is done with decription.ext which controls the missions available and so far has been and is single player, any campaign can be made "mp campaign" by splitting the missions from campaign dir into mpmissions dir where they can be
n one yet ;)
====== Mission Techniques ======
**Campaigndescription.ext**
When you have decided what sort of campaign yo... ant to have, you must make absolute sure that the campaigndescription.ext (not the mission!) works perfectly, this can be e... next mission, or you end up with error that your description.ext is broken. It is essential that this campaign backbone is working before you release your campa... whatnot.
**Music**
Put all music files into the campaign root under its description.ext so they are available on all missions, this way y
====== ArmA 3 Campaigndescription.ext ======
[[https://www.pmctactical.org/forum/viewforum.php?f=68|ArmA 3 Forum]], [[:arm... xturing]], [[arma3:tools|ArmA 3 Tools]]
**ArmA 3 Campaigndescription.ext**
This following inside every mission class is n... code>
Warning Message: No entry 'Campaigns\<NAME>\description.ext/Campaign.briefingName'.
</code>
You need to add one line i... = "My Campaign!";
</code>
And its fixed.
====== Campaigndescription.ext Extras ======
You can put other mission descript
/
Scripts/
</code>
Explanation for the files.
**description.ext** is what defines your campaign, it includes the campaign name and all the missio... glasses etc).
Here is example of PMC First Fight campaigndescription.ext
<code cpp>
//
// PMC First Fight campaign
//
class CfgIdentities
{
// SF squad leader
class carlos
{
... end3 = ;
end4 = ;
end5 = ;
end6 = ;
};
class Campaign
{
name = "PMC First Fight";
firstBattle = Begin
ectory format which is then read by the game from description.ext file in the campaign root directory. Campaign just like missions can be in unpacked format as i... .
This is the directory / file structure.
<code>
campaign_root\description.extcampaign_root\Missions\
</code>
You place all your single missions into the Missions\ directory.
======
ectory format which is then read by the game from description.ext file in the campaign root directory. Campaign just like missions can be in unpacked format as i... .
This is the directory / file structure.
<code>
campaign_root\description.extcampaign_root\Missions\
</code>
You place all your single missions into the Missions\ directory.
======
]] file works.
Check out how [[ofp:missions:camp_description.ext|campaigndescription.ext]] file works.
[[ofp:missions:campaign_design|Campaign Design]] by PMC
[[ofp:missions:real_campaign|Real Campaign]] by PMC
Instructions how to make [[ofp:missio
st begin with STR, and referenced in mission.sqm, description,ext or anywhere else as $STRsomething.
The character... MOVETO + " " + $STR_AIRPORT
</code>
* Usage in description.ext
<code>
$STR_AIRPORT
</code>
* Usage in missi... ble.csv// not only for texts but sounds and other description.ext classes. See example:
<code>
stringtable.csv
LA... ;
};
};
</code>
How it works? During loading, description.ext exactly, all string values preceeded with //$// (
and "Sound" dirs into "DtaExt" dir.
Then in the campaign root description.ext file you specify the configs like the following.
... as directories, it would look like this:
<code>
<campaign_root>\DtaExt\Music\
<campaign_root>\DtaExt\Sound\
<campaign_root>\Missions\
<campaign_root>\Scripts\
</code>
This way, you can play music
and "Sound" dirs into "DtaExt" dir.
Then in the campaign root description.ext file you specify the configs like the following.
... as directories, it would look like this:
<code>
<campaign_root>\DtaExt\Music\
<campaign_root>\DtaExt\Sound\
<campaign_root>\Missions\
<campaign_root>\Scripts\
</code>
This way, you can play music
fig - CfgFunctions. New ones can be also added in Description.ext file of mission or campaign.
<code cpp>
class cfgFunctions
{
class BIS
{
... egory\fn_function.sqf" (if function is defined in description.ext) or 'ca\modules\functions\category\fn_function.sq... pt \functions\category1\test1.sqf from mission or campaign directory
* CSLA_fnc_Test2 - will load script \
mA 2 Texturing]], [[arma2:tools|ArmA 2 Tools]]
**Description.ext:**
<code cpp>
class X
{
#include "\userconfig\so... means the user could introduce anything into the description.ext
Note that #include WILL fail with a CTD if the so... le is used when the mission does the include from description.ext
campaignConfigFile is similar but for a campaign
configFile is about the "global config" of unit types, v