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
classCfgRespawnInventory
{
classCustomTemplate
{
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
classCfgRespawnInventory
{
classCustomTemplate
{
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; };};