![arma 3 scripts arma 3 scripts](https://i.ytimg.com/vi/f0DWRMrUYcM/maxresdefault.jpg)
But just before we delve into that, let's talk about the other panels on our screens. These are our classnames for all the weapons and attachments in the game. In the navigation pane (left hand side) lots of new items will have appeared and they will all be slightly indented from the original folders and in bright white font. If you double click on one of these folders, lets use CfgWeapons for now, you'll see your screen go a little berserk as it brings up new data all over the place. These folders contain everything we need to add majority of clothing, armors, weapons and ammunition.
![arma 3 scripts arma 3 scripts](https://typesqf.azurewebsites.net/Content/Images/Screen.png)
There are hundreds of files and folders here but for our purposes there are 3 main folders to focus on: This is where we can see the tree structure for ArmA's configuration files. The left hand panel is known as the navigation pane. We won't be focusing too much on the right hand panel but it is helpful to understand what this is. At first this can seem a little intimidating. Once the config button is pressed, and after a short delay, the config viewer should appear. The one we want is called config and is highlighted below: There is a little container to the bottom-centre that contains buttons for different Editor options. Now hit the pause button to open up the editor's unique pause screen and options. Once this is placed, hit PREVIEW to get into the game. Let's set up a basic sample tutorial to demonstrate it.įirstly, open up the editor and place a single infantry unit of any faction. The "_ F" simply denotes that it is a base weapon with no attachments.īut how do we access the config viewer. We know that this is the Katiba Assault Rifle (The Opfor standard). The beauty of these classnames are that (for the most part) they are incredibly straight forward to read and work out what they pertain to. This is the way the editor and the engine can call up a weapon or piece of clothing and store it's variables and properties. As we have talked about in previous tutorials, every item in the game has it's classname. This is the function that should be called when you wish to have support called in, and it will task the specified support vehicle to move to the given position.The config viewer is your one stop shop for everything to do with classnames. Paired with the Sierra_fnc_SupportVehicleInit function, this allows you to provide support to a unit. Useful if you are resupplying a tank, which can easily empty an Ammo Truck.
![arma 3 scripts arma 3 scripts](https://slatehub.io/wp-content/uploads/2021/01/armamenu3.png)
#ARMA 3 SCRIPTS UPDATE#
Only checked when the command is first executed, to update you should call the command again.Īllows a unit to be used to provide support on request.
#ARMA 3 SCRIPTS CODE#
condition Code to execute to determine whether a unit should be displayed on the player's map.Server will update unit status (alive/dead) twice as often. interval The amount of time to wait between client side updates.enabled Set to true to enable the map markers, or false to disable them for all connected clients.
![arma 3 scripts arma 3 scripts](https://i.ytimg.com/vi/lLu22Q5FqEw/maxresdefault.jpg)
call Sierra_fnc_PositionMarkers Parameters By default, displays hostile units with an update interval of 10 seconds. Provides markers on a player's map indicating the positions of units satisfying a condition. If you've got something you'd like to contribute, please go ahead and open a pull request/issue and I'll get right on it. You can find your mission folder in %MyDocuments%\ArmA 3\missions. Save your mission in the editor, and you should be able to start using the functions right away. Simply copy the contents of the description.ext file into your mission's description.ext file (if you have one) and copy the functions folder into your mission folder. Using these scripts is really, really easy. All scripts have been designed to be used with the new ArmA 3 function framework, giving you a number of advantages including anti-hack protection. They provide everything from a realtime map (for example, from a UAV) to automatic support vehicle waypoints and logic. These are a number of useful scripts for mission designers.