---
name: "Description.ext"
type: topic
aliases: ["Arma 3 CfgCommands", "Arma 3: CfgCommands", "CfgCommands", "CfgSounds", "EXT", "desc.ext", "description.ext", "disableAI (description.ext)"]
source: https://community.bistudio.com/wiki/Description.ext
revid: 378503
updated: 2026-04-29T15:54:18Z
---

# Description.ext

The [Description.ext](../topics/Description.ext.md) file is a [missionConfigFile](../commands/missionConfigFile.md) and is used to set the overall mission attributes or to define global properties that will be available for other scripts.
It is placed in the mission root folder and uses the same syntax as the config.cpp file, but supports only a limited number of config classes.

Additionally, many attributes can also be set via the Eden Editor, where changes are automatically refreshed upon scenario preview.
In the 2D Editor the mission has to be reloaded for changes to be applied.

> [!NOTE]
> This file is required in Operation Flashpoint: Elite for MP missions to work, otherwise a **-1 error** is shown.

> [!NOTE]
> This page is about the **Mission Description.ext**. For the campaign version, see Campaign Description.ext.

> [!WARNING]
> The keyword `class` for class definitions **must** be lowercase, otherwise a parsing error will occur.

> [!IMPORTANT]
> Accidentally creating this file with a wrong file extension is a frequent cause of issues.
> If you are unfamiliar with script file creation, read Introduction to Arma Scripting#File Creation for a step-by-step tutorial.

> [!NOTE]
> **Arma 3:** Since Arma 3 v2.02, it is possible to import a class from main config and inherit from it in mission config:
>
> ```cpp
> import RscText;
> class MyText : RscText
> {
>     // ...
> };
> ```
>
> For more information, see the import (Config) page.

### Mission Information

This section helps you find out how to customise Mission overall external appearance, from Mission Overview to Loading Screens.

**Loading screen parameters**

```cpp
author            = "Varanon";
onLoadName        = "Point Insertion";
onLoadMission    = "A group of NATO soldiers is tasked with sabotaging a coastal defense.";
loadScreen        = "images\loadScreen.paa";

class Header
{
    gameType = "Coop";    // game type
    minPlayers =  1;    // minimum number of players the mission supports
    maxPlayers = 10;    // maximum number of players the mission supports
};
```

> [!NOTE]
> Header's `playerCountMultipleOf` entry is available in earlier titles (from Operation Flashpoint: Elite to Arma 3 1.30), allowing to setup the auto-assign team balancing factor: 1 for Coop, 2 for Versus.

##### author (Arma 3 v0.50)

Mission author's name. The default loading screen shows this string below the [#onLoadName](../topics/Description.ext.md#onloadname) in a smaller font prefixed by "by ".

##### onLoadName (Arma 3 v0.50)

String (usually mission name) shown during mission loading. The string is shown in a slightly larger font above the loadScreen.
The [#onLoadMission](../topics/Description.ext.md#onloadmission) text is placed below the load screen and the [header gameType](../topics/Description.ext.md#header) determines the game type on top of the box.

##### onLoadMission

Displays a message while the mission is loading. Note that a mission that takes very little time to load will only display the message for a short time.
In **OFP** this is the name you see when selecting a mission in MP and also the name that is presented to the Multiplayer browser.

```cpp
onLoadMission = "YourMissionName";
```

##### loadScreen (Arma 2: Operation Arrowhead v1.50)

The picture to be shown while the mission is loaded. The path is relative to the mission folder. Must be in PAA file format.
2:1 aspect ratio (different aspect are rendered correctly as well, but won't cover the whole area).
Ideally 1024x512 pixels.

```cpp
loadScreen = "pictures\intro.paa";
```

##### header (Armed Assault v1.00)

This class defines mission type and other settings displayed in the multiplayer browser.

```cpp
class Header
{
    gameType = "CTF";    // Game type
    minPlayers =  1;    // minimum number of players the mission supports
    maxPlayers = 10;    // maximum number of players the mission supports
};
```

See Multiplayer Game Types for more detailed information.

##### onLoadIntro

Displays a message while the intro is loading.

```cpp
onLoadIntro = "YourMessage";
```

##### onLoadMissionTime

Define whether you will see the time and date displayed while the mission loads. Effect unkown in Arma 3.

```cpp
onLoadMissionTime = 1; // 0: disabled - 1: enabled. Default: 1
```

##### onLoadIntroTime

Define whether you will see the time and date displayed while the intro loads.

```cpp
onLoadIntroTime = 1; // 0: disabled - 1: enabled. Default: 0
```

##### briefingName (Arma 3 v1.56)

Mission name displayed in the mission selection menu.

```cpp
briefingName = "TAG 1-5 CO My super mission";
```

> [!IMPORTANT]
> Please note that the same parameter can be defined in 3DEN in Attributes->General->Presentation->Title, but 'briefingName' from 'description.ext' has a priority. To use [localize](../commands/localize.md)d string either in 3DEN field or in 'description.ext', prefix stringtable ID with `@`.

##### CfgLoadingTexts (Take On Helicopters v1.00)

Define mission specific loading texts.

##### overviewPicture (Arma 3 v0.50)

Path to image which will be displayed when the mission is highlighted on the mission selection screen. Image should be .paa format and in 2:1 aspect ratio – ideally 1024×512 (Arma 3).

##### overviewText (Arma 3 v0.50)

Text to be displayed below the [#overviewPicture](../topics/Description.ext.md#overviewpicture) on the mission selection screen when the mission is available to play.

> [!IMPORTANT]
> Please note that the same parameter can be defined in 3DEN in Attributes->General->Overview->Text, but 'overviewText' from 'description.ext' has a priority. To use [localize](../commands/localize.md)d string either in 3DEN field or in 'description.ext', prefix stringtable ID with `@`.

> [!IMPORTANT]
> The text that appears at the top of an MP mission is defined in **mod** mission definition and **not** through [Description.ext](../topics/Description.ext.md):
>
> ```cpp
> class Mission
> {
>     // ...
>     class Intel
>     {
>         overviewText = "This text here";
>         // ...
>     };
>     // ...
> };
> ```

##### overviewTextLocked (Arma 3 v0.50)

Text to be displayed below the [#overviewPicture](../topics/Description.ext.md#overviewpicture) on the mission selection screen when the mission is locked from play.

> [!IMPORTANT]
> Please note that to use [localize](../commands/localize.md)d string prefix stringtable ID with `@`.

##### onBriefingGear

Defines a sound (defined in [#CfgSounds](../topics/Description.ext.md#cfgsounds)) that will play when accessing the gear part of the briefing. See Briefing.html.

```cpp
onBriefingGear = "SoundName";
```

> [!NOTE]
> **Arma 3:** Has no effect in Arma 3.

##### onBriefingGroup

Defines a sound (defined in [#CfgSounds](../topics/Description.ext.md#cfgsounds)) that will play when accessing the group part of the briefing. See Briefing.html.

```cpp
onBriefingGroup = "SoundName";
```

> [!NOTE]
> **Arma 3:** Has no effect in Arma 3.

##### onBriefingPlan

Defines a sound (defined in [#CfgSounds](../topics/Description.ext.md#cfgsounds)) that will play when accessing the plan part of the briefing. See Briefing.html.

```cpp
onBriefingPlan = "SoundName";
```

> [!NOTE]
> **Arma 3:** Has no effect in Arma 3.

##### CfgWorlds (Arma 3 v2.02)

Could be used to override the following properties used on mission loading: author, description, pictureMap, pictureShot, loadingTexts[].
If a specific world name given as a subclass, override will happen only when this world is loading. If subclass with name Any is used, then aforementioned properties would be overridden for any world that is loading.

```cpp
class CfgWorlds
{
    class Any // or specific world name
    {
        author = "author";
        description = "description";
        pictureMap = "picturepath";
        pictureShot = "picturepath";
        loadingTexts[] = { "text1", "text2", "text3" };
    };
};
```

### Respawn/Revive

This section talks about respawn and revive actions.
- for Arma 2, see First Aid.
- for Arma 3, see Arma 3: Respawn and Arma 3: Revive.

|  |  |  |
|---|---|---|
| + Respawn types |  |  |
| ID | Text version | Description |
| **0** | **"NONE"** | No respawn |
| **1** | **"BIRD"** | Respawn as a seagull |
| **2** | **"INSTANT"** | Respawn just where you died. |
| **3** | **"BASE"** | Respawn in base.<br>A respawn marker is needed. If no marker is defined, respawn behaviour will be the same as **"INSTANT"**.<br>Marker role names:<br>- Unit respawn: *respawn_**SIDE***<br>- Vehicle respawn: *respawn_vehicle_**SIDE***<br>Side can be one of *west*, *east*, *guerrila* (sic), *civilian*, e.g **respawn_west**.<br>Any suffix (eg: respawn_west**ABC**, respawn_west**_1**, etc) will allow multiple random respawn points. |
| **4** | **"GROUP"** | Respawn in your group. If there is no remaining AI, you will become a seagull. |
| **5** | **"SIDE"** | Armed Assault v1.08 Respawn into an AI unit on your side (if there's no AI left, you'll become a seagull).<br>With this respawn type, team switch is also available to any AI controlled playable units. |

##### respawn

Sets soldiers and vehicles respawn type.

```cpp
respawn = 0;        // Default: 0 for SP, 1 for MP
respawn = "SIDE";    // text version works too
```

##### respawnVehicle (Arma 3 v2.18)

Sets vehicles only respawn type. Vehicles can only have 2 (or "INSTANT") and 3 (or "BASE") respawn mode. All other modes are equal to disabled respawn. If 'respawnVehicle' is not defined, the 'respawn' value is used.

```cpp
respawnVehicle = 3;            // number version
respawnVehicle = "BASE";    // text version works too
```

##### respawnButton

Enable or disable the respawn button in the menu for INSTANT and BASE respawn types.

```cpp
respawnButton = 0; // 0: disabled - 1: enabled. Default: 1
```

##### respawnDelay

Set respawn delay in seconds.

```cpp
respawnDelay = 42; // Default: ?
```

##### respawnVehicleDelay

Set vehicle respawn delay in seconds.

```cpp
respawnVehicleDelay = 12; // Default: ?
```

##### respawnDialog

Show the scoreboard and respawn countdown timer for a player if he is killed with [respawn type](../topics/Description.ext.md#respawn) **3**.

```cpp
respawnDialog = 0; // 0: disabled - 1: enabled. Default: 1
```

##### respawnOnStart

Respawn player when he joins the game. Available only for INSTANT and BASE [respawn types](../topics/Description.ext.md#respawn).

```cpp
respawnOnStart = 1; // Default: 0
```

- -1 - Dont respawn on start. Don't run respawn script on start.
-  0 - Dont respawn on start. Run respawn script on start.
-  1 - Respawn on start. Run respawn script on start.

##### respawnTemplates

Respawn templates from CfgRespawnTemplates. You can combine any number of them together.

```cpp
respawnTemplates[] = { "Counter", "Wave" };
```

> [!IMPORTANT]
> Side specific respawn templates can be specified with *respawnTemplates***SIDE***[]* where **SIDE** can be any playable side (West, East, Guer, Civ).
>
> When such is undefined, general respawnTemplates are used instead.

##### respawnWeapons (Armed Assault v1.00)

Set weapons players will receive upon respawn. [#respawnMagazines](../topics/Description.ext.md#respawnmagazines) has to be defined as well.

```cpp
respawnWeapons[] = { "arifle_Katiba_GL_F" };
```

> [!IMPORTANT]
> Side specific respawn weapons can be specified with *respawnWeapons***SIDE***[]* where **SIDE** can be any playable side (West, East, Guer, Civ).
>
> Corresponding *respawnMagazines***SIDE***[]* has to be defined as well.

##### respawnMagazines (Armed Assault v1.00)

Set magazines players will receive upon respawn. [#respawnWeapons](../topics/Description.ext.md#respawnweapons) has to be defined as well.

```cpp
respawnMagazines[] = { "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green" };
```

> [!IMPORTANT]
> Side specific respawn weapons can be specified with *respawnMagazines***SIDE***[]* where **SIDE** can be any playable side (West, East, Guer, Civ).
>
> Corresponding *respawnWeapons***SIDE***[]* has to be defined as well.

##### reviveMode (Arma 3 v1.62)

Define if Revive mode is enabled.

```cpp
reviveMode = 1; // Default: 0
```

- 0 - disabled
- 1 - enabled
- 2 - controlled by player attributes

##### reviveUnconsciousStateMode (Arma 3 v1.62)

Define revive mode.

```cpp
reviveUnconsciousStateMode = 0; // Default: 0
```

- 0 - basic mode
- 1 - advanced mode
- 2 - realistic
See damage model for more detailed information.

##### reviveRequiredTrait (Arma 3 v1.62)

Define if only a medic (or unit with medic [trait](../commands/setUnitTrait.md)) can perform a revive.

```cpp
reviveRequiredTrait = 0; // 0: disabled - 1: enabled. Default: 0
```

##### reviveRequiredItems (Arma 3 v1.62)

Define if a medical item (first aid kit or medkit) is required to begin a revive process.

```cpp
reviveRequiredItems = 2; // Default: ?
```

- 0 - none
- 1 - medkit
- 2 - medkit or first aid kit

##### reviveRequiredItemsFakConsumed (Arma 3 v1.62)

Define if a first aid kit is consumed on reviving a teammate

```cpp
reviveRequiredItemsFakConsumed = 1; // 0: disabled - 1: enabled. Default: ?
```

##### reviveMedicSpeedMultiplier (Arma 3 v1.62)

Speed multiplier for revive performed by medic

```cpp
reviveMedicSpeedMultiplier = 2; // medic revive will be two times faster compared to another soldier
```

##### reviveDelay (Arma 3 v1.62)

The time in seconds it takes to revive an incapacitated unit. Having a Medikit will halve this time.

```cpp
reviveDelay = 10; // Default: 6
```

##### reviveForceRespawnDelay (Arma 3 v1.62)

The time in seconds it takes for an incapacitated unit to force their respawn.

```cpp
reviveForceRespawnDelay = 5; // Default: 3
```

##### reviveBleedOutDelay (Arma 3 v1.62)

The time in seconds it takes for a unit to bleed out.

```cpp
reviveBleedOutDelay = 300; // Default: 120
```

##### enablePlayerAddRespawn (Arma 3 v1.62)

Usage unsure, may be related to [respawn template](../topics/Description.ext.md#respawntemplates) **MenuPosition**.

```cpp
enablePlayerAddRespawn = 0; // Disable framework respawn
```

##### CfgRespawnInventory (Arma 3 v1.62)

This class defines a respawn inventory, used with **MenuInventory** [respawn template](../topics/Description.ext.md#respawntemplates).
Loadouts with no assigned role are automatically assigned to the "Default" role.

See also [BIS_fnc_addRespawnInventory](../functions/BIS_fnc_addRespawnInventory.md), [BIS_fnc_removeRespawnInventory](../functions/BIS_fnc_removeRespawnInventory.md)

```cpp
class CfgRespawnInventory
{
    class Blufor1
    {
        displayName = "Light";                                    // Name visible in the menu
        icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa";    // Icon displayed next to the name
        role = "Assault";                                        // Optional, see CfgRoles

        // Loadout definition, uses same entries as CfgVehicles classes
        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 = "U_B_CombatUniform_mcam_tshirt";
        backpack = "B_AssaultPack_mcamo";
    };

    class Blufor2
    {
        // Alternative configuration pointing to a CfgVehicles class. Loadout will be copied from it.
        vehicle = "B_soldier_AR_F";
    };
};
```

##### CfgRespawnTemplates (Arma 3 v1.62)

This class defines new respawn templates to be used with [respawn templates](../topics/Description.ext.md#respawntemplates).

```cpp
class CfgRespawnTemplates
{
    // class used in respawnTemplates entry
    class myTag_beacon
    {
        // function or script executed upon death
        // parameters passed into it are the same as are passed into onPlayerKilled.sqf file
        onPlayerKilled = "\myAddon\scripts\respawnBeacon.sqf";

        // function or script executed upon respawn
        // parameters passed into it are the same as are passed into onPlayerRespawn.sqf file
        onPlayerRespawn = "\myAddon\scripts\respawnBeacon.sqf";

        // default respawn delay
        // can be overwitten by description.ext attribute of the same name
        respawnDelay = 20;

        // see respawnOnStart for description and limitations
        // can be overridden by description.ext attribute of the same name
        respawnOnStart = 1;
    };

    class Spectator
    {
        onPlayerRespawn = "BIS_fnc_respawnSpectator"; // a function can be used instead of a script
    };
};
```

##### CfgRoles (Arma 3 v1.62)

This class defines Respawn roles. The main purpose of Roles is to make things clearer and simpler for player when selecting a loadout. All the loadouts available in a mission are now divided into various roles.
Mission designer can use roles already created in the game config, or custom roles can be defined in description.ext file. Loadouts with no role assigned are automatically assigned to the *Default* role.

```cpp
// all default roles with icons
class CfgRoles
{
    class Assault
    {
        displayName = "$STR_A3_Role_Assault";
        icon = "a3\Ui_f\data\GUI\Cfg\RespawnRoles\assault_ca.paa";
    };

    class Support
    {
        displayName = "$STR_A3_Role_Support";
        icon = "a3\Ui_f\data\GUI\Cfg\RespawnRoles\support_ca.paa";
    };

    class Recon
    {
        displayName = "$STR_A3_Role_Recon";
        icon = "a3\Ui_f\data\GUI\Cfg\RespawnRoles\recon_ca.paa";
    };
};
```

### Mission Keys

Mission keys are used to lock/unlock certain missions until you completed other ones. It can also be used in mission to know which missions you finished.

Activated keys can be found in user profile (e.g documents\*username.Arma3profile*) under *activeKeys* section.

See also commands [activateKey](../commands/activateKey.md), [isKeyActive](../commands/isKeyActive.md) and [deActivateKey](../commands/deActivateKey.md) for more detailed information.

> [!IMPORTANT]
> Please note that unlike other text items, stringtable translations ($STR_*) cannot be used.

##### keys (Armed Assault v1.00)

List of keys from which [#keysLimit](../topics/Description.ext.md#keyslimit) counts the *done* ones.

```cpp
keys[] = { "key1", "key2", "key3" };
```

##### keysLimit (Armed Assault v1.00)

Number of keys from the [#keys](../topics/Description.ext.md#keys) list needed *done* to unlock (and be able to play) this mission.

```cpp
keysLimit = 2;
```

##### doneKeys (Armed Assault v1.00)

Name of keys marked *done* on mission completion.

```cpp
doneKeys[] = { "key4" };
```

### Player's UI

This section explains HUD customisation possibilities.

See also commands:
- [showCompass](../commands/showCompass.md), [shownCompass](../commands/shownCompass.md), [visibleCompass](../commands/visibleCompass.md)
- [showGPS](../commands/showGPS.md), [shownGPS](../commands/shownGPS.md), [visibleGPS](../commands/visibleGPS.md)
- [showHUD](../commands/showHUD.md), [shownHUD](../commands/shownHUD.md)
- [showWatch](../commands/showWatch.md), [shownWatch](../commands/shownWatch.md), [visibleWatch](../commands/visibleWatch.md)
- [showUAVFeed](../commands/showUAVFeed.md), [shownUAVFeed](../commands/shownUAVFeed.md) Arma 3 v1.16
- [showPad](../commands/showPad.md), [shownPad](../commands/shownPad.md) Operation Flashpoint v1.00

##### overrideFeedback (Arma 3 v1.98)

Some of the feedback effects in Arma 3 are scripted and executed by `functions_f\feedback\fn_feedbackMain.fsm`. Those include being hit, pulsation, dirt from explosion, choking etc.
Adding `overrideFeedback` with value > 0 will stop feedback FSM from executing, allowing mission/mod makers to script their own, custom effects. The param is first checked in the mission config and then mod config.
If mission config has this param set to 0, it will force default feedback handling without possibility to override it by mods. Do not set this param unless you are planning to enforce feedback one way or another.

```cpp
overrideFeedback = 1; // 0: force default handling, 1+: allow custom handling. Default: not set
```

##### showHUD

Enables/Disables the following IGUI elements:
- Vehicle and unit info
- Radar and tactical display
- Vehicle compass
- Tank direction indicator
- Commanding menu
- Group info bar
- HUD weapon cursors
- Vehicle display panels
- Kill messages
- 3D Icons visibility

```cpp
showHUD = 0; // 0: disabled - 1: enabled. Default: 1
```

The effect of using the above **showHUD** param is different from the effects of [showHUD](../commands/showHUD.md) scripting command, both methods are rather complementary to each other.

Since Arma 3 v1.50 **showHUD** param can be an array to allow control over separate HUD elements, for example:

```cpp
showHUD[] =
{
    1,    // Scripted HUD (same as showHUD command)
    1,    // Vehicle and unit info
    0,    // Vehicle radar [HIDDEN]
    0,    // Vehicle compass [HIDDEN]
    1,    // Tank direction indicator
    1,    // Commanding menu
    1,    // Group info bar
    1,    // HUD weapon cursors
    1,    // Vehicle display panels
    1,    // "x killed by y" systemChat messages
    1    // force show drawIcon3D icons
};
```

> [!IMPORTANT]
> Using the **showHUD[]** array parameter will disable the [showHUD](../commands/showHUD.md) command entirely.

##### showCompass

Defines if the compass is visible.

```cpp
showCompass = 0; // 0: disabled - 1: enabled. Default: 1
```

##### showGPS

Enables/Disables the GPS.

```cpp
showGPS = 0; // 0: disabled - 1: enabled. Default: 1
```

In Armed Assault *1.04* toggle this option to disable the mini map attached to the GPS.

##### showGroupIndicator (Arma 3 v1.00)

Changes default GPS mini map into a radar like display that indicates group members relative position to the player.

```cpp
showGroupIndicator = 1; // 0: disabled - 1: enabled. Default: 0
```

> [!IMPORTANT]
> Has no effect since custom panels were introduced in Arma 3. See [BIS_fnc_groupIndicator](../functions/BIS_fnc_groupIndicator.md).

##### showMap

Defines if the map is shown after the mission starts.

```cpp
showMap = 0; // 0: disabled - 1: enabled. Default: 1
```

##### showNotePad (Armed Assault v1.00)

In Armed Assault, defines if the NotePad is shown after the mission starts.

```cpp
showNotePad = 0; // 0: disabled - 1: enabled. Default: 1
```

##### showPad (Operation Flashpoint v1.00)

Defines if the NotePad is shown after the mission starts. **Only in OFP:CWC**.

```cpp
showPad = 0; // 0: disabled - 1: enabled. Default: 1
```

##### showWatch

Defines if the watch is visible.

```cpp
showWatch = 0; // 0: disabled - 1: enabled. Default: 1
```

##### showUAVFeed (Arma 3 v1.16)

Enables/Disables the UAV Feed.

```cpp
showUAVFeed = 0; // 0: disabled - 1: enabled. Default: 1
```

##### showSquadRadar (Arma 3 v1.60)

Defines if the Squad Radar is visible.

```cpp
showSquadRadar = 0; // 0: disabled - 1: enabled. Default: 0
```

> [!IMPORTANT]
> Has no effect since custom panels were introduced in Arma 3.

##### overrideHazeQuality (Arma 3 v2.16)

0/1/2 - VeryLow/Low/Standard - Forces haze quality and in MP has priority over the server 'overrideHazeQuality' option. Standard(2) - mod config driven. Default(-1) - do not force.

```cpp
overrideHazeQuality = 1; // Low
```

### Starting Gear

Starting gear points to briefing-available equipment. For respawn equipment, see [#Respawn/Revive](../topics/Description.ext.md#respawn-revive).

See also Weapon Pool Commands for more detailed information about weapon pool system.

##### weapons

Set weapons available to players during the briefing.

```cpp
class Weapons
{
    class AK74        { count = 8; };
    class RPG7V        { count = 2; };
    class Binocular    { count = 2; };
};
```

##### magazines

Set magazines available to players during the briefing.

```cpp
class Magazines
{
    class 30Rnd_545x39_AK    { count = 32; };
    class PG7V                { count =  6; };
    class HandGrenade        { count = 16; };
};
```

##### backpacks (Arma 2: Operation Arrowhead v1.50)

Set backpacks available to players during the briefing.

```cpp
class Backpacks
{
    class US_Patrol_Pack_EP1    { count = 4; };
    class US_Assault_Pack_EP1    { count = 4; };
};
```

##### allowSubordinatesTakeWeapons (Arma 2: Operation Arrowhead v1.56)

Allows subordinates (i.e., not leaders) to equip items defined in [#weapons](../topics/Description.ext.md#weapons), [#magazines](../topics/Description.ext.md#magazines) and [#backpacks](../topics/Description.ext.md#backpacks).

```cpp
allowSubordinatesTakeWeapons = 1; // 0: disabled - 1: enabled. Default: ?
```

##### arsenalRestrictedItems (Arma 3 v1.98)

Used to blacklist undesired Arsenal equipment, which prevents user saved loadout from being loaded if it contains restricted items.

```cpp
arsenalRestrictedItems[] = { "U_B_Soldier_VR" };
```

##### allowProfileGlasses (Arma 3 v2.04)

When set to 0 will stop glasses set in player profile from being added to player's gear:

```cpp
allowProfileGlasses = 0;
```

### Corpse and Wreck Management

This section explains how to use game-included **garbage collector** (**GC**) for better performances.

See also [addToRemainsCollector](../commands/addToRemainsCollector.md), [isInRemainsCollector](../commands/isInRemainsCollector.md) and [removeFromRemainsCollector](../commands/removeFromRemainsCollector.md) commands.

The Remains Collector, if enabled, runs at background on every client and clears mission of corpses and wrecks depending on set params and mode.
Individual objects can be added or removed from collector monitoring. Items in remains collector are sorted depending on how valuable they are.
The most valuable items are pushed to the end of remains array and will be deleted last if possible; for example, the flag carrier is never deleted while it has the flag.

##### corpseManagerMode (Arma 3 v1.32)

Sets the mode for automatic corpse removal.

```cpp
corpseManagerMode = 0; // Default: 0
```

- 0 *(Default)* = None - None of the units are automatically managed by the manager
- 1 = All - All units are automatically managed by the manager
- 2 = None_But_Respawned - Only units that can respawn are automatically managed by the manager
- 3 = All_But_Respawned - All units are automatically managed by the manager with the exception of respawned ones (opposite to mode 2)

##### corpseLimit (Arma 3 v0.50)

If the total number of monitored corpses is higher than **corpseLimit**, the corpses that have been dead for longer than [#corpseRemovalMinTime](../topics/Description.ext.md#corpseremovalmintime) will be considered for removal.

```cpp
corpseLimit = 1; // Default: 15
```

##### corpseRemovalMinTime (Arma 3 v0.50)

See [#corpseLimit](../topics/Description.ext.md#corpselimit) above.

```cpp
corpseRemovalMinTime = 60; // seconds. Default: 10
```

##### corpseRemovalMaxTime (Arma 3 v0.50)

Monitored corpses that are dead for longer than **corpseRemovalMaxTime** will be considered for removal regardless of the [#corpseLimit](../topics/Description.ext.md#corpselimit).

```cpp
corpseRemovalMaxTime = 1200; // seconds. Default: 3600
```

##### disposalCheckPeriod (Arma 3 v2.18)

How often the remains collector checks monitored remains for removal. The value can be between 1 and 60.

```cpp
disposalCheckPeriod = 30; // seconds. Default: 10
```

##### minPlayerDistance (Arma 3 v1.66)

This value applies for monitored corpses, wrecks and weaponholders. The minimum distance between remains and the nearest player before the remains are allowed to be removed by the remains collector.
The remains closer than minimum distance to nearest player will not be removed until distance increases. If 'minPlayerDistance' is set to 0, the distance check is not performed.

```cpp
minPlayerDistance = 50; // meters. Default: 0
```

Arma 3 v2.18 The array variant allows setting individual minPlayerDistance for corpses, wrecks and weaponholders:

```cpp
minPlayerDistance[] = { 50, 60, 70 }; // metres. Default: { 0, 0, 0 }
```

Arma 3 v2.20 The array supports override times now, format `{ corpsesMinDist, wrecksMinDist, weaponholdersMinDist, corpsesOverrideTime, wrecksOverrideTime, weaponholdersOverrideTime }`
Override times are "force-remove after" times. For example a corpse is scheduled for deletion but cannot be deleted because a player is nearby.
If override time is set, the corpse will be deleted regardless of player proximity.
So if for example [#removalMaxTime](../topics/Description.ext.md#removalmaxtime) is 3600 and override time is 300, the remains will be definitely deleted within 3600 + 300 = 3900 seconds even if a player is close by.

```cpp
minPlayerDistance[] = { // metres. Default: { 0, 0, 0, -1, -1, -1 }
    50,        60,        70,        // corpsesMinDist,        wrecksMinDist,        weaponholdersMinDist
    300,    120,    60        // corpsesOverrideTime,    wrecksOverrideTime,    weaponholdersOverrideTime
};
```

##### weaponholderManagerMode (Arma 3 v2.18)

Sets the mode for automatic weapon holder removal.

```cpp
weaponholderManagerMode = 0; // Default: 0
```

- 0 *(Default)* = None - None of the weapon holders are automatically managed by the manager
- 1 = All - All weapon holders are automatically managed by the manager
- 2 = None_But_Respawned - Only weapon holders from units that can respawn are automatically managed by the manager
- 3 = All_But_Respawned - All weapon holders are automatically managed by the manager with the exception of the ones from respawned units (opposite to mode 2)

> [!NOTE]
> WeaponHolderSimulated which is created after unit is dead and contains unit's weapon is not managed by the collector, but linked to the corpse and will be deleted when corpse is deleted. WeaponHolderSimulated that is created manually is managed by the collector just like GroundWeaponHolder

##### weaponholderLimit (Arma 3 v2.18)

If the total number of monitored weapon holders is higher than **weaponholderLimit**, the weapon holders that exist for longer than [#weaponholderRemovalMinTime](../topics/Description.ext.md#weaponholderremovalmintime) will be considered for removal.

```cpp
weaponholderLimit = 1; // Default: 50
```

##### weaponholderRemovalMinTime (Arma 3 v2.18)

See [#weaponholderLimit](../topics/Description.ext.md#weaponholderlimit) above.

```cpp
weaponholderRemovalMinTime = 60; // seconds. Default: 3600
```

##### weaponholderRemovalMaxTime (Arma 3 v2.18)

Monitored weapon holders that exist for longer than **weaponholderRemovalMaxTime** will be considered for removal regardless of the [#weaponholderLimit](../topics/Description.ext.md#weaponholderlimit).

```cpp
weaponholderRemovalMaxTime = 1200; // seconds. Default: 36000
```

##### wreckManagerMode (Arma 3 v1.32)

Sets the mode for automatic wreck removal.

```cpp
wreckManagerMode = 0; // Default: 0
```

- 0 *(Default)* = None - None of the vehicles are automatically managed by the manager
- 1 = All - All vehicles are automatically managed by the manager
- 2 = None_But_Respawned - Only vehicles that can respawn are automatically managed by the manager
- 3 = All_But_Respawned - All vehicles are automatically managed by the manager with exception of respawned (opposite to mode 2)

##### wreckLimit (Arma 3 v0.50)

If the total number of monitored wrecks is higher than **wreckLimit**, the wrecks that existed for longer than [#wreckRemovalMinTime](../topics/Description.ext.md#wreckremovalmintime) will be considered for removal.

```cpp
wreckLimit = 1; // seconds. Default: 15
```

##### wreckRemovalMinTime (Arma 3 v0.50)

See [#wreckLimit](../topics/Description.ext.md#wrecklimit) above.

```cpp
wreckRemovalMinTime = 60; // seconds. Default: 10
```

##### wreckRemovalMaxTime (Arma 3 v0.50)

Monitored wrecks that existed for longer than **wreckRemovalMaxTime** will be considered for removal regardless of the [#wreckLimit](../topics/Description.ext.md#wrecklimit).

```cpp
wreckRemovalMaxTime = 1800; // seconds. Default: 36000 (10 hours)
```

### Mission Parameters

Mission parameters allow you to add settings to your creation. These settings are in-game accessible only in Multiplayer mode, but can also be accessed by commands for a scripted use in Singleplayer mode.

See Mission Parameters, along with [BIS_fnc_getParamValue](../functions/BIS_fnc_getParamValue.md) function (paramsArray usage is **not** recommended).

##### param1/param2 (Operation Flashpoint v1.00)

**param1** and **param2** are multiplayer options that can be seen in the multiplayer lobby.
They can be useful for setting time limits and score limits in such games as Capture the Flag and Death Matches.
Other popular uses include time acceleration, setting the mission difficulty or switching the intro on/off.

In the mission, variables **param1** and **param2** have the corresponding values of the chosen options.

> [!IMPORTANT]
> - While **param1**/**param2** were introduced in **OFP** and can still be used in later titles, it is **highly recommended** to use config class [#Params](../topics/Description.ext.md#params), available since Arma 2 v1.03.
> - **param1**/**param2** variables can be overridden during the mission as they are **not** read-only.

```cpp
titleParam1 = "Time limit:";
valuesParam1[] = { 0, 300, 600, 900 };
defValueParam1 = 900;
textsParam1[] = { "Unlimited", "5 min", "10 min", "15 min" };

titleParam2 = "Score to win:";
valuesParam2[] = { 10000, 5, 7, 10, 15, 20, 25, 30 };
defValueParam2 = 5;
textsParam2[] = { "Unlimited", 5, 7, 10, 15, 20, 25, 30 };
```

Example:

```sqf
hint format ["param1 = %1\nparam2 = %2", param1, param2];
```

##### Params (Arma 2 v1.03)

These are Multiplayer parameters, available in the lobby by the server administrator.
They are intended as a replacement for [#param1/param2](../topics/Description.ext.md#param1-param2).

```cpp
class Params
{
    class ViewDistance
    {
        // Visible name in lobby settings list
        title = "View distance";

        // must be integers - commas e.g 1.5 are not allowed
        values[] = { 500, 1000, 2000, 5000 };

        // Description of each selectable item - must have the same number of items as 'values'
        // If texts are missing, the values will be displayed instead
        texts[] = { "500m", "1000m", "2 km", "5 km" };

        // must be listed in 'values' array, otherwise 0 is used. If not integer, fallback value is 1
        default = 1000;

        // (optional) script file called when player joins, selected value is passed as an argument
        file = "setViewDistance.sqf";
    };
};
```

See Mission Parameters for more detailed information.

### Mission Settings

These are non-editable, mission maker design settings.
They can be used for a smoother experience, briefing/debriefing behaviour, saving options, etc.

See also Debriefing for more detailed information.

##### aiKills

Enables AI units score to appear in score table.

```cpp
aiKills = 1; // 0: disabled - 1: enabled. Default: 0
```

##### briefing

Skip briefing screen for SP missions. If no briefing.html is present, it is skipped anyway.

```cpp
briefing = 0; // 0: disabled - 1: enabled. Default: 1
```

Briefing will still be displayed until all clients are connected and done loading.

##### debriefing

Defines if the debriefing is shown or not at the end of the mission.

```cpp
debriefing = 0; // 0: disabled - 1: enabled. Default: 1
```

##### CfgDebriefing (Arma 3 v0.50)

Define custom mission endings or override the default endings (found under CfgDebriefing in the game's config file).

```cpp
class CfgDebriefing
{
    // Used when all players die in MP
    class endDeath
    {
        title = "Both teams have died.";
        description = "Everyone was killed by the bomb.";
        picture = "KIA";
    };
};
```

**For a detailed description, see Arma 3: Debriefing.**

##### CfgDebriefingSections (Arma 3 v0.50)

Define custom sections to be displayed on the debriefing screen. Useful for custom scoring systems or displaying player achievements.

```cpp
class CfgDebriefingSections
{
    class bPoints
    {
        title = "Blufor Points";
        variable = "BLU_P";
    };

    class oPoints
    {
        title = "Opfor Points";
        variable = "OPF_P";
    };
};
```

##### DifficultyOverride (Arma 3 v2.16)

Allow to override a difficulty setting for the mission only.

At the moment, only `tacticalPing` is supported.

```cpp
class DifficultyOverride
{
    tacticalPing = 0; // disables tactical ping in this mission, even if selected difficulty preset has it enabled
}
```

|  |  |  |  |
|---|---|---|---|
| + Channel ID number command correspondence |  |  |  |
| Name | ID | Radio | Chat |
| Global | 0 | [globalRadio](../commands/globalRadio.md) | [globalChat](../commands/globalChat.md) |
| Side | 1 | [sideRadio](../commands/sideRadio.md) | [sideChat](../commands/sideChat.md) |
| Command | 2 | [commandRadio](../commands/commandRadio.md) | [commandChat](../commands/commandChat.md) |
| Group | 3 | [groupRadio](../commands/groupRadio.md) | [groupChat](../commands/groupChat.md) |
| Vehicle | 4 | [vehicleRadio](../commands/vehicleRadio.md) | [vehicleChat](../commands/vehicleChat.md) |
| Direct | 5 | [directSay](../commands/directSay.md) | N/A |
| System | 6 Arma 2: Operation Arrowhead v1.62<br>16 Arma 3 v0.50 | N/A | [systemChat](../commands/systemChat.md) |

##### disableChannels (Arma 2: Operation Arrowhead v1.62)

Disable global, side, command or system chat. MOTD and admin say have exception and will show in global.

> [!NOTE]
> - This setting is not considered when hosting from Eden Editor.
> - A mission using **disableChannels** will override any `disableChannels[]` value in server config.

> [!NOTE]
> **Arma 3:** See [enableChannel](../commands/enableChannel.md).

Arma 2: Operation Arrowhead v1.62 **basic syntax**:

```cpp
disableChannels[] = { 0, 3 }; // simple channel ID list
```

Arma 3 v1.60 **advanced syntax**:

```cpp
disableChannels[] =
{
    {
        0,        // channel ID
        false,    // text chat remains enabled
        true,    // voice chat is disabled
        false,    // allow placing map markers (Optional, default false - added in v2.20)
        true    // disable drawing on map (Optional, default false - added in v2.20)
    },
    { 3, true, true }
};
```

##### disabledAI

Multiplayer setting that removes all playable units which do not have a human player.

When AI is disabled, a player logging out will **not** have AI take control of his character.

> [!IMPORTANT]
> Disabling AI units will prevent [JIP](../topics/Multiplayer_Scripting.md#join-in-progress) into playable units if **respawn** is disabled.

```cpp
disabledAI = 1; // 0: AIs fill empty slots - 1: AIs are disabled, only players can spawn. Default: 0
```

##### disableRandomization (Arma 3 v1.42)

Disables randomisation on certain objects, object types or object kinds in the mission. For more information visit: Arma 3: Vehicle Customisation

```cpp
disableRandomization[] = { "All", "AllVehicles", "B_G_Offroad_01_F", "myCar", "MyUnitName", "B_Soldier_F" };
```

Note: This takes higher priority and will override the following:

```sqf
_vehicle setVariable ["BIS_enableRandomization", true]; // cannot enable for all or specific vehicles once disabled in description.ext
```

##### enableDebugConsole (Arma 3 v0.50)

Allows access to the Debug Console in multiplayer scenarios outside of the editor. This has no effect for singleplayer scenarios.

Since Arma 3 v2.18 also makes the console available in singleplayer scenarios.

```cpp
enableDebugConsole = 2; // dangerous in MP
```

- 0 - Default behavior, available only in editor
- 1 - Available in SP and for hosts / logged in admins
- 2 - Available for everyone

Alternative since Arma 3 v1.72

```cpp
enableDebugConsole[] = { "76561198XXXXXXXXX", "76561198YYYYYYYYY", }; // admins and players with their UID in this list have access
```

##### enableItemsDropping (Arma 2: Operation Arrowhead v1.62)

Disable dropping items while swimming. Introduced in Arma 2: Operation Arrowhead BETA 1.60.93965. Doesn't seem to have any effect in Arma 3.

```cpp
enableItemsDropping = 0; // 0: disabled - 1: enabled. Default: ?
```

##### enableTeamSwitch

Enables or disables Team Switch functionality in MP when [respawn type](../topics/Description.ext.md#respawn) is 5 (SIDE).

```cpp
enableTeamSwitch = 0; // 0: disabled - 1: enabled. Default: 1
```

##### forceRotorLibSimulation (Arma 3 v1.34)

Force enable or disable RotorLib flight model.

```cpp
forceRotorLibSimulation = 1; // Default: 0
```

- 0 - based on player's options
- 1 - enabled (advanced mode)
- 2 - disabled (default flight mode)

##### hostDoesNotSkipLobby (Arma 3 v2.06)

Stops hosting player from skipping the lobby if  is used

```cpp
hostDoesNotSkipLobby = 1;
```

##### joinUnassigned (Arma 3 v0.50)

By default a new player is not auto assigned a free playable slot in the mission lobby in Multiplayer.
Disable this setting to make him auto assigned to the side with least players.

```cpp
joinUnassigned = 0; // 0: disabled - 1: enabled. Default: 1
```

##### minScore, avgScore, maxScore

Set minimum, average and maximum score for your mission.
Score is related to the star display in the debriefing screen (OFP:CWC).
The score can be influenced during a missions progress by using the [addRating](../commands/addRating.md) command.

```cpp
minScore = 0;
avgScore = 1800;
maxScore = 75000;
```

> [!IMPORTANT]
> Values have to follow this formula: **minScore < avgScore < maxScore**. Any other combinations can lead to game freeze upon mission end.

##### missionGroup (Arma 3 v2.10)

Shared mission group name to override default [missionName](../commands/missionName.md) used with [missionProfileNamespace](../commands/missionProfileNamespace.md), [saveMissionProfileNamespace](../commands/saveMissionProfileNamespace.md)

```cpp
missionGroup = "SomeNameDescribingCommonMissions";
```

##### onCheat (Arma 3 v1.00)

Executes custom statement when player enters the GETALLGEAR cheat (see: GETALLGEAR).

```cpp
onCheat = "hint str _this";
```

##### onPauseScript (Arma 2: Operation Arrowhead v1.62)

Executes a custom SQF script or function in [scheduled environment](../topics/Scheduler.md#scheduled-environment) ([execVM](../commands/execVM.md)) when player brings up Game Pause screen (presses 'Esc' button).
[Display](../topics/Display.md) parameter of the resulting [dialog](../commands/dialog.md) is available via `_this select 0` inside the script.

```cpp
onPauseScript    = "myOnPauseScript.sqf";                            // file path
onPauseScript[]    = { "myOnPauseFunction1", "myOnPauseFunction2" };    // function name - since Arma 3
```

> [!IMPORTANT]
> The script or function executes **in its own [namespace](../topics/Namespace.md)**. In order to get/set external global variable you need to explicitly use mission namespace:
> **Set:**
>
> ```sqf
> // myVar2 = "345";                                    // will set the variable only in onPauseScript namespace
> missionNamespace setVariable ["myVar2", "345"];        // will be available as a global variable
> ```
>
> **Get:**
>
> ```sqf
> // hint str myVar;                                    // will raise an undefined variable myVar error
> hint str (missionNamespace getVariable "myVar");    // will access the global variable properly
> ```

##### saving (Armed Assault v1.00)

Toggle saving possibility.

```cpp
saving = 0; // 0: disabled - 1: enabled. Default: 1
```

##### scriptedPlayer (Take On Helicopters v1.00)

When scripted player is enabled, game no longer shows "No player select" error message upon mission start when no player unit is present.

```cpp
scriptedPlayer = 1; // 0: disabled - 1: enabled. Default: 0
```

##### skipLobby (Arma 3 v1.60)

When enabled, joining player will join the mission bypassing role selection screen.
The [#joinUnassigned](../topics/Description.ext.md#joinunassigned) param will be set to 1 automatically, so that player receives first available role from mission template. When leaving such mission, player will go straight back to server browser.

```cpp
skipLobby = 1; // 0: disabled - 1: enabled. Default: 0
```

### Server Security

This section underlines mission security settings for server. They can secure or break your mission, so be sure to use them wisely.

##### allowFunctionsLog (Arma 3 v0.50)

Allows functions to log to the RPT file.

```cpp
allowFunctionsLog = 1; // 0: disabled - 1: enabled. Default: ?
```

##### allowFunctionsRecompile (Arma 3 v1.00)

As a security measure, functions are by default protected against rewriting during mission.
This restriction does not apply in missions previewed from the editor.

```cpp
allowFunctionsRecompile = 1; // 0: disabled - 1: enabled. Default: 0
```

##### zeusCompositionScriptLevel (Arma 3 v2.06)

```cpp
zeusCompositionScriptLevel = 0;    // 0: all scripts are forbidden
                                // 1: only attributes are allowed (including custom attributes added by mods)
                                // 2: all scripts are allowed including init scripts
                                // Default: 1
```

##### CfgDisabledCommands (Arma 3 v1.66)

Define disabled script commands. See CfgDisabledCommands for more detailed explanations.

##### CfgRemoteExec (Arma 3 v1.50)

Define [remoteExec](../commands/remoteExec.md) and [remoteExecCall](../commands/remoteExecCall.md) restrictions. See CfgRemoteExec for more detailed explanations and examples.

### Tasks

Tasks are part of the mission. This section deals with the settings for them.

See also Arma 3: Task Framework#Task Overhaul

##### taskManagement_markers2D (Arma 3 v1.42)

Use new 2D markers.

```cpp
taskManagement_markers2D = 1; // 0: disabled - 1: enabled. Default: 0
```

##### taskManagement_markers3D (Arma 3 v1.42)

Use new 3D markers.

```cpp
taskManagement_markers3D = 1; // 0: disabled - 1: enabled. Default: 0
```

##### taskManagement_propagate (Arma 3 v1.42)

Propagate shared tasks to subordinates.

```cpp
taskManagement_propagate = 1; // 0: disabled - 1: enabled. Default: 0
```

##### taskManagement_drawDist (Arma 3 v1.42)

3D marker maximum draw distance in meters. within this range, unassigned tasks are drawn on screen.

```cpp
taskManagement_drawDist = 2500; // in meters. Default: 2000
```

##### CfgTasks (Armed Assault v1.00)

Agents task config

```cpp
class CfgTasks
{
    class Default
    {
        name = "";
        fsm = "";        // relative path to fsm file
        condition = "";    // relative path to sqf file (compiled and stored for the duration of run time, executed frequently)
        description = "";
        destination = "";
        resources[] = {};
    };
};
```

##### CfgTaskTypes (Arma 3 v1.54)

Define Task types and their icons.

```cpp
class CfgTaskTypes
{
    class Attack
    {
        icon    = "\A3\UI_F_MP_Mark\Data\Tasks\Types\Attack_ca.paa";
        icon3D    = "\A3\UI_F_MP_Mark\Data\Tasks\Types3D\Attack_ca.paa";
    };

    class Defend
    {
        icon    = "\A3\UI_F_MP_Mark\Data\Tasks\Types\Defend_ca.paa";
        icon3D    = "\A3\UI_F_MP_Mark\Data\Tasks\Types3D\Defend_ca.paa";
    };
};
```

##### CfgTaskDescriptions (Arma 3 v1.12)

Define Task titles and descriptions.

```cpp
class CfgTaskDescriptions
{
    class myTask1
    {
        title        = "my task title";
        description    = "my task description";
        marker        = "my task destination marker";
    };

    class myTask2
    {
        title        = "STR_myTask2Title";            // note the lack of $ sign here!
        description    = "STR_myTask2Description";        // without $, it translates for each client
        marker        = "STR_myTask2Marker";            // with $ everyone sees the server's language
    };
};
```

##### CfgTaskEnhancements (Arma 3 v1.42)

Defines tasks enhancements directly in a class.

```cpp
class CfgTaskEnhancements
{
    enable        = 1; // 0: disable new task features (default), 1: enable new task features and add new task markers and task widgets into the map
    3d            = 1; // 0: do not use new 3D markers (default), 1: replace task waypoints with new 3D markers
    3dDrawDist    = 0; // 3d marker draw distance (default: 2000)
    share        = 1; // 0: do not count assigned players (default), 1: count how many players have the task assigned
    propagate    = 1; // 0: do not propagate (default), 1: propagate shared tasks to subordinates
};
```

### Custom Content Definition

The following class definitions allow for mission-defined content like sounds, music, or more advanced content like functions

##### CfgCameraEffects

Configure custom [cameraEffect](../commands/cameraEffect.md).

```cpp
class CfgCameraEffects
{
    class Array
    {
        class External
        {
            type = 0;
            duration = 6;    // 3 seconds for some reason
            file = "";        // some kind of custom .p3d file for camera
        };

        class AutoTerminate : External
        {
            type = 3;        // CamChained
            chain[] = { "External", "Terminate" }; // Terminate will trigger after 3 seconds
        };
    };
};
```

Example:

```sqf
showCinemaBorder false;
private _dur = getNumber (missionConfigFile >> "CfgCameraEffects" >> "Array" >> _this >> "duration");
private _cam = "camera" camCreate (player modelToWorld [0, -100, 50]);
_cam camSetTarget player;
_cam camSetRelPos [0, -0.1, 1.8];
_cam camCommit (_dur / 2);
_cam cameraEffect ["AutoTerminate", "Back"];
waitUntil { camCommitted _cam };
camDestroy _cam;
```

##### CfgCommunicationMenu (Arma 3 v1.00)

This entry allows to add commanding menu option in the communication menu. See Arma 3: Communication Menu for more information.

##### CfgCommands (Arma 3 v1.50)

This entry contains a list of configurations for certain scripting commands (currently only `allowedHTMLLoadURIs` for [htmlLoad](../commands/htmlLoad.md), [ctrlSetURL](../commands/ctrlSetURL.md) and [menuSetURL](../commands/menuSetURL.md)).
This entry can be defined in Config.cpp or in a campaign or mission [Description.ext](../topics/Description.ext.md); the most local variant is used.

```cpp
class CfgCommands
{
    // Note that in case of clients connected to dedicated server, restrictions defined in its config have priority.
    allowedHTMLLoadURIs[] +=
    {
        "*.mywebsite.com",
        "*.mywebsite2.com/something/*",
        // ...
        "*.mywebsiteN.com"
    };
};
```

###### `allowedHTMLLoadURIs`

Defines a list of URIs that can be used with [htmlLoad](../commands/htmlLoad.md), [ctrlSetURL](../commands/ctrlSetURL.md) and [menuSetURL](../commands/menuSetURL.md). Only URIs with the following protocols are supported:
- HTTP (e.g. `http://example.com/`)
- HTTPS (e.g. `https://example.com/`)
- FTP (e.g. `ftp://ftp.example.com/`)
- Gopher (e.g. `gopher://gopher.example.com/`)
- Arma 3 v2.22 TeamSpeak 3 (e.g. `ts3server://ts3.example.com`)

The URIs support wildcards:
- `-` matches any character zero or more times (e.g. `https://*.example.com/` matches `https://www.example.com/` and `https://files.example.com/`)
- `?` matches any character exactly once (e.g. `https://example.com/?` matches `https://example.com/a` and `https://example.com/b`)

> [!NOTE]
> Some domains are automatically whitelisted, such as "arma3.com" or "bistudio.com".
> This is a list of all patterns for whitelisted URLs in the engine:
>
> ```sqf
> "(ftp|http|https)://arma3\\.com/.*"
> "(ftp|http|https)://[a-zA-Z0-9]+\\.arma3\\.com/.*"
> "(ftp|http|https)://bistudio\\.com/.*"
> "(ftp|http|https)://[a-zA-Z0-9]+\\.bistudio\\.com/.*"
> "(ftp|http|https)://bohemia\\.net/.*"
> "(ftp|http|https)://[a-zA-Z0-9]+\\.bohemia\\.net/.*"
> "(ftp|http|https)://armaplatform\\.com/.*"
> "(ftp|http|https)://[a-zA-Z0-9]+\\.armaplatform\\.com/.*"
> "(ftp|http|https)://store\\.steampowered\\.com/.*"
> "https://steamcommunity\\.com/workshop/.*"
> ```

##### CfgFunctions (Arma 2 v1.00)

Define functions for your mission. For a detailed explanation, see:

|  |  |
|---|---|
| - Arma 3 v1.00 | [Arma 3: Functions Library](../topics/Functions_Library.md) |
| - Arma 2 v1.00 Arma 2: Operation Arrowhead v1.00 | Arma 2: Functions Library |
| - Take On Helicopters v1.00 | Take On Helicopters: Functions Library |

##### CfgHints (Arma 3 v1.00)

Define Advanced Hints (similar to the Field Manual ones). See Advanced Hints for more information.

##### CfgIdentities

Define the identities of individual units, you can specify the face, type of glasses worn, voice, tone of voice and name of an identity.
You then give a specific unit this identity by using the command [setIdentity](../commands/setIdentity.md) in the mission.

> [!NOTE]
> the `nameSound` entry is only valid since Arma 3. See [setNameSound](../commands/setNameSound.md) for possible values.

```cpp
class CfgIdentities
{
    class MyLittleSoldier
    {
        name        = "Givens";
        nameSound    = "Givens"; // Arma 3 only!
        face        = "whiteHead_06";
        glasses        = "None";
        speaker        = "Male05ENG";
        pitch        = 1.1;
    };
};
```

Example:

```sqf
player setIdentity "MyLittleSoldier";
```

See CfgIdentities for more detailed information and valid options for face, glasses, speaker etc.

##### CfgLeaflets (Arma 3 v1.76)

Define leaflets for your missions. See Arma 3: Leaflets for more information.

##### CfgMusic

Defines music you can play with [playMusic](../commands/playMusic.md).

```cpp
class CfgMusic
{
    tracks[] = {};
    class MyIntro
    {
        // display name
        name    = "My intro music";

        // filename, volume, pitch
        sound[]    = { "\music\filename.ogg", db + 0, 1.0 };
    };
    class Ludwig9
    {
        name    = "Ludwig Van Beethoven's Ninth Symphony";
        sound[]    = { "\music\ludwig9.ogg", db + 10, 1.0 };
    };
};
```

Example:

```sqf
playMusic "MyIntro";
```

> [!IMPORTANT]
> Setting volume (db) of music far from zero will disable [fadeMusic](../commands/fadeMusic.md) command. Optimal values are from -10 to 10.

##### CfgNotifications (Arma 3 v1.12)

Define custom notifications to be shown with [BIS_fnc_showNotification](../functions/BIS_fnc_showNotification.md). See Notification for more detailed information and examples.

##### CfgPostprocessTemplates (Arma 3 v1.00)

Define custom post-process effects, to Post Process Effects format (only "colorCorrection" and "filmGrain" are supported for now).

To be used with [BIS_fnc_setPPeffectTemplate](../functions/BIS_fnc_setPPeffectTemplate.md).

```cpp
class CfgPostprocessTemplates
{
    class MyPurplePP
    {
        colorCorrections[] = { 1, 1, 0, { 1, 1, 1, 0 }, { 1, 0.5, 1, 0 }, { 0.75, 0.25, 0, 1 } };
        displayName = "Purple-ish!";
        filmGrain[] = { 0.04, 1, 1, 0, 1 };
    };
};
```

##### CfgRadio

Defines radio sentences you can play with these radio commands: [customRadio](../commands/customRadio.md), [vehicleRadio](../commands/vehicleRadio.md), [groupRadio](../commands/groupRadio.md), [sideRadio](../commands/sideRadio.md), [globalRadio](../commands/globalRadio.md).

```cpp
class CfgRadio
{
    sounds[] = {};
    class RadioMsg1
    {
        // display name
        name    = "";

        // filename, volume, pitch
        sound[]    = { "\sound\filename1.ogg", db - 100, 1.0 };

        // radio caption
        title    = "I am ready for your orders.";
    };

    class RadioMsg2
    {
        name    = "";
        sound[]    = { "\sound\filename2", db - 100, 1.0 }; // .wss implied
        title    = "$STR_RADIO_2";
    };
};
```

Example:

```sqf
unit sideRadio "RadioMsg2";
```

##### CfgSentences

See Conversations for more information.

##### CfgSFX

See CfgSFX for more information.

##### CfgSounds

General sounds that can be used for dialog, voiceovers in the briefing etc.

See also commands [playSound](../commands/playSound.md), [say](../commands/say.md), [say2D](../commands/say2D.md) and [say3D](../commands/say3D.md).

```cpp
class CfgSounds
{
    sounds[] = {}; // OFP required it filled, now it can be empty or absent depending on the game's version

    class wolf1
    {
        name = "My wolf sound";                        // display name
        sound[] = { "fx\wolf1.ogg", 1, 1, 100 };    // file, volume, pitch, maxDistance
        titles[] = { 0, "*wolf growls*" };            // subtitles

        titlesFont = "LCD14";        // OFP:R - titles font family
        titlesSize = 0.1;            // OFP:R - titles font size

        forceTitles = 1;            // Arma 3 - display titles even if global show titles option is off (1) or not (0)
        titlesStructured = 1;        // Arma 3 - treat titles as Structured Text (1) or not (0)
    };
};
```

| Property | Description |
|---|---|
| sounds[] | *Was* required in previous titles, and needed to be filled with `CfgSounds` defined sounds at the beginning of Operation Flashpoint.<br>At least in Arma 3 the engine finds them without this value which can now be ignored entirely. |
| name | (Optional) how the sound is referred to in the editor (e.g. name in trigger effects) this can be a translation (e.g `"$STR_My_Translation"`) |
| sound[] | An array containing:<br>- file path: the relative path to the file<br>Since Arma 3 v1.50 the path can be prefixed with `@` in order to look directly into addon files, e.g `"@a3\Ui_F_Curator\Data\Sound\CfgSound\visionMode"`<br>- volume: between 0 and 5, 1 being normal volume<br>> [!NOTE]<br>> Volume may at some point be found defined with **db** (e.g `db-40`). The formula for db-based volume is: `10^(*number* * (1/20))`.<br>- pitch: 1 is normal pitch, 2 = chipmunk, 0.5 = Darth Vader, etc<br>- max distance: (Optional, default `*volume* × 1000`) maximum distance at which the sound is heard, in metres |
| titles[] | An array format `{ time1, text1, time2, text2 }` etc:<br>- time#: can be a number or an array:<br>  - number: sound time at which the text is displayed (2 = 2s after sound start)<br>  - array: format `{ displayTime, displayDurationFactor }`:<br>    - displayTime: sound time at which the text is displayed (2 = 2s after sound start)<br>    - displayDurationFactor: default value is 1 (for 10s subtitle display), 0.5 means half the time (5s), 2 means twice the time (20s) etc<br>- text#: the text to be displayed<br>> [!IMPORTANT]<br>> If a subtitle is timed for *after* the sound is done, the sound will repeat until the subtitle is played (then played until its end). |
| Operation Flashpoint: Resistance v1.75 titlesFont | (Optional) titles font family |
| Operation Flashpoint: Resistance v1.75 titlesSize | (Optional) titles font size |
| Arma 3 v0.50 forceTitles | (Optional) if set to 1, will display titles even if global show titles option is off |
| Arma 3 v0.50 titlesStructured | (Optional) if set to 1, treat titles as [Structured Text](../topics/Structured_Text.md) (e.g `0, "<t color=""#ff0000"">Red text</t>"`) |

Example:

```sqf
playSound "wolf1"; // class name as string
player say ["wolf1", 100];
```

> [!NOTE]
> See [OFP ToadLife's tutorial](http://ofp.toadlife.net/downloads/tutorials/tutorial_sound/tutorial_sound.html) for a sound advice.

##### CfgUnitInsignia (Arma 3 v1.24)

Define custom unit insignia (shoulder patches). See Arma 3: Unit Insignia for more detailed information.

```cpp
class CfgUnitInsignia
{
    class 111thID
    {
        displayName = "111th Infantry Division";    // name displayed in Arsenal
        author = "Bohemia Interactive";                // author displayed in Arsenal
        texture = "\a3\UI_F_Bootcamp\Data\CfgUnitInsignia\B_111thID_texture_ca.paa"; // image path
        textureVehicle = "";                        // does nothing, was reserved for future use
    };
};
```

##### CfgUnitTemplates (Arma 3 v1.50)

This class is used to create units templates. For now, this is only used with the function [BIS_fnc_unitHeadgear](../functions/BIS_fnc_unitHeadgear.md).

```cpp
class CfgUnitTemplates
{
    // Classic selectRandom
    class MyFirstTemplate : Default
    {
        headgearList[] =
        {
            "H_Cap_blk",
            "H_Cap_grn",
            "H_Cap_oli_hs"
        };

        facewearList[] =
        {
            "G_Bandanna_beast",
            "G_Bandanna_blk",
            "G_Bandanna_khk"
        };
    };

    // the probabilities will be considered, weighted random
    class MySecondTemplate : Default
    {
        headgearList[] =
        {
            "H_Cap_blk",    0.9,
            "H_Cap_grn",    0.6,
            "H_Cap_oli_hs",    0.55
        };

        facewearList[] =
        {
            "G_Bandanna_beast",    0.5,
            "G_Bandanna_blk",    0.5,
            "G_Bandanna_khk",    0.5
        };
    };
};
```

Example:

```sqf
[myUnit, "MyFirstTemplate"]        call BIS_fnc_unitHeadgear;
[myUnit, "MySecondTemplate"]    call BIS_fnc_unitHeadgear;
```

##### CfgVehicles (Arma 3 v1.70)

This class can only be used to [create sound sources](../commands/createSoundSource.md).

See also [#CfgSFX](../topics/Description.ext.md#cfgsfx) for more detailed information.

```cpp
class CfgVehicles
{
    class MyOwlSound        // class name to be used with createSoundSource
    {
        sound = "MyOwl";    // reference to CfgSFX class
    };
};
```

##### CfgVehicleTemplates (Arma 3 v1.42)

This class is used to create vehicle templates used by the Vehicle Customisation system.

```cpp
class CfgVehicleTemplates
{
    class BIS_Offroad_01_default
    {
        displayName = "Default";
        author = "Bohemia Interactive";
        textureList[] =
        {
            "guerilla_01", 0.5,
            "guerilla_02", 1
        };

        animationList[] =
        {
            "HideBumper1", 1,
            "HideBumper2", 1
        };
    };
};
```

##### RscTitles

This class is used to define custom HUDs. See Arma: GUI Configuration for more information.

<sub>Source: [BI Community Wiki — Description.ext](https://community.bistudio.com/wiki/Description.ext) (revision 378503).</sub>
