Do these 3 things before closing this tab:
1Fix the driver behind crashes, sound loss and screen glitches2Repair Windows errors before they cause bigger problems3Scan for outdated or missing drivers - takes under a minuteChange the mission portion of an Arma 3 dedicated server’s loading screen in the mission’s description.ext. Set loadScreen to an image stored inside that mission, add the mission title, description and author fields, then repack and redeploy the mission so the server loads the edited version.
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The map portion of the loading display is supplied by the currently loaded world and cannot be replaced through mission settings. The procedure below changes the mission panel that players see while joining.
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Arma 3 presents two related sections while a mission loads. The map section is generated from the world currently selected by the mission. It is not controlled by the mission’s description.ext, so changing a mission image will not replace the map artwork or map name.
The mission section is configurable. Its image and text come from fields in description.ext. The standard fields are:
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| Field | What players see | Value to provide |
|---|---|---|
loadScreen |
The mission image | A path relative to the mission folder, such as imagesloading.paa |
onLoadName |
The prominent mission name above the image | A quoted title, for example Operation Example |
onLoadMission |
Descriptive text below the image | A quoted summary of the scenario |
author |
Author credit shown beneath the mission name | A quoted community or creator name |
Header |
Game type and player-count metadata | A class containing gameType, minPlayers and maxPlayers |
These fields affect the ordinary join and mission-loading presentation. They do not create a general-purpose overlay with arbitrary controls; that requires a scripted loading display, covered later.
Before you edit: identify the mission copy the server uses
When you have the unpacked mission source
Open the mission source directory on your development machine. The directory is the mission root: paths in description.ext are resolved from this location. Create or edit description.ext directly in that root rather than in a parent folder or an unrelated server configuration directory.
Use a plain-text editor. The filename must be exactly description.ext; a filename such as description.ext.txt is a different file and will not be read as the mission description.
When the mission is a PBO
A PBO is a packed mission archive. Unpack it before editing, or edit an existing source copy and then repack it with the same mission contents. The image and description.ext must end up inside the packed mission that the dedicated server actually selects.
Editing a source directory without rebuilding the PBO leaves the server with the old files. Likewise, editing one PBO while the server is configured to load another mission produces no visible change. Treat the server’s selected mission as the authoritative copy when checking your work.
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Step 1: create the loading-screen definition
If the mission has no description.ext, create one in the mission root. If it already exists, preserve its existing settings and add or update the loading-screen fields rather than replacing unrelated configuration.
A minimal configuration based on the official reference looks like this:
author = "Your Community";
onLoadName = "Operation Example";
onLoadMission = "Mission description";
loadScreen = "images\loading.paa";
class Header
{
gameType = "Coop";
minPlayers = 1;
maxPlayers = 10;
};
Every assignment ends with a semicolon. Text values are enclosed in quotation marks. The path in loadScreen is written relative to the mission root, and the documented example uses backslashes between folders.
Choose the text fields deliberately
onLoadName is the short, prominent title. Keep it recognizable in a server browser and on the loading panel. Use onLoadMission for the concise scenario description players need before they enter. The author value is a credit displayed beneath the mission name; it can identify a community, unit or creator.
Header supplies metadata rather than artwork. Set gameType to the mission’s mode and make minPlayers and maxPlayers match the intended player range. These values do not determine the image itself.
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Step 2: add the image at the referenced path
Create the folder and file named by loadScreen. For the sample above, the final mission layout must include an images folder containing loading.paa:
MissionFolder/
description.ext
images/
loading.paa
Do not place the image in a server-wide image directory or reference a drive letter. The path must resolve within the mission package that clients download.
Format and dimensions
The official Description.ext reference specifies PAA for the loadScreen parameter and recommends a 2:1 image, with 1024 x 512 pixels given as the ideal size. The Arma 3 Loading Screens reference also documents PAA or JPG for the image. If you want the behavior described by the loadScreen parameter to match the stricter reference, convert the artwork to PAA and use a .paa filename.
A 2:1 canvas prevents the engine from having to compensate for a mismatched shape. Design important logos, warnings and text away from the extreme edges so they remain legible on different displays. The loading image is background artwork; the mission title, description and author are supplied separately by the text fields, so including the same information in the bitmap can create unnecessary duplication.
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Keep the path and extension identical
The string in description.ext must match the deployed folder and filename exactly, including the extension. If you choose imagesloading.jpg, deploy that JPG and use that exact string; if you follow the PAA-oriented example, deploy imagesloading.paa. Changing only the file on disk while leaving the configuration unchanged does not redirect the engine.
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Step 3: repack and deploy the mission
- Save both files. Confirm that the edited
description.extand the image are in the same mission source tree. - Repack when necessary. If the server distributes a PBO, rebuild the PBO after editing. The archive must contain the updated description file and image at the paths you configured.
- Replace the server’s mission copy. Upload the rebuilt mission or replace the unpacked mission directory used by the dedicated server. Do not leave the old package as the selected copy by mistake.
- Select or restart the mission. Have the server load the changed mission. The updated package must be the one offered to connecting clients.
- Join as a client and verify. Check the mission title, description, author line and image during the loading sequence. Testing as a client confirms that the deployed package, not merely your local source, is correct.
Changing a mission while the server continues running an already loaded copy will not retroactively alter that active loading sequence. Make the server select the updated mission before judging the result.
Eden attributes versus description.ext
Mission settings can also be entered through Eden attributes. When a relevant presentation field is defined in both places, the documented description.ext value has priority. Keep the value you need the server to present consistently in description.ext, even if an Eden attribute contains an older title or description.
This precedence is useful when a mission has been edited by several people or exported from Eden more than once. Review both sources when a value appears to ignore a change, but treat the explicit value in description.ext as the server-facing setting for the affected presentation field.
Why the custom loading screen may not appear
Most failures are deployment or path errors rather than an image-design problem. Work through the symptom that matches what you see.
The default image or an old image is still shown
- Open the mission package the server actually selected and verify that it contains the new
description.extand image. - If the mission is a PBO, repack it after every edit and replace the server’s copy.
- Stop relying on a source folder that the server does not load; the server may still be selecting a different mission package.
- Select or restart the changed mission so clients receive the updated version.
The image is missing but the text changed
- Compare the
loadScreenstring with the deployed folder and filename character for character. - Confirm that the image is inside the mission directory, not beside the mission package or in a server-wide directory.
- Check the extension. A file saved as
loading.paais not the same as a configuration pointing toloading.jpg. - Use a mission-relative path with backslashes, such as
imagesloading.paa, rather than an absolute operating-system path. - When targeting the documented
loadScreenbehavior, prefer a valid PAA in the recommended 2:1 layout.
The configuration appears to be ignored completely
- Confirm the file is named exactly
description.ext, notdescription.ext.txt. - Confirm it sits in the mission root. A copy in a parent folder or a nested folder will not configure the mission.
- Check the syntax around the fields: quoted strings, semicolons and a closed
Headerclass. - Verify that the server is loading the mission version you edited rather than an older PBO or another mission with a similar name.
The map artwork did not change
That is expected when only loadScreen is changed. The map section comes from the currently loaded world and cannot be replaced by the mission’s loading-screen fields. To change what players see in that section, the mission would have to use a different world; the image setting itself does not override it.
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The title or description is not the value you entered
Check whether Eden attributes define the same presentation field. The documented precedence gives the description.ext value priority for relevant fields, so inspect the deployed file first, then remove or update conflicting values if your workflow is generating a different file during export.
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Using a scripted loading display instead
The ordinary mission loading screen is intentionally limited to its documented image and text fields. If you need a display during mission execution with arbitrary controls, progress information or custom layout, use the scripted command startLoadingScreen.
A scripted loading screen uses a custom resource defined in Description.ext. The resource can include controls for text, a picture and progress. This is a different mechanism from the join/loading presentation configured with loadScreen; adding a script does not change which world supplies the map section.
When the scripted route is appropriate
- Use the ordinary fields when you need a mission title, descriptive line, author credit and one image while clients join.
- Use
startLoadingScreenwhen mission code must show progress or update controls during execution. - Define the custom resource in the mission’s
Description.extand ensure the scripts and resource definitions are included in the deployed mission package.
The default Arma 3 loading screen has no control for arbitrary text placement. A custom resource is therefore the solution for a fully designed, scripted loading display, while onLoadName and onLoadMission remain the supported fields for the standard screen.
A repeatable update checklist
Use this short checklist whenever you replace the artwork or revise the mission text:
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- The mission root contains a correctly named
description.ext. loadScreenpoints to a mission-relative path using the deployed filename and extension.- The image is inside that mission package, preferably PAA at roughly 1024 x 512 for a 2:1 composition when following the documented parameter guidance.
onLoadName,onLoadMissionandauthorcontain the intended values.- The
Headermetadata reflects the mission’s game type and player range. - An edited PBO has been repacked and uploaded to the server.
- The dedicated server has selected or restarted the updated mission.
- A client has joined and checked both the mission panel and the unchanged map section.
Once those checks pass, the custom image and mission text will be delivered as part of the mission, while the world-based map portion will continue to reflect the selected Arma 3 map.
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