Base MOD Set including ACRE2, ACE, and CUP for unit factions
This guide establishes the minimum requirements for missions to be placed on to the Operations Server, it is the responsibility of the mission maker to ensure the requirements are followed and if a failure is found by the quality assurance team (Q/A), immediate removal from play may occur. For mission development we have a few required elements, class limited ammo box or arsenal, a briefing, respawn (depending on the type of mission), headless client, and vcom_ai.
/*
Sets the overall mission attributes, and defines some global entities that
will be available to other scripts
See Also:
* https://community.bistudio.com/wiki/Description.ext
* https://community.bistudio.com/wiki/Loading_Screens
* https://community.bistudio.com/wiki/Mission_Overview
* https://community.bistudio.com/wiki/Multiplayer_Game_Types
* https://community.bistudio.com/wiki/Arma_3_Mission_Parameters
*/
// The author of the mission; the name will be shown above the loadScreen
// displayed as “by <author>”
author = SuperOPS;
// Name of the mission shown in a larger font above the loadScreen
onLoadName = Operation Citadel;
/* Mission Overview details */
// Image displayed during Mission Selection. Image should be .paa format and
// in 2:1 aspect ratio.
//overviewPicture = “”;
// Description of the mission displayed during Mission Selection
//overviewText = “”;
// Game Type settings
class Header {
gameType = COOP;
minPlayers = 1;
maxPlayers = 29;
};
/* Intro Loading details */
// The description displayed while the Intro is loading
onLoadIntro = “”;
// Whether to display time and date while the Intro loads
// 1 = visible; 0 = hidden
onLoadIntroTime = 1;
/* Mission Loading details */
// The description displayed in the mission browser and while the Mission is
// loading
onLoadMission = ;
// Whether to display time and date while the Mission loads
// 1 = visible; 0 = hidden
onLoadMissionTime = 1;
// The image to display while the Mission loads; the path is relative to the
// mission folder. Image must be in PAA file format with 2:1 aspect ratio,
// ideally 1024x512 pixels. Different aspect are rendered correctly as well,
// but won’t cover the whole area.
//loadScreen = “”;
/* Respawn settings */
// Respawn mode — can be any of:
// 0 or “NONE” : No respawn
// 1 or “BIRD” : Respawn as a seagull
// 2 or “INSTANT” : Respawn exactly where you died
// 3 or “BASE” : Respawn on markers set by mission maker
// 4 or “GROUP” : Respawn into an AI unit in your group, otherwise seagull
// 5 or “SIDE” : Respawn into an AI unit on your side, otherwise seagull
respawn = 3;
// Respawn timer for players, in seconds
respawnDelay = 15;
// Respawn timer for vehicles, in seconds
respawnVehicleDelay = 300;
// Show scoreboard and timer during respawn countdown
// 1 for visible, 0 for hidden
respawnDialog = 0;
// Whether to respawn player upon joining
// 1 will respawn the player and run the respawn script
// 0 will not respawn the player but will run the respawn script
// -1 will not respawn the player nor will it run the respawn script
respawnOnStart = 0;
// Respawn templates for things like custom camera modes
respawnTemplates[] = {"ace_spectator"};
disabledAI = 1; // 0: disabled - 1: enabled. Default: 0
joinUnassigned = 1; // 0: disabled - 1: enabled. Default: 1
class CfgFunctions
{
#include "vcom\cfgFunctions.hpp"
};
class Extended_PreInit_EventHandlers {
class VCM_CBASettings {
init = "call VCM_fnc_CBA_Settings";
};
};
class CfgRemoteExec
{
// List of script functions allowed to be sent from client via remoteExec
class Functions
{
mode = 2;
jip = 1;
class vcm_serverask { allowedTargets = 0;jip = 1; };
class VCM_PublicScript { allowedTargets = 0;jip = 1; };
class BIS_fnc_debugConsoleExec { allowedTargets = 0;jip = 1; };
class SpawnScript { allowedTargets = 0;jip = 1; };
class enableSimulationGlobal { allowedTargets = 0;jip = 1; };
class VCM_fnc_KnowAbout { allowedTargets = 0;jip = 1; };
};
};
Mission Template & Instructions: