Mission Information
40 scripting commands. Also as Markdown for agents.
- activateKeyActivates the given keyname for the current user profile. The keys are used to unlock missions or campaigns. See `keys`, `keysLimit` and `doneKeys`…
- dayTimeReturns the current in-game time in hours. For a formatted version of time, see BIS_fnc_timeToString.
- deActivateKeyDeactivates the given keyname for the current user profile. The keys are used to unlock missions or campaigns.
- enableEndDialogEnables the execution of a custom camera sequence after the players death, coded in onPlayerKilled.sqs.
- enableSavingEnable / disable saving of the game with an optional autosave.
- endMissionFinish the mission. Mission saves are deleted. Use failMission if they should not be.
- estimatedEndServerTimeEstimated end of MP game in seconds converted to serverTime.
- estimatedTimeLeftSets the estimated time left in the game that is shown in the "Game in progress" screen or in the master browser.
- failMissionFinish the mission. If the server is set to run persistent mission, failMission will not end the mission when last player gets kicked to the lobby.…
- forceEndForces mission ending (set with endMission) even if a camera effect or any another condition delays the endMission (mostly in Operation Flashpoint).
- getMissionConfigReturns Config entry for the given scenario attribute from the 1st tier. The attribute can be config class or config property. If it is defined in…
- getMissionConfigValueReturns value of the given scenario attribute from the 1st tier. Since only config properties have values, the attribute should be config property.…
- getMissionDLCsReturns list of DLCs that are used in the mission.
- getMissionLayerEntitiesReturns all entities within the specific Eden Editor layer and its sub-layers. To be used when the scenario is running, not in the editor workspace.
- getMissionLayersReturns a list of all layers created in Eden Editor. Designed to be used during a scenario. Default layers (BLUFOR, OPFOR...) are not returned.
- getMissionPathReturns mission root plus the filename in a form of filepath to be used with commands requiring absolute path such as playSound3D, drawIcon3D,…
- isKeyActiveChecks whether the given key is active in the current user profile.
- isSavingReturns the status of autosave request, made when saveGame command is executed. When request is made, the command immediately returns true.
- isSteamMissionReturns true if the current mission is a Steam Workshop mission.
- loadGameLoads game from the last autosave made with saveGame. If no autosave exists, restarts the mission. When used in campaign it will also deduct 1 life,…
- loadStatusLoads object's properties from Objects.sav file in campaign directory (from entry name).
- markAsFinishedOnSteamMarks current mission as finished on Steam. Returns true if Steam query is successfully started or false otherwise.
- missionDifficultyReturn difficulty that has been forced for this mission, returns -1 if difficulty is not forced and it is used one from player's options.
- missionEndReturns mission end type and how it was ended or an empty array [] is mission was not ended.
- missionNameReturn currently loaded mission file (path to mission.pbo, relative to game exe).
- missionNameSourceReturn workshop-compatible currently loaded mission file (path to mission.pbo, relative to game exe).
- missionStartReturns date and time when mission started. Because this command returns the time of the actual start of the mission, it might not be available in…
- missionVersionReturns the version of the current mission. - Mission from the 2D Editor: 12 - Mission from the Eden Editor: 15 and higher (for example current…
- saveGameAutosaves the game (used for Retry). The saving is not started immediately, the request for autosave is made instead. To check the status of the…
- saveStatusSaves object's properties to Objects.sav file in campaign directory as entry name.
- savingEnabledCheck if saving the game is enabled.
- selectBestPlacesFind the places with the maximum value of *expression* in the given area. Places can be on water. Results are sorted by value. Search pattern is…
- serverTimeReturns the time since latest server (re)start in seconds.
- setDateSets mission date and time. Players joining after mission start will get the current server date including the year.
- setTimeMultiplierSets a time multiplier for in-game time. The command range is capped at 0.1 - 120 to avoid performance problems.
- timeReturns time elapsed since mission started (in seconds). The value is different on each client. If you need unified time, use serverTime. Unlike…
- timeMultiplierReturns the value set with setTimeMultiplier.
- uiTimeReturns UI time elapsed since mission started (in seconds). Unlike time the uiTime does not stop when game is paused.
- worldNameReturn the name of the currently loaded world.
- worldSizeReturns the engine calculated size (terrain side length) of the current world in meters. In Arma, terrains are always square. (BIS_fnc_mapSize may…