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| SavageCDN =VG= |
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Rabid Canuck![]() Medals: 11 Ribbons: 26 ![]() ![]() Registered Member #611 Joined: Sat Nov 20 2010, 08:29AMLocation:: In your main base Posts: 1992 Thanked 351 times in 245 posts | Since getting stuck deep in the well of information overload that is Arma editing, I'm creating this thread to post any and all links relating to editing / mod / mission creation. It seems that anything you want to do in Arma has been done before it's just a matter of finding it or figuring out the syntax. This is a WIP and more content/links will be added over . Please if you know of any good resources or want to share your own stuff post it here!! Arma 2 actually has a 3D editor built in - press Alt-E at the main menu and you will get a 3D option in the editor. NOOBS START HERE - two PDF manuals you need to download and read BEFORE TRYING ANYTHING!! [ Click Here ] [ Click Here ] Squint - a must-have editor for Arma files (.sqf, .sqs. .ext, and so on) [ Click Here ] ***************************** Excellent youtube video series on the Arma Editor: [ Click Here ] More advance video tutorials: [ Click Here ] ****************************** BIS Official Arma2 Editing [ Click Here ] BI Wiki - messy but has some decent info [ Click Here ] List of YouTube videos [ Click Here ] More videos from a TG member [ Click Here ] Armaholic Forums - Addon Editing [ Click Here ] Armaholic Forums - Mission Editing [ Click Here ] Armaholic Forums - Scripting [ Click Here ] Armaholic Forums - Basic SQF Scripting Guide [ Click Here ] Question and Answer Section of Armaholics [ Click Here ] Question and Answer - ARMASTACK [ Click Here ] List of Weapon Classes [ Click Here ] A library of all available weapons, units, vehicles, warfare buildings and buildings on both Arma 2 islands [ Click Here ] Config Browser for all objects including ACE [ Click Here ] List of Scripting Commands [ Click Here ] Script Examples [ Click Here ] Code Examples and Hints [ Click Here ] Beginner's Guide to Array Functions [ Click Here ] Beginner's Guide to Event Handlers [ Click Here ] Kelly's Heroes Editing Resources [ Click Here ] OFPEC Resources - Editors Depot [ Click Here ] OFPEC Resources - Command Reference A-Z [ Click Here ] **note that OFPEC Resources also contain info for Operation Flashpoint editing as well - make sure you are looking at the right section for your version of Arma** Custom in-game logos and squad.xml [ Click Here ] [ Click Here ] Interesting Stuff [ Click Here ] Creates custom ammo crates: [ Click Here ] ACE Documentation [ Click Here ] Other random Arma 2 Editing Forums: [ Click Here ] Have not tried yet but looked cool: [ Click Here ] [ Click Here ] [ Click Here ] Waypoints Explained: [ Click Here ] TIPS: When copying and pasting objects in the editor, you can press Ctrl+Shift+V to paste them onto a new mission in the same position on the map that they were in the previous mission, provided it's the same map. Ctrl+V will only paste the objects relative to the mouse position. Use Ctrl+X to delete a large selection of objects: Much faster than the Delete key! [ Edited Mon Mar 11 2013, 09:15AM ] | ||
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| BLuDKLoT =VG= |
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USMC 1995 - 2008![]() Medals: 14 Ribbons: 26 ![]() ![]() Registered Member #2 Joined: Fri Feb 19 2010, 04:30PMLocation:: Menifee, CA. Posts: 3972 Thanked 200 times in 142 posts | wow great info I might put this on the Arma pages | ||
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| Outlanders =VG= |
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EVERY DEATH BRINGS ME CLOSER TO THE SINGULARITY![]() Medals: 8 Ribbons: 23 ![]() ![]() Registered Member #960 Joined: Thu Feb 17 2011, 12:50PMLocation:: Evil Empire Posts: 1079 Thanked 107 times in 84 posts | Cool stuff, thanks man. | ||
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| SemlerPDX =VG= |
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De Oppresso Liber![]() Medals: 14 Ribbons: 30 ![]() ![]() Registered Member #731 Joined: Sun Dec 19 2010, 06:13AMLocation:: Portland, OR Posts: 1633 Thanked 286 times in 207 posts | Thank you Savage! I appreciate you assembling all this into one spot! Now, I can begin my schoolin' | ||
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| ridDle =VG= |
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![]() Medals: 6 Ribbons: 14 ![]() ![]() Registered Member #1340 Joined: Thu Jun 30 2011, 05:43PMPosts: 177 Thanked 61 times in 37 posts | Going straight to bookmark! Cheers! | ||
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| SavageCDN =VG= |
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Rabid Canuck![]() Medals: 11 Ribbons: 26 ![]() ![]() Registered Member #611 Joined: Sat Nov 20 2010, 08:29AMLocation:: In your main base Posts: 1992 Thanked 351 times in 245 posts | Multiplayer Scripting [ Click Here ] Trigger Conditions: countdown delays the reaction of a trigger for a certain length of time, determined by the min, max and mid values. thus if the triggering unit walks into the area then leaves, the trigger will fire after the countdown is complete, regardless of whether the triggering unit is present or not. timeout requires that the condition of the trigger must be met for a certain length of time, determined by the min, max and mid values. thus if the triggering unit walks into the area then leaves before the timeout is complete, the trigger will not fire. EDITOR CODES: Creating a group name Grp1 = group this; Stops Radio messages: enemy tank 200m when you cant even see it! enableRadio false; Activating objective one in a trigger: Condition: !(alive unit1) On activ: "1" ObjStatus "Done"; ob1 = true Adding a Group to Cargo + making the group so they wont flee {_x moveincargo truck} ForEach units group this; {_x allowfleeing 0} foreach units group this; Start at a height: this setpos [getpos this select 0,getpos this select 1, 75]; unit will spawn at 75 m in the air Setting a Group Identity this setgroupId ["Juliet Four Six","groupcolor0"]; Placing a object flat to the ground this setvectorup [0,0,1]; Make Civilians Enemy Add this to the init. Civilian setFriend [west, 0]; Civilian setFriend [east, 1]; west setFriend [Civilian, 0]; east setFriend [Civilian, 1]; To make an Object facing a random 360 degrees e.g. a wreck this setDir (Random 360); Adding a Weapon to the cargo of a truck/ammo crate. _truck addWeaponCargo ["M16A4",5]; This will add 5 M16A4s to the cargo hold Triggers That Only Triggers if you are a ground unit! (Planes or helicopters wont trigger it) Condition: "Land" counttype thislist > 0; Flag On Flag Pole: FLAGPOLE setFlagTexture "Flagfilename"; Burning fire: OBJECT inFlame true/false; To make a unit stand up and stay up type: Unitname setUnitPos "UP"; To make a unit prone/laydown and stay down type: Unitname setUnitPos "Down"; To make a unit kneel and stay kneeling type: Unitname setUnitPos "Middle"; Hint message hint "blabla"; Radio Message Unitname sidechat "bla bla bla"; Make unit take no damage this allowDamage false OR unitname addEventHandler ["HandleDamage", { 0 }] Unlimited Ammo unitname addEventHandler ["Fired", { (_this select 0) setVehicleAmmo 1 }] Only works if you do not assign other weapons to the unit (ie: removeAllWeapons, addWeapon, etc). Unlimited Fuel unitname addEventHandler ["Fuel", { (_this select 0) setFuel 1 }] Fuel will only refill when tank is completely empty Add weapons/items to unit this addWeapon "Binocular" this addWeapon "M9_SD" if you are adding weapons to a unit add the magazines first then weapon, otherwise you will start with an empty weapon and have to reload Shutting every door within a radius - needs to go in the init line of a Game Logic 0 = [getpos this,300] spawn { sleep 1; { private "_b"; _b = _x; for "_i" from 0 to 7 do { _b animate ["dvere" + str _i,1] }; } foreach ((_this select 0) nearobjects (_this select 1)) } [ Edited Fri Sep 28 2012, 08:58AM ] | ||
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| SemlerPDX =VG= |
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De Oppresso Liber![]() Medals: 14 Ribbons: 30 ![]() ![]() Registered Member #731 Joined: Sun Dec 19 2010, 06:13AMLocation:: Portland, OR Posts: 1633 Thanked 286 times in 207 posts | Here's a cool teleport I found when I couldn't find Savage to get his. This is great for editing in 2D map, as when you go to preview the map, you can move anywhere without reloading the preview. This allows you to click on the map while in preview and teleport anywhere. The file is an .rar containing an init.sqf and the script file teleport.sqf, and a text file with the Initialization line that you must copy and paste into your unit's init field. Contact me if you have any questions! Make a script file in notepad called "init.sqf" that has this line:
execVM "Teleport.sqf";
Make a script file in notepad called "Teleport.sqf" that has these lines:
if!(local player) exitWith{};
Then, open editor, load your map, and bring up the "Edit Unit" menu for your primary player unit on the map. Write this into his Initialization field:
this addAction["Teleport","Teleport.sqf"];
editors_teleport.rar [ Edited Sat Sep 22 2012, 08:28PM ] | ||
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| SemlerPDX =VG= |
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De Oppresso Liber![]() Medals: 14 Ribbons: 30 ![]() ![]() Registered Member #731 Joined: Sun Dec 19 2010, 06:13AMLocation:: Portland, OR Posts: 1633 Thanked 286 times in 207 posts | This blew my mind. I can't believe I've been doing all this without it!https://sites.google.com/site/macsarmatools/squint##SANITISED## src="https://docs.google.com/present/embed?id=dcd8x6gv_25c3rp7qc7&size=m" frameborder="0" width="555" height="451">##SANITISED##>![]() EDIT: so I guess there's no way to embed an iframe into our website, BLuD? I am a bit of a noob with html, and such. I only know "vg forums" format well. [ Edited Thu Dec 15 2011, 05:12AM ] | ||
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| SavageCDN =VG= |
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Rabid Canuck![]() Medals: 11 Ribbons: 26 ![]() ![]() Registered Member #611 Joined: Sat Nov 20 2010, 08:29AMLocation:: In your main base Posts: 1992 Thanked 351 times in 245 posts | Yes squint is very handy!! | ||
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| SavageCDN =VG= |
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Rabid Canuck![]() Medals: 11 Ribbons: 26 ![]() ![]() Registered Member #611 Joined: Sat Nov 20 2010, 08:29AMLocation:: In your main base Posts: 1992 Thanked 351 times in 245 posts | Frustrated with creating custom ammo crates with select weapons? [ Click Here ] | ||
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| SemlerPDX =VG= |
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De Oppresso Liber![]() Medals: 14 Ribbons: 30 ![]() ![]() Registered Member #731 Joined: Sun Dec 19 2010, 06:13AMLocation:: Portland, OR Posts: 1633 Thanked 286 times in 207 posts | OMG! That is the COOLEST thing ever! It generates a .sqf file that is written in Arma scripting language for you, and you just choose the crap you want in the box from drop down lists on that webpage. How easy is that?!?! | ||
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| SavageCDN =VG= |
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Rabid Canuck![]() Medals: 11 Ribbons: 26 ![]() ![]() Registered Member #611 Joined: Sat Nov 20 2010, 08:29AMLocation:: In your main base Posts: 1992 Thanked 351 times in 245 posts | Seriously, eh? How many hours wasted fucking with ammo boxes..lol | ||
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| AirborneAlways |
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| Medals: 7 Ribbons: 12 ![]() ![]() Registered Member #2057 Joined: Thu Mar 08 2012, 06:38PMPosts: 121 Thanked 21 times in 16 posts | Might as will take this link out of the original post unless there is a replacement for it. | ||
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| SavageCDN =VG= |
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Rabid Canuck![]() Medals: 11 Ribbons: 26 ![]() ![]() Registered Member #611 Joined: Sat Nov 20 2010, 08:29AMLocation:: In your main base Posts: 1992 Thanked 351 times in 245 posts | ^ Thanks.. uploaded the most recent version to our d/l section (first post updated) | ||
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| SemlerPDX =VG= |
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De Oppresso Liber![]() Medals: 14 Ribbons: 30 ![]() ![]() Registered Member #731 Joined: Sun Dec 19 2010, 06:13AMLocation:: Portland, OR Posts: 1633 Thanked 286 times in 207 posts | I hate trying to make sandbag walls or hescos line up in the darn Arma 2 mission editor. I googled for a wall generator, but only found one example, for Arma 1, and it didn't work. So, I wrote this. Not much less tedious than placing walls in the editor, clicking preview, then going back and adjusting, then preview again. Over and over. At least this way, you end up with an exactly straight wall ready to use in any mission you create forever. Can be copied between different missions without issue. Again, it's slightly complicated procedure, but it is well worth it. At least I think so - hope others do, too. vg_straight_walls.utes.rarSnippets from my ReadMe file: COPY "VGStraightWalls.sqf" to your misson folder and PASTE THESE TWO ACTIONS TO YOUR PLAYER IN EDITOR:
this addAction ["BIS_DEBUG_CAM (right click to exit)","camera.sqs"];
(NOTE: You DO NOT NEED the script "camera.sqs" to use it. Every mission has it, it's invisible!!) Variables Meanings in the addAction syntax:
this addAction [action, script filename,
Example Class Names of Barriers: "Land_fort_bagfence_long" "Base_WarfareBBarrier10xTall" "Land_HBarrier_large" STEP ONE: DECIDE ON PARAMETERS First, decide on a wall type, and number of walls. Adjust the "addAction" variables to suit your needs. Now, place a dummy barrier on the map for each wall section you want. Give them sequential names. i.e. "MyWall_1", "MyWall_2", "MyWall_3", etc... placed anywhere, random. Doesn't matter. (see final step) *see full instructions in mission demo! STEP TWO: CREATE WALLS Click Preview, and load in. Move anywhere and select the "Create Straight Wall" action. When done, it saves the positions of each wall to your clipboard. STEP THREE: USE WALL POS DATA Exit the preview, save your mission, close down Arma, open up a notepad/wordpad and paste (ctrl + v) your wall position data. it may look like this: (DELETED!! TOO LONG FOR FORUM POST!!) Very long, hard to read!!! Start making it easier by pressing enter after each comma ( , ) like this:
positions copied = [
For "MyWall_1", I would copy just the numbers from posWallSection1: 4391.23,10408.8,0.00143433 and paste it over the old ones in my mission.sqm file like this (just FIND "MyWall" and it lists all of them):
class Item126
Do this for each wall section you created. Paste the new pos into it's respective wall class item entry. It may be tedious to use this method to create a straight wall, but this is the MOST exact way to do it. FINAL STEP: POSITION FINAL WALL IN YOUR MISSION Load Arma into the mission editor, and load your mission. You should see your new wall, instead of all the random wall placeholders you put down earlier. Now you can drag and select the entire wall, and move it to wherever you want. Feel free to copy the wall, and place several more. You can shorten it by deleting some of it's parts. Though the new names of the barriers will get longer and more odd in format (such as "MyWall_2_1_5_2"), it should not affect anything negatively in your mission. You can alleviate this by deleting the names of each barrier and saving your mission before copying the entire wall for further uses. Remember, you can copy (Ctrl+C) any number of objects from one mission to another inside the editor. TIPS: When copying and pasting objects in the editor, you can press Ctrl+Shift+V to paste them onto a new mission in the same position on the map that they were in the previous mission, provided it's the same map. Ctrl+V will only paste the objects relative to the mouse position. Use Ctrl+X to delete a large selection of objects: Much faster than the Delete key! -Hope this helps someone; tried googling it, but only came up with a non-functioning SQS for Arma 1, so I wrote this. I sure hate trying to manually make straight walls myself! [ Edited Sat Sep 22 2012, 02:20AM ] | ||
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| kiwirambob =VG= |
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![]() Medals: 11 Ribbons: 15 ![]() ![]() Registered Member #195 Joined: Tue Jun 01 2010, 09:32PMLocation:: Albury - New South Wales Posts: 179 Thanked 8 times in 7 posts | Well done.. yes we should have a Arma2 edit page like this its so very help full ... thanks Arma Buddys | ||
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| SavageCDN =VG= |
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Rabid Canuck![]() Medals: 11 Ribbons: 26 ![]() ![]() Registered Member #611 Joined: Sat Nov 20 2010, 08:29AMLocation:: In your main base Posts: 1992 Thanked 351 times in 245 posts | I am going to work on updating the VG mission template so that others will have an easier time creating missions. I'm even thinking of doing a few 'classes' with anyone who might be interested in learning Arma editing. | ||
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| BLuDKLoT =VG= |
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USMC 1995 - 2008![]() Medals: 14 Ribbons: 26 ![]() ![]() Registered Member #2 Joined: Fri Feb 19 2010, 04:30PMLocation:: Menifee, CA. Posts: 3972 Thanked 200 times in 142 posts | Some of the links in your post have expired, just fyi. | ||
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| BLuDKLoT =VG= |
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USMC 1995 - 2008![]() Medals: 14 Ribbons: 26 ![]() ![]() Registered Member #2 Joined: Fri Feb 19 2010, 04:30PMLocation:: Menifee, CA. Posts: 3972 Thanked 200 times in 142 posts | So much info, jeez lol! | ||
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