Custom Ending
CfgDebriefing
This configuration allows you to create custom ending texts.
To activate it you need to trigger it by: "endName" call BIS_fnc_endMission;
.
class
CfgDebriefing
{
class
customEnd
{
title =
"Mission Ended"
;
description =
"BLUFOR win"
;
picture =
"KIA"
;
};
};
Custom Respawn Inventory
CfgRespawnInventory
This configuration allows you to create custom respawn inventory templates.
To activate it you need to trigger it by: BIS_fnc_addRespawnInventory
. And remove by:
BIS_fnc_removeRespawnInventory
.
There are two types of Respawn Inventory:
- Completely Custom
class
CfgRespawnInventory
{
class
CustomTemplate
{
displayName =
"Light"
;
icon =
"\A3\Ui_f\data\GUI\Cfg\Ranks\Sergeant_gs.paa"
;
role =
"Assault"
;
weapons[] = {
"arifle_MXC_F"
,
"Binocular"
};
magazines[] = {
"30Rnd_65x39_caseless_mag"
,
"30Rnd_65x39_caseless_mag"
,
"SmokeShell"
};
items[] = {
"FirstAidKit"
};
linkedItems[] = {
"V_Chestrig_khk"
,
"H_Watchcap_blk"
,
"optic_Aco"
,
"acc_flashlight"
,
"ItemMap"
,
"ItemCompass"
,
"ItemWatch"
,
"ItemRadio"
};
uniformClass =
"B_Sniper_F"
;
backpack =
"B_Sniper_F"
;
};
};
- Pre-existing character
class
CfgRespawnInventory
{
class
CustomTemplate
{
vehicle =
"B_Sniper_F"
};
};
Custom Music/Sound
CfgMusic
This configuration allows you to create custom playable music.
To activate it you need to trigger it by: playMusic "CustomMusicName";
.
class
CfgMusic
{
tracks[] = {};
class
MyMusic
{
name =
"My Custom Music"
;
sound[] =
{
"musicName.ogg"
, db + 0, 1.0 };
};
};
Keys
keys
This configuration allows you to create custom keys.
key[] = {
"key1"
,
"key2"
,
"key3"
};
keysLimit = 2;
doneKeys[] = {
"key"
};
Mission Params
Params
This configuration allows you to create customizable mission parameters at the start of the server mission.
class
Params
{
class
ViewDistance
{
title =
"View distance"
;
values[] = {500, 1000, 2000, 5000};
texts[] = {
"500m", "1000m", "2 km", "5
km"
};
default
=
1000;
};
};