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How to make a transition between two missions?

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Hey there,

I want to create a whole campaign so I want transitions between each mission.

So far I got a hint from another user here in another thread to take a look at the AllInOne Config. But that didnt help me.

Isnt there a simple solution? I mean BI-Studios surely acted on the assumption that people wouldnt only be satisfied by creating only single missions!

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"Isnt there a simple solution?"..... Lol! This would make a great tag line!

Sorry I can't help you..... but what people tend to think might be simple in this game can turn out to be months of work!

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Basicly you need to de pbo the original campaign files. Working from that as your example.

The structure of folders is similar inside one campaign folder, There is one campaign description.ext that defines how and in what order stuff happens.

class CfgIdentities {};

class CfgSounds
{};

class MissionDefault
{
	lives = -1;

lost = ;
end1 = ;
end2 = ;
end3 = ;
end4 = ;
end5 = ;
end6 = ;
};

class Campaign
{
name = $STR_camapign_name;
firstBattle = Beginning;

class Beginning
{
	name = "The Beginning";
	cutscene =;
	firstMission = C0;
	end1 = ;
	end2 = ;
	end3 = ;
	end4 = ;
	end5 = ;
	end6 = ;
	lost = ;

	class C0: MissionDefault
	{
		end1 = C1;
		end2 = C0;
		end3 = C0;
		end4 = C0;
		end5 = C0;
		end6 = C0;
		lost = C0;
		template = C0_FirstToFight.Utes;
	};

	class C1: MissionDefault
	{
		end1 = I1;
		end2 = I1;
		end3 = C1;
		end4 = C1;
		end5 = I1;
		end6 = C1;
		lost = C1;
		template = C1_IntoTheStorm.Chernarus;
	};

	class I1: MissionDefault
	{
		end1 = C2;
		end2 = I1;
		end3 = I1;
		end4 = I1;
		end5 = I1;
		end6 = I1;
		lost = I1;
		template = I1_AmphibiousAssault.Chernarus;
	};

	class C2: MissionDefault
	{
		end1 = C2B;
		end2 = C2B;
		end3 = C2B;
		end4 = C2;
		end5 = ;
		end6 = C2;
		lost = C2;
		template = C2_HarvestRed.Chernarus;
	};

	class C2B: MissionDefault
	{
		end1 = I2;
		end2 = I2;
		end3 = I2;
		end4 = C2B;
		end5 = C2B;
		end6 = C2B;
		lost = C2B;
		template = C2B_RazorTwo.Chernarus;
	};

	class I2: MissionDefault
	{
		end1 = C3;
		end2 = I2;
		end3 = I2;
		end4 = I2;
		end5 = I2;
		end6 = I2;
		lost = I2;
		template = I2_OneWeekLater.Chernarus;
	};

	class C3: MissionDefault
	{
		end1 = C4;
		end2 = C4;
		end3 = C3;
		end4 = C3;
		end5 = C4;
		end6 = C4;
		lost = C3;
		template = C3_Manhattan.Chernarus;
	};

	class C4: MissionDefault
	{
		end1 = C5;
		end2 = I3;
		end3 = C4;
		end4 = C4;
		end5 = C4;
		end6 = C4;
		lost = C4;
		template = C4_BitterChill.Chernarus;
	};

	class I3: MissionDefault
	{
		end1 = C5B;
		end2 = I3;
		end3 = I3;
		end4 = I3;
		end5 = I3;
		end6 = I3;
		lost = I3;
		template = I3_DelayingTheBear.Chernarus;
	};


	class C5: MissionDefault
	{
		end1 = C6;
		end2 = C6B;
		end3 = C6;
		end4 = C6;
		end5 = C7C;
		end6 = C5;
		lost = C5;
		template = C5_Badlands.Chernarus;
	};

	class C5B: MissionDefault
	{
		end1 = C6;
		end2 = C6B;
		end3 = C6;
		end4 = C6;
		end5 = C7C;
		end6 = C5;
		lost = C5;
		template = C5B_Badlands.Chernarus;
	};

	class C6B: MissionDefault
	{
		end1 = C7A;
		end2 = C7B;
		end3 = C7C;
		end4 = C7D;
		end5 = C6;
		end6 = C7EF;
		lost = C6;
		template = C6B_DogsOfWar.Chernarus;
	};

	class C6: MissionDefault
	{
		end1 = C7A;
		end2 = C7B;
		end3 = C7C;
		end4 = C7D;
		end5 = C6;
		end6 = C7EF;
		lost = C6;
		template = C6_DogsOfWar.Chernarus;
	};

	class C7A: MissionDefault
	{
		end1 = ;
		end2 = ;
		end3 = ;
		end4 = ;
		end5 = ;
		end6 = ;
		lost = ;
		template = C7A_WarThatNeverWas.Utes;
	};

	class C7B: MissionDefault
	{
		end1 = ;
		end2 = C7B;
		end3 = C7B;
		end4 = C7B;
		end5 = C7B;
		end6 = C7B;
		lost = C7B;
		template = C7B_SettingSail.Chernarus;
	};

	class C7C: MissionDefault
	{
		end1 = ;
		end2 = C7C;
		end3 = C7C;
		end4 = C7C;
		end5 = C7C;
		end6 = C7C;
		lost = C7C;
		template = C7C_MissingInAction.Chernarus;
	};

	class C7D: MissionDefault
	{
		end1 = ;
		end2 = C7D;
		end3 = ;
		end4 = ;
		end5 = ;
		end6 = ;
		lost = C7D;
		template = C7D_EndOfAllThings.Chernarus;
	};

	class C7EF: MissionDefault
	{
		end1 = ;
		end2 = ;
		end3 = ;
		end4 = ;
		end5 = ;
		end6 = C7EF;
		lost = C7EF;
		template = C7EF.Chernarus;
	};
};
};

class Awards {};

class Penalties {};

This is from the Arma2 original campaign, and is a small part of the research you need to start from.

http://community.bistudio.com/wiki/Campaign_Description.ext for more details

Good luck

Edited by Kamakazi
added link

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