POLPOX/Sandbox – User
Template:SideTOC
My very own sandbox (aka Idea for contribute to the wiki)
Beware this article could contain really dumb and useless ideas :)
Completed ideas
Easter eggs in BI games | → Category:Easter Eggs |
---|---|
Is DLC Restricted? | → Arma 3 DLC Restrictions¯\_(ツ)_/¯ |
Obsolete → Outdated template | Template:outdated |
inputAction Keys | → inputAction/actions |
April Fool things by Bohemia Interactive
2009 | fArma 2 |
---|---|
... | ... |
2012 | Arma 2: Japanese Self-Defence Forces DLC (coverup story of A2ACR DLC) |
2013 | Nothing due to it being a Sunday? |
2014 | Arma 3 Karts (It eventually became true) |
2015 | Nothing? |
2016 | “Arma” Eau De Combat |
2017 | Nothing due to it being a Saturday. |
2018 | Nothing due to it being a Sunday. |
2019 | Bohemia Sandbox Theme Park |
2020 | Unicorns for Vigor |
2021 | More to come... Soon™ |
... | ... |
2023 | Nothing due to it being a Saturday. |
... | ... |
Missing events in Armaverse Timeline
- Red Tiger Coup
Kavala CoupJerusalem Ceasefire- First Contact events (Which aren't canon though)
- June 15 2039, Electron-39 starts
- Olom Meteor Strike in 2020 (Coverup news)
- July 7 2039, Electron-39 supposed to be ended
Maybe there's more
Missile Components
Kind of personal memo. Useful when you're trying to do setMissileTarget and setMissileTargetPos?
Looks like SACLOS one (manualControl = 1) is the only component to do setMissileTargetPos.
See Also: Component Types, Munition guidance list
classname | Cone (degrees) | Components | Air Target Range (m) | Ground Target Range (m) | Max lock speed (km/h) | Used in |
---|---|---|---|---|---|---|
MissileCore | 50 | SACLOS | N/A | N/A | 0 | N/A |
ammo_Missile_CruiseBase | 360 | Data Link | 0?-32000 | 0?-32000 | 1 | N/A |
ammo_Missile_CannonLaunchedBase | 50 | AI Manual | 500-8000 | 500-8000 | 0 | N/A |
SACLOS | N/A | N/A | ||||
ammo_Bomb_LaserGuidedBase | 120 | NV | 500-5000 | 500-5000 | 30 | N/A |
Laser | 0?-5000 | 0?-5000 | ||||
Laserbeam | 0 | SACLOS | N/A | N/A | 0 | Designator Batteries |
M_PG_AT | 30 | IR | 500-4000 | 500-4000 | 35 | DAGR DAGR DAGR |
Laser | 0?-4000 | 0?-4000 | ||||
SACLOS | N/A | N/A | ||||
M_AT | 30 | IR | 500-4000 | 500-4000 | 35 | DAR DAR DAR |
Laser | 0?-4000 | 0?-4000 | ||||
M_NLAW_AT_F | 5 | Visual | 500-800 | 500-800 | 35 | PCML Missile |
M_Scalpel_AT | 30 | IR | 500-6000 | 500-6000 | 55 | Scalpel E2 Scalpel E2 Scalpel E2 Scalpel Scalpel Scalpel 3x Scalpel 4x |
Laser | 0?-6000 | 0?-6000 | ||||
SACLOS | N/A | N/A | ||||
M_Scalpel_AT_hidden | 30 | IR | 500-6000 | 500-6000 | 55 | Scalpel E2 |
Laser | 0?-6000 | 0?-6000 | ||||
SACLOS | N/A | N/A | ||||
Bo_Air_LGB | 30 | IR | 500-6000 | 500-6000 | 55 | N/A |
Laser | 0?-6000 | 0?-6000 | ||||
SACLOS | N/A | N/A | ||||
Bo_Air_LGB_hidden | 30 | IR | 500-6000 | 500-6000 | 55 | N/A |
Laser | 0?-6000 | 0?-6000 | ||||
SACLOS | N/A | N/A | ||||
Bo_GBU12_LGB | 120 | NV | 500-5000 | 500-5000 | 30 | GBU-12 |
Laser | 0?-5000 | 0?-5000 | ||||
Bo_GBU12_LGB_MI10 | 120 | NV | 500-5000 | 500-5000 | 30 | GBU-12 |
Laser | 0?-5000 | 0?-5000 | ||||
Bomb_03_F | 120 | NV | 500-5000 | 500-5000 | 30 | LOM-250G KAB 250 LGB x1 KAB 250 LGB x1 |
Laser | 0?-5000 | 0?-5000 | ||||
Bomb_04_F | 120 | NV | 500-5000 | 500-5000 | 30 | GBU-12 GBU 12 LGB x1 GBU 12 LGB x1 GBU 12 LGB x2 |
Laser | 0?-5000 | 0?-5000 | ||||
M_Titan_AA | 4 | IR | 500-3500 | 500-2500 | 250 | Titan AA Missile |
M_Titan_AA_static | 4 | IR | 500-3500 | 500-2500 | 250 | Zephyr |
M_Titan_AA_long | 30 | IR | 500-4500 | 500-3500 | 500 | Titan Missile Titan Missile |
M_Zephyr | 40 | Radar | 0?-10000 | 0?-5000 | 835 | Zephyr Zephyr Zephyr |
M_Zephyr_Mi06 | 40 | Radar | 0?-10000 | 0?-5000 | 835 | N/A |
M_Zephyr_air | 40 | Radar | 0?-10000 | 0?-5000 | 835 | N/A |
M_Air_AA | 90 | IR | 500-6000 | 500-5000 | 600 | ASRAAM ASRAAM ASRAAM ASRAAM |
M_Air_AA_MI02 | 90 | IR | 500-6000 | 500-5000 | 600 | ASRAAM ASRAAM |
M_Air_AA_MI06 | 90 | IR | 500-6000 | 500-5000 | 600 | ASRAAM |
M_Titan_AT | 4.5 | IR | 500-2000 | 500-2000 | 35 | Titan AT Missile |
SACLOS | N/A | N/A | ||||
M_Titan_AP | 4.5 | SACLOS | N/A | N/A | 35 | Titan AP Missile |
M_Titan_AT_static | 4.5 | IR | 500-2000 | 500-2000 | 35 | Titan Missile |
SACLOS | N/A | N/A | ||||
M_Titan_AT_long | 12 | IR | 500-5000 | 500-5000 | 35 | Titan Missile Titan Missile Titan Missile |
SACLOS | N/A | N/A | ||||
M_Air_AT | 4.5 | IR | 500-2000 | 500-2000 | 35 | AG Missiles AG Missiles |
SACLOS | N/A | N/A | ||||
Missile_AA_04_F | 30 | IR | 500-5000 | 500-4000 | 445 | Falchion-22 Falchion-22 |
Missile_AGM_02_F | 50 | IR | 500-8000 | 500-8000 | 55 | Macer Macer 3x Macer II AGM x1 Macer II AGM x1 Macer II AGM x2 Macer II AGM x1 Macer II AGM x2 |
M_Mo_82mm_AT | 40 | IR | 500-800 | 500-800 | 0 | N/A |
M_Mo_82mm_AT_LG | 40 | Laser | 0?-800 | 0?-800 | 0 | N/A |
M_Mo_120mm_AT | 40 | IR | 500-800 | 500-800 | 0 | N/A |
M_Mo_120mm_AT_LG | 40 | Laser | 0?-800 | 0?-800 | 0 | N/A |
M_Mo_155mm_AT | 40 | IR | 500-800 | 500-800 | 0 | N/A |
M_Mo_155mm_AT_LG | 40 | Laser | 0?-800 | 0?-800 | 0 | N/A |
M_Mo_230mm_AT_LG | 40 | Laser | 0?-800 | 0?-800 | 0 | N/A |
M_Mo_230mm_AT | 40 | IR | 500-800 | 500-800 | 0 | N/A |
Missile_AA_03_F | 45 | IR | 500-6000 | 500-4000 | 700 | Sahr-3 Sahr-3 |
Missile_AGM_01_F | 20 | IR | 500-8000 | 500-8000 | 40 | Sharur KH25 AGM x1 KH25 AGM x1 KH25 AGM x1 |
M_Jian_AT | 30 | IR | 500-6000 | 500-6000 | 35 | Jian |
Laser | 0?-6000 | 0?-6000 | ||||
SACLOS | N/A | N/A | ||||
ammo_Missile_MediumRangeAABase | 70 | Active Radar | 0?-12000 | 0?-8000 | 777.778 | N/A |
Data Link | 0?-12000 | 0?-8000 | ||||
ammo_Missile_ShortRangeAABase | 180 | IR | 500-5000 | 500-4000 | 600 | N/A |
ammo_Missile_rim116 | 180 | IR | 500-5000 | 500-4000 | 600 | Spartan AA |
ammo_Missile_rim162 | 170 | Active Radar | 0?-12000 | 0?-8000 | 888.889 | Centurion AA |
Data Link | 0?-12000 | 0?-8000 | ||||
ammo_Missile_AMRAAM_C | 70 | Active Radar | 0?-12000 | 0?-8000 | 777.778 | AMRAAM C AA x1 AMRAAM C AA x1 AMRAAM C AA x1 AMRAAM C AA x2 |
Data Link | 0?-12000 | 0?-8000 | ||||
ammo_Missile_AMRAAM_D | 140 | Active Radar | 0?-13000 | 0?-9000 | 777.778 | AMRAAM D AA x1 AMRAAM D AA x1 AMRAAM D AA x1 AMRAAM D AA x1 AMRAAM D AA x2 |
Data Link | 0?-13000 | 0?-9000 | ||||
ammo_Missile_BIM9X | 180 | IR | 500-5000 | 500-4000 | 600 | BIM 9X AA x1 BIM 9X AA x1 BIM 9X AA x1 BIM 9X AA x2 |
ammo_Missile_AA_R77 | 90 | Active Radar | 0?-12000 | 0?-8000 | 777.778 | R77 MR AA x1 R77 MR AA x1 R77 MR AA x1 |
Data Link | 0?-12000 | 0?-8000 | ||||
ammo_Missile_AA_R73 | 150 | IR | 500-6000 | 500-4000 | 600 | R73 SR AA x1 R73 SR AA x1 |
BombCluster_01_Ammo_F | 120 | NV | 500-5000 | 500-5000 | 30 | CBU-85 CBU-85 Cluster x1 CBU-85 Cluster x2 |
Laser | 0?-5000 | 0?-5000 | ||||
BombCluster_02_Ammo_F | 120 | NV | 500-5000 | 500-5000 | 30 | RBK-500F RBK-500F Cluster x1 |
Laser | 0?-5000 | 0?-5000 | ||||
BombCluster_02_Cap_Ammo_F | 120 | NV | 500-5000 | 500-5000 | 30 | RBK-500F Cluster x1 |
Laser | 0?-5000 | 0?-5000 | ||||
BombCluster_03_Ammo_F | 120 | NV | 500-5000 | 500-5000 | 30 | BL778 BL778 Cluster x1 BL778 Cluster x2 |
Laser | 0?-5000 | 0?-5000 | ||||
M_125mm_cannon_ATGM | 50 | AI Manual | 500-8000 | 500-8000 | 0 | 125mm ATGM |
SACLOS | N/A | N/A | ||||
M_120mm_cannon_ATGM | 50 | AI Manual | 500-8000 | 500-8000 | 0 | 120mm ATGM |
SACLOS | N/A | N/A | ||||
M_120mm_cannon_ATGM_LG | 180 | Laser | 0?-8000 | 0?-8000 | 35 | 120mm ATGM LG |
M_Vorona_HEAT | 50 | SACLOS | N/A | N/A | 0 | 9M135 HEAT Missile |
M_Vorona_HE | 50 | SACLOS | N/A | N/A | 0 | 9M135 HE Missile |
M_127mm_Firefist_AT | 4 | IR | 500-4500 | 500-4500 | 41.6667 | FireFIST ATGM Missile |
ammo_Missile_Cruise_01 | 360 | Data Link | 0?-32000 | 0?-32000 | 1 | Cruise Missile HE |
ammo_Missile_Cruise_01_Cluster | 360 | Data Link | 0?-32000 | 0?-32000 | 1 | Cruise Missile Cluster |
ammo_Missile_LongRangeAABase | 70 | Active Radar | 0?-16000 | 0?-8000 | 777.778 | N/A |
Data Link | 0?-16000 | 0?-8000 | ||||
ammo_Missile_AntiRadiationBase | 120 | Anti Radiation | 0?-16000 | 0?-16000 | 55 | N/A |
ammo_Bomb_SmallDiameterBase | 120 | NV | 0?-8000 | 0?-8000 | 30 | N/A |
Laser | 0?-8000 | 0?-8000 | ||||
IR | 500-8000 | 500-8000 | ||||
ammo_Missile_mim145 | 120 | Active Radar | 0?-16000 | 0?-8000 | 777.778 | Defender AA |
ammo_Missile_s750 | 120 | Active Radar | 0?-16000 | 0?-8000 | 777.778 | Rhea AA |
ammo_Missile_HARM | 120 | Anti Radiation | 0?-16000 | 0?-16000 | 55 | AGM-88C HARM x1 AGM-88C HARM x1 AGM-88C HARM x1 AGM-88C HARM x1 |
ammo_Bomb_SDB | 120 | NV | 0?-8000 | 0?-8000 | 30 | GBU SDB x1 GBU SDB x4 |
Laser | 0?-8000 | 0?-8000 | ||||
IR | 500-8000 | 500-8000 | ||||
ammo_Missile_KH58 | 120 | Anti Radiation | 0?-16000 | 0?-16000 | 55 | KH58 ARM x1 KH58 ARM x1 KH58 ARM x1 |
_data = ("isClass (_x >> 'Components' >> 'SensorsManagerComponent' >> 'Components') or (getNumber (_x >> 'manualControl') == 1)" configClasses (configFile >> "CfgAmmo") apply {
_cfg = _x ;
_mags = "getText (_x >> 'ammo') == configName _cfg" configClasses (configFile >> "CfgMagazines") ;
_launchers = ("(getNumber (_x >> 'scope') >= 1) and
{
(configName _x) isKindOf ['LauncherCore',(configFile >> 'CfgWeapons')]
}" configClasses (configFile >> "CfgWeapons")) ;
[
configName _cfg,
"true" configClasses (_cfg >> "components" >> "SensorsManagerComponent" >> "Components"),
_mags//_launchers select {(toLower (_mags#0)) in (([configName _x,true] call BIS_fnc_compatibleMagazines) apply {toLower _x})}
]
}) ;
#define PB _return pushBack
_return = [
'{| class="wikitable sortable"',
'|+Missile Components list',
'|-',
'!classname',
'!Cone (degrees)',
'!Components',
'!Air Target Range (m)',
'!Ground Target Range (m)',
'!Max lock speed (km/h)',
'!Used in'
] ;
_lastSpan = 0 ;
_addComponent = {
if !(_this isEqualTo "SACLOS") then {
PB "|" + (configName _this call _componentToString) ;
{
_minRange = getNumber (_this >> _x >> "minRange") ;
_maxRange = getNumber (_this >> _x >> "maxRange") ;
if (_minRange == _maxRange) then {
PB "|" + "0?-" + (str _maxRange) ;
} else {
PB "|" + (str _minRange) + "-" + (str _maxRange) ;
} ;
} forEach ["AirTarget","GroundTarget"] ;
} else {
PB "|" + "SACLOS" ;
PB "|" + "N/A" ;
PB "|" + "N/A" ;
} ;
} ;
_componentToString = {
if (_this == "IRSensorComponent") exitWith {"IR"} ;
if (_this == "NVSensorComponent") exitWith {"NV"} ;
if (_this == "LaserSensorComponent") exitWith {"Laser"} ;
if (_this == "VisualSensorComponent") exitWith {"Visual"} ;
if (_this == "RadarSensorComponent") exitWith {"Radar"} ;
if (_this == "DataLinkSensorComponent") exitWith {"Data Link"} ;
if (_this == "ActiveRadarSensorComponent") exitWith {"Active Radar"} ;
if (_this == "AntiRadiationSensorComponent") exitWith {"Anti Radiation"} ;
if (_this == "AIManualSensorComponent") exitWith {"AI Manual"} ;
_this
} ;
{
_x params ["_name","_sensors","_wpn"] ;
_cfg = (configFile >> "CfgAmmo" >> _name) ;
if (getNumber (_cfg >> "manualControl") == 1) then {
_sensors pushBack "SACLOS" ;
} ;
PB "|-" ;
_rowspan = (if (count _sensors >= 2) then {format ['rowspan="%1"|',count _sensors]} else {""}) ;
PB "|" + _rowspan + _name ;
PB "|" + _rowspan + str getNumber (_cfg >> "missileLockCone") ;
_sensors#0 call _addComponent ;
PB "|" + _rowspan + str getNumber (_cfg >> "missileLockMaxSpeed") ;
if (count _wpn != 0) then {
PB "|" + _rowspan + ((_wpn apply {getText (_x >> "displayName")}) - [""] joinString "<BR>") ;
} else {
PB "|" + _rowspan + "N/A" ;
} ;
{
if (_forEachIndex != 0) then {
PB "|-" ;
_x call _addComponent ;
} ;
} forEach _sensors ;
} forEach _data ;
PB "|}" ;
copyToClipboard (_return joinString endl) ;
ctrlCreate controls
- RscText
- RscTextSmall
- RscTitle
- RscProgress
- RscProgressNotFreeze
- RscPicture
- RscLadderPicture
- RscPictureKeepAspect
- RscHTML
- RscButton
- RscShortcutButton
- RscButtonSmall
- RscEdit
- RscCombo
- RscListBox
- RscListNBox
- RscXListBox
- RscTree
- RscSlider
- RscSliderH
- RscXSliderH
- RscActiveText
- RscStructuredText
- RscBackgroundStripeTop
- RscBackgroundStripeBottom
- RscToolbox
- RscHitZones
- RscXKeyShadow
- RscXKey
- RscMapControl
- RscObject
- RscLineBreak
- RscCompass
- RscWatch
- RscCheckBox
- RscDisplayUavTerminalWaypointMenu
- RscIGText
- RscIGProgress
- RscListBoxKeys
- RscBackground
- RscLine
- RscActivePicture
- RscButtonTextOnly
- RscShortcutButtonMain
- RscButtonEditor
- RscIGUIShortcutButton
- RscGearShortcutButton
- RscButtonMenu
- RscButtonMenuOK
- RscButtonMenuCancel
- RscButtonMenuSteam
- RscLoadingText
- RscIGUIListBox
- RscIGUIListNBox
- RscFrame
- RscBackgroundGUI
- RscBackgroundGUILeft
- RscBackgroundGUIRight
- RscBackgroundGUIBottom
- RscBackgroundGUITop
- RscBackgroundGUIDark
- RscBackgroundLogo
- RscMapControlEmpty
- IGUIBack
- RscVignette
- CA_Mainback
- CA_Back
- CA_Title_Back
- CA_Black_Back
- CA_Title
- CA_Logo
- CA_Logo_Small
- CA_RscButton
- CA_RscButton_dialog
- CA_Ok
- CA_Ok_image
- CA_Ok_image2
- CA_Ok_text
- ctrlCheckbox
- ctrlCheckboxBaseline
- ctrlActivePicture
- ctrlStatic
- ctrlControlsGroupNoScrollbars
- ctrlStructuredText
- RscTextMulti
- RscTreeSearch
- RscPictureAllowPixelSplit
- RscPictureKeepAspectAllowPixelSplit
- RscVideo
- RscVideoKeepAspect
- RscActivePictureKeepAspect
- RscButtonMenuBIKI
- RscTextCheckBox
- RscEditMulti
- RscEditReadOnly
- RscEditMultiReadOnly
- RscMapSignalBackground
- RscMapSignalPicture
- RscMapSignalText
- RscInterlacingScreen
- RscFeedback
- RscVehicleToggles
- RscTrafficLight
- RscButtonSearch
- RscControlsTable
- RscIGUIText
- RscOpticsText
- RscOpticsValue
- RscIGUIValue
- RscButtonMenuMain
- RscButtonTestCentered
- RscDisplayDebriefing_RscTextMultiline
- RscButtonArsenal
- RscTextNoShadow
- RscButtonNoColor
- RscToolboxButton
- ctrlStaticPicture
- ctrlStaticPictureKeepAspect
- ctrlStaticPictureTile
- ctrlStaticFrame
- ctrlStaticLine
- ctrlStaticMulti
- ctrlStaticBackground
- ctrlStaticOverlay
- ctrlStaticTitle
- ctrlStaticFooter
- ctrlStaticBackgroundDisable
- ctrlStaticBackgroundDisableTiles
- ctrlButton
- ctrlButtonPicture
- ctrlButtonPictureKeepAspect
- ctrlButtonOK
- ctrlButtonCancel
- ctrlButtonClose
- ctrlButtonToolbar
- ctrlButtonSearch
- ctrlButtonExpandAll
- ctrlButtonCollapseAll
- ctrlButtonFilter
- ctrlEdit
- ctrlEditMulti
- ctrlSliderV
- ctrlSliderH
- ctrlCombo
- ctrlComboToolbar
- ctrlListbox
- ctrlToolbox
- ctrlToolboxPicture
- ctrlToolboxPictureKeepAspect
- ctrlCheckboxes
- ctrlCheckboxesCheckbox
- ctrlProgress
- ctrlHTML
- ctrlActiveText
- ctrlActivePictureKeepAspect
- ctrlTree
- ctrlControlsGroup
- ctrlControlsGroupNoHScrollbars
- ctrlControlsGroupNoVScrollbars
- ctrlShortcutButton
- ctrlShortcutButtonOK
- ctrlShortcutButtonCancel
- ctrlShortcutButtonSteam
- ctrlXListbox
- ctrlXSliderV
- ctrlXSliderH
- ctrlMenu
- ctrlMenuStrip
- ctrlMap
- ctrlMapEmpty
- ctrlMapMain
- ctrlListNBox
- ctrlCheckboxToolbar
Not even tested - I'd like to add it to ctrlCreate article after confirm
"(isNumber (_x >> 'type') isEqualTo true) and !isClass (_x >> 'controls')" configClasses (configFile) apply {"* " + configName _x} joinString endl
Arma 3 Characters
/*smol idea shit, whatya think*/
Scott Miller
- Unit: UKSF, Royal Navy
- Rank: Captain
- Status: Alive (2038)
He's conspiring everything behind Arma lore.
Ben Kerry
- Unit: 111th Infantry Division, NATO
- Rank: Corporal (June 2035), Seargeant (Aug 2035)
- Status: Alive, KIA or MIA (2035)
A poor guy who tried to kill every AAF and CSAT soldiers in the conflict in the Republic of Altis and Stratis.
More people worth of mention:
- James
- Adams
- Conway
- Armstrong
- Akhanteros
- Nathan Mcdade
- Katherine Bishop
- Barklem
- Šimon Čapek
- Benjamin Hope
- Guys from Raider 1
I think there're a lot more :shrug:
Things to write in the table:
- Unit/Occupation
- Rank
- Status (Alive/Dead/MIA/WIA)
- Born date
- Born in
- Actor
- Sex
- Languages
- Appearance
ParticleArray
Todo and note:
- Add the section for the array from setParticleRandom, setParticleCircle, setParticleFire?
- Planning remove and merge to format section, suggestions?
- Make A3-compatible copy-and-paste examples
- Make this article more tutorial-ish, I prefer it rather just describe only ParticleArray
- If so, probably ParticleArray is not a name for the article; change it to Arma 3 Particle Effects: Scripting or something?
Particle is a lightweight for performance effect system that is to be used for emulate dusts, fires, explosions, and/or anything. Every explosions, dusts, fires and most of in-game 3D effects are made in this system.
Particles can be generated by script commands like drop, so you can also do emulate them easily.
How to drop particles
There're two ways to spawn particles: drop and #particlesource.
Particle effects
Useful particle effects. See also: ParticleArray
Type | Note |
---|---|
["a3\data_f\particleeffects\universal\universal.p3d",16,10,32,1],"","billboard"
|
Fire |
["a3\data_f\particleeffects\universal\universal.p3d",16,12,8,0],"","billboard"
|
White smoke |
["a3\data_f\particleeffects\universal\universal.p3d",16,13,2,0],"","billboard"
|
Fire spark |
["a3\data_f\particleeffects\universal\universal.p3d",16,14,5,1],"","billboard"
|
Chaff |
["a3\data_f\particleeffects\universal\universal.p3d",16,7,48,1],"","billboard"
|
Smoke 1 |
["a3\data_f\particleeffects\universal\universal_02.p3d",8,0,40,1],"","billboard"
|
Smoke 2 |
["a3\data_f\particleeffects\universal\universal.p3d",16,12,13,0],"","billboard"
|
Dusty smoke |
["a3\data_f\particleeffects\universal\universal.p3d",16,2,80,0],"","billboard"
|
Explosion 1 |
["a3\data_f\particleeffects\universal\universal.p3d",16,0,32,0],"","billboard"
|
Explosion 2 |
["a3\data_f\particleeffects\universal\universal.p3d",16,13,10,0],"","billboard"
|
Water splash |
["a3\data_f\particleeffects\universal\universalonsurface.p3d",16,12,8,0],"","billboard"
|
Water splash (surface) |
["a3\data_f\particleeffects\universal\stonesmall.p3d",1,0,1,1],"","spaceobject"
|
Stone (grey) |
["a3\data_f\particleeffects\pstone\pstone.p3d",1,0,1,1],"","spaceobject"
|
Stone (khaki) |
["a3\data_f\particleeffects\wallpart\wallpart.p3d",1,0,1,1],"","spaceobject"
|
Building shard |
["a3\data_f\particleeffects\universal\universal.p3d",16,12,9,0],"","billboard"
|
Dirt |
["a3\data_f\particleeffects\shard\shard.p3d",1,0,1,0],"","spaceobject"
|
Metal shard 1 |
["a3\data_f\particleeffects\shard\shard2.p3d",1,0,1,0],"","spaceobject"
|
Metal shard 2 |
["a3\data_f\particleeffects\shard\shard3.p3d",1,0,1,0],"","spaceobject"
|
Metal shard 3 |
["a3\data_f\particleeffects\shard\shard4.p3d",1,0,1,0],"","spaceobject"
|
Metal shard 4 |
["a3\data_f\particleeffects\universal\refract.p3d",1,0,1,0],"","billboard"
|
Refract/haze |
["a3\data_f\particleeffects\universal\underwatersmoke.p3d",4,0,16,1],"","billboard"
|
Bubbles |
["a3\data_f\particleeffects\universal\universal.p3d",16,13,1,0],"","billboard"
|
Blood |
["a3\data_f\particleeffects\universal\meat_ca.p3d",1,0,1,0],"","spaceobject"
|
Body meat |
["a3\data_f\particleeffects\universal\universalonsurface.p3d",16,13,3,0],"","billboard"
|
Water splash 2 (surface) |
["a3\data_f\particleeffects\universal\universal.p3d",16,12,16,0],"","billboard"
|
White orb |
["a3\data_f\particleeffects\universal\sparksball.p3d",1,0,1,0],"","spaceobject"
|
Spark |
["a3\data_f\particleeffects\wallpart\wallpart2.p3d",1,0,1,1],"","spaceobject"
|
Concrete debri |
["a3\data_f\particleeffects\universal\universal.p3d",16,15,15,1],"","billboard"
|
Single bubble |
Format
setParticleParams/drop
[
shapeName,
animationName,
type,
timerPeriod,
lifeTime,
position,
moveVelocity,
rotationVelocity,
weight,
volume,
rubbing,
size,
color,
animationPhase,
randomDirectionPeriod,
randomDirectionIntensity,
onTimer,
beforeDestroy,
object,
angle, // Template:since
onSurface, // Template:since
bounceOnSurface, // Template:since
emissiveColor, // Template:since
vectorDir // Template:since
]
# | parameter name | Type | Description |
---|---|---|---|
0 | shapeName | Render |
String or Array format [p3dPath, nth, index, count, loop]:
For example, to use the fire texture that shown in the picture, put this:
|
1 | animationName | N/A | String - Obsolete parameter that was meant to play .rtm animations, will throw "Skeletal animation not supported for particles" rpt error if not empty |
2 | type | Render | String - "Billboard" that the particle will always face to the camera, or "SpaceObject" that that particle is similar with regular objects. |
3 | timerPeriod | Script | Number - The script that defined in onTimer parameter will be executed in this time after a particle is generated, in seconds. |
4 | lifetime | Physical | Number - The life time of each particles in seconds. |
5 | position | Physical | Array format Position, the center is the position of the source. |
6 | moveVelocity | Physical | Array format velocity. |
7 | rotationVelocity | Physical | Number - particle rotations per second. |
8 | weight | Physical | Number - weight of the particle (kg). |
9 | volume | Physical | Number - volume of the particle in m3. |
10 | rubbing | Physical | Number - Determines how particles blown by winds (include downwash by helicopters). |
11 | size | Render | Array of Numbers - particle size along its lifetime, in meter.
Example: this will generate particles that 1m sized, then will increase its size to 2m and 4m when its end of life, smoothly.
|
12 | color | Render | Array of Arrays format Color
Example: this will generate half-transparent grey particle, then will change its color to transparent white.
|
13 | animationPhase | Render | Array of Numbers - phase of the animation in time. In other words, the play speed of the selected frames for the Number of Frames to Play above. The higher the number, the faster it plays through the animation frames. Note that if the Number of Frames to Play above is set to 1, this will have no visible effect.
Example:
|
14 | randomDirectionPeriod | Random | Number - In seconds. See below. |
15 | randomDirectionIntensity | Random | Number - How particles change its velocity randomly every once in randomDirectionPeriod seconds, in meters? |
16 | onTimer | Script | String - code executed on timer. Supports only .sqf path and doesn't support function? private _particlePosition = _this;
|
17 | beforeDestroy | Script | String - code executed right before particle's destruction. Supports only .sqf path and doesn't support function? private _particlePosition = _this;
|
18 | object | Physical | Object - If this parameter isn't objNull, the particle source will be attached to the object. The source will stop to generate its particles when the distahce between the object and the source is further than Object View Distance. |
19 | angle | Physical | Number - (Optional, default 0) determines the particle's starting angle in radian. pi = 180°. Template:since |
20 | onSurface | Physical | Boolean - (Optional, default false) Bounce the particles when hit the terrain surface if true. If circleRadius > 0, placing of particle on (water) surface on start of its existence. Circle radius is defined by command setParticleCircle. Template:since |
21 | bounceOnSurface | Physical | Number - (Optional, default -1) coef of bounce in collision with terrain surface, 0..1 for collisions, -1 to disable collision. Should be used soberly as it has a significant impact on performance. Template:since |
22 | emissiveColor | Render | Array of Arrays format Color - (Optional, default [ ] ?) Sets emissivity of the particle (RGB0). Works as lighting of particles, so must be combined with correctly set particle color. Last parameter has no meaning for now. Template:since
|
23 | vectorDir | Physical | Array format vectorDir? - (Optional) Sets the default direction for SpaceObject particles. Template:since |
setParticleRandom
[
lifeTimeVar,
positionVar,
moveVelocityVar,
rotationVelocityVar,
sizeVar,
colorVar,
randomDirectionPeriodVar,
randomDirectionIntensityVar,
angleVar,
bounceOnSurfaceVar
];
# | parameter name | Type | Description |
---|---|---|---|
0 | lifeTimeVar | Physical | Number - Sets randomized lifetime. |
1 | positionVar | Physical | Array format position - Sets randomized init position. |
2 | moveVelocityVar | Physical | Array format velocity - Sets randomized init velocity. |
3 | rotationVelocityVar | Physical | Number - Sets randomized rotation velocity. |
4 | sizeVar | Render | Number - Sets randomized size. |
5 | colorVar | Render | Array format Color - Sets randomized color and alpha. |
6 | randomDirectionPeriodVar | Random | Number - Sets randomized randomDirectionPeriod. |
7 | randomDirectionIntensityVar | Random | Number - Sets randomized randomDirectionIntensity. |
8 | angleVar | Render | Number - Sets randomized init angle. |
9 | bounceOnSurfaceVar | Physical | Number - Sets randomized bounce coef. |
setParticleCircle
[
circleRadius,
circleVelocity
];
# | parameter name | Type | Description |
---|---|---|---|
0 | circleRadius | Physical | Number - |
1 | circleVelocity | Physical | Array format velocity - |
setParticleFire
[
coreIntensity,
coreDistance,
damageTime
];
# | parameter name | Type | Description |
---|---|---|---|
0 | coreIntensity | Fire | Number - Sets damage in the center of a particle. |
1 | coreDistance | Fire | Number - Sets how far can unit get damage. |
2 | damageTime | Fire | Number - Sets how often |
Examples
Simple Smoke (Arma 3)
This copy and paste example generates a smoke source in front of the player.
_PS1 = "#particlesource" createVehicleLocal (player modelToWorld [0,2,0]);
_PS1 setParticleParams [
["\A3\data_f\ParticleEffects\Universal\Universal_02", 8, 0, 40, 1], "", "Billboard",
1, 3, [0, 0, 0], [0, 0, 0],
1, 0.045, 0.04, 0.03,
[0.3, 1.5, 3.5],
[[0.6, 0.6, 0.6, 0.7], [1, 1, 1, 0.25], [1, 1, 1, 0.0]],
[1, 0.25],
0, 0, "", "", _PS1,
0, false, -1,
[[0, 0, 0, 0]]
];
_PS1 setParticleRandom [
1,
[0.1, 0.1, 0.1],
[0.3, 0.3, 0.8],
5, 0.5,
[0, 0, 0, 0.3],
0, 0,
pi, 0
];
_PS1 setDropInterval 0.02;
Short power pole
This drop example does spawn a power line pole that keeps sparking.
_pole = "Land_PowerPoleWooden_F" createVehicle (player getRelPos [5, 0]);
while {!isNull _pole} do {
for "_i" from 0 to random [60,100,180] do {
drop [
["\A3\data_f\ParticleEffects\Universal\Universal", 16, 13, 2, 0], "", "Billboard",
1, 1+random 5, [0.1, -1, 6.4], random [-3, 0, 3], random [-3, 0, 3], random [-5, 0, 5]],
1, 0.08, 0.04, 0.01,
[0.1+random 0.1,0],
[[1, 1, 1, 1]],
[1000],
0, 0, "", "", _pole,
0, true, 0.1,
[[100, 100, 100, 0]]
];
};
sleep random 5;
};
Tutorials
Dictionary (Just an idea)
Type | Name | Meaning | Description/Notes | Scope |
---|---|---|---|---|
Abbreviated | PID | Positive Identification | Certainly the target is a hostile/objective | IRL |
Abbreviated | PAC | Package | military personnel | IRL |
Abbreviated | BLUFOR | Blue Forces | friendlies, in Arma means Western forces (US, NATO) | IRL |
Abbreviated | OPFOR | Opposing Forces | enemies, in Arma means Eastern forces (Soviet, CSAT) | IRL |
Abbreviated | CIVPOP | Civilian Population | IRL | |
Abbreviated | CASEVAC | Casualty Evacuation | IRL | |
Abbreviated | MEDEVAC | Medical Evacuation | IRL | |
Abbreviated | MRAP | Mine Resistant Ambush Protected Vehicle | e.g Hunter, Ifrit | IRL |
Abbreviated | HVT | High Value Target | IRL | |
Abbreviated | IED | Improvised Explosive Device | unconventional, usually hidden explosive charge | IRL |
Abbreviated | SITREP | Situation Report | IRL | |
Abbreviated | BIS | Bohemia Interactive Studios | expired name - see BI | Company |
Abbreviated | BI | Bohemia Interactive | (ex Bohemia Interactive Studios) | Company |
Abbreviated | BISim | Bohemia Interactive Simulations | (ex Bohemia Interactive Australia) | Company |
Abbreviated | NATO | North Atlantic Treaty Organization | NATO | IRL |
Abbreviated | CSAT | Canton Protocol Strategic Alliance Treaty | Arma 3 NATO counterpart mainly composed of Iran and China | Arma 3 |
Abbreviated | AAF | Altis Armed Forces | Altis military | Arma 3 |
Slang | Greenbacks | AAF soldiers | NATO soldiers' derogatory slang | Arma 3 |
Abbreviated | LDF | Livonian Defense Force | Livonia military | Arma 3 |
Abbreviated | CAS | Close Air Support | Air strike to support ground forces by fixed/rotory wings | IRL |
Abbreviated | CAP | Combat Air Patrol | Sentry airspace by fighter jets to protect airspace | IRL |
Military term | Fixed Wings | Planes | IRL | |
Military term | Rotory Wings | Helicopters | IRL | |
Abbreviated | HE | High Explosive | Type of shells; Explosive rounds | IRL |
Abbreviated | AP / APERS | Anti Personel | IRL | |
Abbreviated | AP | Armor-Piercing | Type of shells; Rounds to penetrate armors | IRL |
Abbreviated | APFSDS | Armor-Piercing Fin-Stabilized Discarding Sabot | Type of shells; | IRL |
Abbreviated | ERA | Explosive Reactive Armor | Type of armor; protect vehicle by explode itself when got hit by a shell | IRL |
Military term | Soft skin | Less-protected/armored vehicles | IRL | |
Military term | Fast mover | Fighter jets | IRL | |
Abbreviated | FIA | Freedom and Independence Army | Arma 3 | |
Location | Altis | A fictional country in Arma 3 | Republic of Altis and Stratis, located in Mediterranean Sea | Arma 3 |
Location | Horizon Islands | A fictional country in Arma 3 | Tanoa is the part of this country, located in Southern Pacific | Arma 3 |
Location | Livonia | A fictional country in Arma 3 | Located in Suwałki gap IRL, part of NATO | Arma 3 |
Location | Chernarus | A fictional country in Arma 2 | Located in the coast of fictional sea Green Sea, former Russian Empire | Arma 2 |
Location | Takistan | A fictional country in Arma 2 | Located in the coast of fictional sea Green Sea | Arma 2 |
Location | South Zagoria | A fictional region in Arma 2 | AKA Chernarus (Terrain) | Arma 2 |
Abbreviated | UAV | Unmanned Air Vehicle | AKA Drone | IRL |
Abbreviated | UCAV | Unmanned Combat Air Vehicle | AKA Combat Drone | IRL |
Abbreviated | UGV | Unmanned Ground Vehicle | AKA Drone | IRL |
Abbreviated | ATV | All Terrain Vehicle | IRL | |
Slang | Chedaki | ChDKZ | Arma 2 | |
Abbreviated | ChDKZ | Chernarussian Movement of the Red Star | Черноруссии движения к красной звездой(Chernorussii dvizheniya k krasnoy zvezdoy) in Russian | Arma 2 |
Military Term | Alpha Victor | Armored Vehicle | In phonetic code | Arma 3 |
Abbreviated | AA | Anti-Air | IRL | |
Abbreviated | AAA | Anti-Air Artillerly | AKA Triple-A | IRL |
Military Term | Fox Two | Fired an Infra-red Air to Air missile | IRL | |
Military Term | Fox Three | Fired an Active radar-guided Air to Air missile | IRL | |
Abbreviated | SVBIED | Suicide Vehicle Borne Improvised Explosive Device | AKA Suicide Car Bomb | IRL |
Abbreviated | FAK | First Aid Kit | IRL | |
Location | Nadbór | A fictional region in Arma 3 | AKA Livonia (Terrain) | Arma 3 |
Abbreviated | QRF | Quick Reaction Force | IRL | |
Abbreviated | CDLC | Creator DLC | AKA Third-Party DLC | Arma 3 |
Abbreviated | GM | Global Mobilization | Arma 3 Creator DLC: Global Mobilization - Cold War Germany | Arma 3 |
Abbreviated | RV | Rendezvous (point) | IRL | |
Abbreviated | RV | Real Virtuality | Game engine for Arma series, the latest version and used by Arma 3 is 4 | BI |
Abbreviated | OFP:CWC | Operation Flashpoint: Cold War Crisis | Or simply OFP, AKA OPF. Former name for Arma: Cold War Assault and trademarked by Codemasters | Operation Flashpoint |
Alias | Arma | Arma - means War, or Weapon in latin. Game series name. See The Name Tale blogpost | Not to be confused with ArmA, which designates the first title of the series | Arma |
Abbreviated | ArmA | Armed Assault | Not to be confused with Arma, which designates the game series | Arma |
Abbreviated | A1 | Arma 1 (Armed Assault, see ArmA) | Arma 2 | |
Abbreviated | A2 | Arma 2 | Arma 2 | |
Abbreviated | A2OA | Arma 2: Operation Arrowhead | Or simply OA | Arma 2 |
Abbreviated | A3 | Arma 3 | Arma 3 | |
Alias | 3DEN | Eden Editor | New editor introduced with the Eden Update | Arma 3 |
Military Term | AAR | After Action Review | Reviewing past actions to understand potential mistakes and ways of improvement | IRL |
Abbreviated | ASAP | As Soon As Possible | Quickly, in emergency | IRL |
Military Term | Click | Kilometre | e.g "enemy, one click, North" | IRL |
Abbreviated | AR | Automatic Rifleman | IRL | |
Abbreviated | AT | Anti Tank | IRL |
Arma 3 Walkthrough (Idea)
The East Wind
Drawdown 2035
Follow Sergeant Adams' instructions.
Situation Normal
Adams is dead. You're on your own.
Arma 3 FAQ (Idea)
Where do my Steam Workshop items stored on my computer?
- Scenarios: C:\Users\*your username*\Documents\Arma 3\Saved\steam
- If not there, C:\Users\*your username*\Documents\Arma 3 - Other Profiles\*your Arma 3 username*\Saved\steam
- If not there, C:\Users\*your username*\Documents\Arma 3 - Other Profiles\*your Arma 3 username*\Saved\steam
- MODs: C:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop
Both are just examples; things are changed if you change paths
Where do my .rpt files stored?
Do DLCs necessary to do X?
- Depends.
- No DLCs will separate your multiplayer gameplay.
- Exception: In order to use/play on the terrains from “Expansions” Tanoa from Arma 3 Apex and Livonia from Arma 3 Contact, you'll need these Expansions.
Premium DLC summaries
This table doesn't contain/explain any “free” contents/DLCs.
DLC Data | Included Premium Contents | ||||||
---|---|---|---|---|---|---|---|
DLC Name | Regular Price | Terrain | Singleplayer Missions | Multiplayer Missions | Weapons and gears | Vehicles | Other |
Arma 3 Karts | $1.99 | N/A | Few timetrials | N/A | 1 Signal pistol, few uniforms and gear | 1 Kart | N/A |
Arma 3 Helicopters | $9.99 | N/A | One Showcase | N/A | N/A | 2 transport helicopters | N/A |
Arma 3 Marksmen | $9.99 | N/A | One showcase and few firing drills | N/A | 5 marksman rifles, 2 machineguns and few gears | N/A | N/A |
Arma 3 Apex | $24.99 | Tanoa | Few showcases | COOP Multiplayer campaign Apex Protocol | 12 weapons, uniforms/vests/helmets and an accessory | 10 vehicles | N/A |
Arma 3 Jets | $9.99 | N/A | One showcase | N/A | Few vests | 3 fighter jets and 1 UCAV | N/A |
Arma 3 Laws of War | $9.99 | N/A | Two showcases, One singleplayer mini campaign Remnants of War | N/A | Bunch of uniforms/vests | 1 UAV | N/A |
Arma 3 Tac-Ops Mission Pack | $5.99 | N/A | 3 campaigns | N/A | N/A | N/A | N/A |
Arma 3 Tanks | $9.99 | N/A | 1 mini campaign Altis Requiem | N/A | One tank crew coverall | 1 MBT, 1 IFV and 1 AWC with their variants | N/A |
Arma 3 Contact | $27.99 | Livonia | 1 Sci-fi campaign First Contact | N/A | 5 new weapons and bunch of gears | 1 farmer tractor and 1 small UGV | N/A |
Arma 3 Creator DLC: Global Mobilization - Cold War Germany |
$22.99 | Weferlingen (Summer/Winter) | 1 campaign State Scarlet | Bunch of missions | Bunch of weapons and gears | Bunch of vehicles | N/A |
For more info, check Arma 3 DLCs Overview
How do I fix my issue X?
- You need to make sure if is a MOD-related issue or Arma 3-related issue.
- If is a MOD issue, please contact the author.
- If the game crashes and an error screen pops up, this article may help you.
How do I call this game?
“Arma 3” is the official naming. Capital A and a space before 3.
Arma 4?
Arma 4 ¯\_(ツ)_/¯
Is Arma 3 good for me? (idea for Getting Started)
Arma 3 is a massive military sandbox.
It's good if you like a few of them:
- Military
- Non-arcade-ish shooter
- Sandbox
- Slow-paced infantry combat
- Large-scale combined-arms firefight
- Large capable of editing and modding, and its community
- Bunch of Steam Workshop Items
There're three major ways to play Arma 3:
- Singleplayer
- Offers official and unofficial hours and hours long campaigns and many missions
- Multiplayer
- Offers many gamemodes, 15k more playerbase community, bunch of servers to play
- Editing and modding
- Offers “Military-themed Mario Maker”, Eden Editor, large capacity of scripting, modding and thousands of articles to read to expand your game
Assembleable backpacks
className | Could assemble this | In combination with |
---|---|---|
B_HMG_01_F | ||
O_HMG_01_F | ||
I_HMG_01_F | ||
B_HMG_01_high_F | ||
O_HMG_01_high_F | ||
I_HMG_01_high_F | ||
B_HMG_01_A_F | ||
O_HMG_01_A_F | ||
I_HMG_01_A_F | ||
B_GMG_01_F | ||
O_GMG_01_F | ||
I_GMG_01_F | ||
B_GMG_01_high_F | ||
O_GMG_01_high_F | ||
I_GMG_01_high_F | ||
B_GMG_01_A_F | ||
O_GMG_01_A_F | ||
I_GMG_01_A_F | ||
B_HMG_01_support_F | ||
O_HMG_01_support_F | ||
I_HMG_01_support_F | ||
B_HMG_01_support_high_F | ||
O_HMG_01_support_high_F | ||
I_HMG_01_support_high_F | ||
B_HMG_01_weapon_F | B_HMG_01_F | B_HMG_01_support_F O_HMG_01_support_F I_HMG_01_support_F I_E_HMG_01_support_F B_HMG_01_support_grn_F |
O_HMG_01_weapon_F | O_HMG_01_F | B_HMG_01_support_F O_HMG_01_support_F I_HMG_01_support_F I_E_HMG_01_support_F B_HMG_01_support_grn_F |
I_HMG_01_weapon_F | I_HMG_01_F | B_HMG_01_support_F O_HMG_01_support_F I_HMG_01_support_F I_E_HMG_01_support_F B_HMG_01_support_grn_F |
B_HMG_01_A_weapon_F | B_HMG_01_A_F | B_HMG_01_support_F O_HMG_01_support_F I_HMG_01_support_F I_E_HMG_01_support_F B_HMG_01_support_grn_F |
O_HMG_01_A_weapon_F | O_HMG_01_A_F | B_HMG_01_support_F O_HMG_01_support_F I_HMG_01_support_F I_E_HMG_01_support_F B_HMG_01_support_grn_F |
I_HMG_01_A_weapon_F | I_HMG_01_A_F | B_HMG_01_support_F O_HMG_01_support_F I_HMG_01_support_F I_E_HMG_01_support_F B_HMG_01_support_grn_F |
B_GMG_01_weapon_F | B_GMG_01_F | B_HMG_01_support_F O_HMG_01_support_F I_HMG_01_support_F I_E_HMG_01_support_F B_HMG_01_support_grn_F |
O_GMG_01_weapon_F | O_GMG_01_F | B_HMG_01_support_F O_HMG_01_support_F I_HMG_01_support_F I_E_HMG_01_support_F B_HMG_01_support_grn_F |
I_GMG_01_weapon_F | I_GMG_01_F | B_HMG_01_support_F O_HMG_01_support_F I_HMG_01_support_F I_E_HMG_01_support_F B_HMG_01_support_grn_F |
B_GMG_01_A_weapon_F | B_GMG_01_A_F | B_HMG_01_support_F O_HMG_01_support_F I_HMG_01_support_F I_E_HMG_01_support_F B_HMG_01_support_grn_F |
O_GMG_01_A_weapon_F | O_GMG_01_A_F | B_HMG_01_support_F O_HMG_01_support_F I_HMG_01_support_F I_E_HMG_01_support_F B_HMG_01_support_grn_F |
I_GMG_01_A_weapon_F | I_GMG_01_A_F | B_HMG_01_support_F O_HMG_01_support_F I_HMG_01_support_F I_E_HMG_01_support_F B_HMG_01_support_grn_F |
B_HMG_01_high_weapon_F | B_HMG_01_high_F | B_HMG_01_support_high_F O_HMG_01_support_high_F I_HMG_01_support_high_F I_E_HMG_01_support_high_F |
O_HMG_01_high_weapon_F | O_HMG_01_high_F | B_HMG_01_support_high_F O_HMG_01_support_high_F I_HMG_01_support_high_F I_E_HMG_01_support_high_F |
I_HMG_01_high_weapon_F | I_HMG_01_high_F | B_HMG_01_support_high_F O_HMG_01_support_high_F I_HMG_01_support_high_F I_E_HMG_01_support_high_F |
B_GMG_01_high_weapon_F | B_GMG_01_high_F | B_HMG_01_support_high_F O_HMG_01_support_high_F I_HMG_01_support_high_F I_E_HMG_01_support_high_F |
O_GMG_01_high_weapon_F | O_GMG_01_high_F | B_HMG_01_support_high_F O_HMG_01_support_high_F I_HMG_01_support_high_F I_E_HMG_01_support_high_F |
I_GMG_01_high_weapon_F | I_GMG_01_high_F | B_HMG_01_support_high_F O_HMG_01_support_high_F I_HMG_01_support_high_F I_E_HMG_01_support_high_F |
I_HMG_02_F | ||
I_E_HMG_02_F | ||
I_G_HMG_02_F | ||
B_G_HMG_02_F | ||
O_G_HMG_02_F | ||
I_C_HMG_02_F | ||
I_HMG_02_high_F | ||
I_E_HMG_02_high_F | ||
I_G_HMG_02_high_F | ||
B_G_HMG_02_high_F | ||
O_G_HMG_02_high_F | ||
I_C_HMG_02_high_F | ||
I_HMG_02_support_F | ||
I_E_HMG_02_support_F | ||
I_C_HMG_02_support_F | ||
I_G_HMG_02_support_F | ||
I_HMG_02_support_high_F | ||
I_E_HMG_02_support_high_F | ||
I_C_HMG_02_support_high_F | ||
I_G_HMG_02_support_high_F | ||
I_HMG_02_weapon_F | I_HMG_02_F | B_HMG_02_support_F O_HMG_02_support_F I_HMG_02_support_F I_E_HMG_02_support_F I_C_HMG_02_support_F I_G_HMG_02_support_F O_G_HMG_02_support_F B_G_HMG_02_support_F |
I_E_HMG_02_weapon_F | I_E_HMG_02_F | B_HMG_02_support_F O_HMG_02_support_F I_HMG_02_support_F I_E_HMG_02_support_F I_C_HMG_02_support_F I_G_HMG_02_support_F O_G_HMG_02_support_F B_G_HMG_02_support_F |
I_C_HMG_02_weapon_F | I_C_HMG_02_F | B_HMG_02_support_F O_HMG_02_support_F I_HMG_02_support_F I_E_HMG_02_support_F I_C_HMG_02_support_F I_G_HMG_02_support_F O_G_HMG_02_support_F B_G_HMG_02_support_F |
I_G_HMG_02_weapon_F | B_G_HMG_02_F | B_HMG_02_support_F O_HMG_02_support_F I_HMG_02_support_F I_E_HMG_02_support_F I_C_HMG_02_support_F I_G_HMG_02_support_F O_G_HMG_02_support_F B_G_HMG_02_support_F |
I_HMG_02_high_weapon_F | I_HMG_02_high_F | B_HMG_02_support_high_F O_HMG_02_support_high_F I_HMG_02_support_high_F I_E_HMG_02_support_high_F I_C_HMG_02_support_high_F I_G_HMG_02_support_high_F O_G_HMG_02_support_high_F B_G_HMG_02_support_high_F |
I_E_HMG_02_high_weapon_F | I_E_HMG_02_high_F | B_HMG_02_support_high_F O_HMG_02_support_high_F I_HMG_02_support_high_F I_E_HMG_02_support_high_F I_C_HMG_02_support_high_F I_G_HMG_02_support_high_F O_G_HMG_02_support_high_F B_G_HMG_02_support_high_F |
I_C_HMG_02_high_weapon_F | I_C_HMG_02_high_F | B_HMG_02_support_high_F O_HMG_02_support_high_F I_HMG_02_support_high_F I_E_HMG_02_support_high_F I_C_HMG_02_support_high_F I_G_HMG_02_support_high_F O_G_HMG_02_support_high_F B_G_HMG_02_support_high_F |
I_G_HMG_02_high_weapon_F | I_G_HMG_02_high_F | B_HMG_02_support_high_F O_HMG_02_support_high_F I_HMG_02_support_high_F I_E_HMG_02_support_high_F I_C_HMG_02_support_high_F I_G_HMG_02_support_high_F O_G_HMG_02_support_high_F B_G_HMG_02_support_high_F |
B_Mortar_01_F | ||
O_Mortar_01_F | ||
I_Mortar_01_F | ||
I_G_Mortar_01_F | ||
B_G_Mortar_01_F | ||
O_G_Mortar_01_F | ||
B_Mortar_01_support_F | ||
O_Mortar_01_support_F | ||
I_Mortar_01_support_F | ||
B_Mortar_01_weapon_F | B_Mortar_01_F | B_Mortar_01_support_F O_Mortar_01_support_F I_Mortar_01_support_F I_E_Mortar_01_support_F B_Mortar_01_support_grn_F |
O_Mortar_01_weapon_F | O_Mortar_01_F | B_Mortar_01_support_F O_Mortar_01_support_F I_Mortar_01_support_F I_E_Mortar_01_support_F B_Mortar_01_support_grn_F |
I_Mortar_01_weapon_F | I_Mortar_01_F | B_Mortar_01_support_F O_Mortar_01_support_F I_Mortar_01_support_F I_E_Mortar_01_support_F B_Mortar_01_support_grn_F |
B_static_AA_F | ||
O_static_AA_F | ||
I_static_AA_F | ||
B_AA_01_weapon_F | B_static_AA_F | B_HMG_01_support_F O_HMG_01_support_F I_HMG_01_support_F I_E_HMG_01_support_F B_HMG_01_support_grn_F |
O_AA_01_weapon_F | O_static_AA_F | B_HMG_01_support_F O_HMG_01_support_F I_HMG_01_support_F I_E_HMG_01_support_F B_HMG_01_support_grn_F |
I_AA_01_weapon_F | I_static_AA_F | B_HMG_01_support_F O_HMG_01_support_F I_HMG_01_support_F I_E_HMG_01_support_F B_HMG_01_support_grn_F |
B_static_AT_F | ||
O_static_AT_F | ||
I_static_AT_F | ||
B_AT_01_weapon_F | B_static_AT_F | B_HMG_01_support_F O_HMG_01_support_F I_HMG_01_support_F I_E_HMG_01_support_F B_HMG_01_support_grn_F |
O_AT_01_weapon_F | O_static_AT_F | B_HMG_01_support_F O_HMG_01_support_F I_HMG_01_support_F I_E_HMG_01_support_F B_HMG_01_support_grn_F |
I_AT_01_weapon_F | I_static_AT_F | B_HMG_01_support_F O_HMG_01_support_F I_HMG_01_support_F I_E_HMG_01_support_F B_HMG_01_support_grn_F |
B_UAV_01_F | ||
O_UAV_01_F | ||
I_UAV_01_F | ||
B_UAV_01_backpack_F | B_UAV_01_F | |
O_UAV_01_backpack_F | O_UAV_01_F | |
I_UAV_01_backpack_F | I_UAV_01_F | |
B_Respawn_TentDome_F | Respawn_TentDome_F | |
B_Respawn_TentA_F | Respawn_TentA_F | |
B_Respawn_Sleeping_bag_F | Respawn_Sleeping_bag_F | |
B_Respawn_Sleeping_bag_blue_F | Respawn_Sleeping_bag_blue_F | |
B_Respawn_Sleeping_bag_brown_F | Respawn_Sleeping_bag_brown_F | |
B_Static_Designator_01_F | ||
B_Static_Designator_01_weapon_F | B_Static_Designator_01_F | |
O_Static_Designator_02_F | ||
O_Static_Designator_02_weapon_F | O_Static_Designator_02_F | |
B_T_Static_AA_F | ||
B_T_Static_AT_F | ||
B_T_GMG_01_F | ||
B_T_HMG_01_F | ||
B_T_Mortar_01_F | ||
B_Patrol_Respawn_bag_F | B_Patrol_Respawn_tent_F | |
C_IDAP_UAV_01_backpack_F | C_IDAP_UAV_01_F | |
B_UAV_06_backpack_F | B_UAV_06_F | |
O_UAV_06_backpack_F | O_UAV_06_F | |
I_UAV_06_backpack_F | I_UAV_06_F | |
C_IDAP_UAV_06_backpack_F | C_IDAP_UAV_06_F | |
C_UAV_06_backpack_F | C_UAV_06_F | |
C_IDAP_UAV_06_antimine_backpack_F | C_IDAP_UAV_06_antimine_F | |
B_UAV_06_medical_backpack_F | B_UAV_06_medical_F | |
O_UAV_06_medical_backpack_F | O_UAV_06_medical_F | |
I_UAV_06_medical_backpack_F | I_UAV_06_medical_F | |
C_IDAP_UAV_06_medical_backpack_F | C_IDAP_UAV_06_medical_F | |
C_UAV_06_medical_backpack_F | C_UAV_06_medical_F | |
C_IDAP_UAV_01_F | ||
B_UAV_06_F | ||
O_UAV_06_F | ||
I_UAV_06_F | ||
C_IDAP_UAV_06_F | ||
C_UAV_06_F | ||
C_IDAP_UAV_06_antimine_F | ||
B_UAV_06_medical_F | ||
O_UAV_06_medical_F | ||
I_UAV_06_medical_F | ||
C_IDAP_UAV_06_medical_F | ||
C_UAV_06_medical_F | ||
B_UGV_02_Science_F | ||
B_UGV_02_Demining_F | ||
O_UGV_02_Science_F | ||
O_UGV_02_Demining_F | ||
I_UGV_02_Science_F | ||
I_E_UGV_02_Science_F | ||
I_UGV_02_Demining_F | ||
I_E_UGV_02_Demining_F | ||
C_IDAP_UGV_02_Demining_F | ||
I_E_Static_AA_F | ||
I_E_Static_AT_F | ||
B_W_Static_Designator_01_F | ||
B_W_Static_Designator_01_weapon_F | B_W_Static_Designator_01_F | |
I_E_GMG_01_F | ||
I_E_GMG_01_high_F | ||
I_E_GMG_01_A_F | ||
I_E_HMG_01_F | ||
I_E_HMG_01_high_F | ||
I_E_HMG_01_A_F | ||
I_E_Mortar_01_F | ||
B_UGV_02_Science_backpack_F | B_UGV_02_Science_F | |
B_UGV_02_Demining_backpack_F | B_UGV_02_Demining_F | |
O_UGV_02_Science_backpack_F | O_UGV_02_Science_F | |
O_UGV_02_Demining_backpack_F | O_UGV_02_Demining_F | |
I_UGV_02_Science_backpack_F | I_UGV_02_Science_F | |
I_E_UGV_02_Science_backpack_F | I_E_UGV_02_Science_F | |
I_UGV_02_Demining_backpack_F | I_UGV_02_Demining_F | |
I_E_UGV_02_Demining_backpack_F | I_E_UGV_02_Demining_F | |
C_IDAP_UGV_02_Demining_backpack_F | C_IDAP_UGV_02_Demining_F | |
I_E_UAV_01_backpack_F | I_E_UAV_01_F | |
I_E_UAV_06_backpack_F | I_E_UAV_06_F | |
I_E_UAV_06_medical_backpack_F | I_E_UAV_06_medical_F | |
I_E_HMG_01_support_F | ||
I_E_HMG_01_support_high_F | ||
I_E_Mortar_01_support_F | ||
I_E_GMG_01_Weapon_F | I_E_GMG_01_F | B_HMG_01_support_F O_HMG_01_support_F I_HMG_01_support_F I_E_HMG_01_support_F B_HMG_01_support_grn_F |
I_E_GMG_01_A_Weapon_F | I_E_GMG_01_A_F | B_HMG_01_support_F O_HMG_01_support_F I_HMG_01_support_F I_E_HMG_01_support_F B_HMG_01_support_grn_F |
I_E_GMG_01_high_Weapon_F | I_E_GMG_01_high_F | B_HMG_01_support_high_F O_HMG_01_support_high_F I_HMG_01_support_high_F I_E_HMG_01_support_high_F |
I_E_HMG_01_Weapon_F | I_E_HMG_01_F | B_HMG_01_support_F O_HMG_01_support_F I_HMG_01_support_F I_E_HMG_01_support_F B_HMG_01_support_grn_F |
I_E_HMG_01_high_Weapon_F | I_E_HMG_01_high_F | B_HMG_01_support_high_F O_HMG_01_support_high_F I_HMG_01_support_high_F I_E_HMG_01_support_high_F |
I_E_HMG_01_A_Weapon_F | I_E_HMG_01_A_F | B_HMG_01_support_F O_HMG_01_support_F I_HMG_01_support_F I_E_HMG_01_support_F B_HMG_01_support_grn_F |
I_E_Mortar_01_Weapon_F | I_E_Mortar_01_F | B_Mortar_01_support_F O_Mortar_01_support_F I_Mortar_01_support_F I_E_Mortar_01_support_F B_Mortar_01_support_grn_F |
I_E_AT_01_weapon_F | I_E_static_AT_F | B_HMG_01_support_F O_HMG_01_support_F I_HMG_01_support_F I_E_HMG_01_support_F B_HMG_01_support_grn_F |
I_E_AA_01_weapon_F | I_E_static_AA_F | B_HMG_01_support_F O_HMG_01_support_F I_HMG_01_support_F I_E_HMG_01_support_F B_HMG_01_support_grn_F |
I_E_UAV_01_F | ||
I_E_UAV_06_F | ||
I_E_UAV_06_medical_F |
private _classes = "isClass(_x >> 'assembleInfo') and getNumber (_x >> 'scope') == 2" configClasses (configFile >> "CfgVehicles") ; private _r = [ '{| class="wikitable sortable"', '|-', '! className !! Could assemble this !! In combination with' ] ; { _r pushBack "|-"; _r pushBack format [ "| %1 || %2 || %3", configName _x, getText (_x >> "assembleInfo" >> "assembleTo"), getArray (_x >> "assembleInfo" >> "base") joinString "<br> " ]; } forEach _classes; _r pushBack "|}"; copyToClipboard (_r joinString endl);