PDA

View Full Version : Editor Database



Al Simmons
Dec 1 2006, 14:47
If you're looking for further information about editing, scripting or modding, please visit the Biki (http://community.bistudio.com/wiki/Main_Page).

I hope a mod can make this a sticky.
I think it would be a very helpfull thread for every missionmaker and should prevent posts like "whats the classname of the m4?"

Original posted by Sickboy in the 6th sense forum (http://www.6thsense.eu/showthread.php?p=49215#post49215)

First part will be ArmA classnames.
Everyone feel free to post more infos here, but no ot questions, please.

INFANTRY
"SoldierWB",
"SoldierWG",
"SoldierWMedic",
"SoldierWNOG",
"SoldierW",
"SoldierWAR",
"SoldierWMG",
"SoldierWAT",
"SoldierWAA",
"SoldierWSniper",
"SoldierWSaboteur",
"SoldierWSaboteurPipe",
"SoldierWSaboteurPipe2",
"SoldierWSaboteurRecon",
"SoldierWSaboteurAssault",
"SoldierWSaboteurMarksman",
"SoldierWMiner",
"SoldierWPilot",
"SoldierWCrew",
"SoldierWCaptive",

"SoldierEB",
"SoldierEG",
"SoldierEMedic",
"SoldierENOG",
"SoldierE",
"SoldierEMG",
"SoldierEAT",
"SoldierEAA",
"SoldierEMiner",
"SoldierESniper",
"SoldierESaboteur",
"SoldierESaboteurPipe",
"SoldierESaboteurBizon",
"SoldierESaboteurMarksman",
"SoldierEPilot",
"SoldierECrew",
"SoldierECaptive",

"SoldierGB",
"SoldierGMedic",
"SoldierGG",
"SoldierGNOG",
"SoldierG",
"SoldierGMG",
"SoldierGAT",
"SoldierGAA",
"SoldierGCrew",
"SoldierGSniper",
"SoldierGCommando",
"SoldierGMarksman",
"SoldierGPilot",
"SoldierGMiner",
"SoldierGGuard",
"SoldierGCaptive"

AIR
"ah1w",
"UH60",
"UH60MG",
"MH6",
"MH6_RACS",
"AV8B",
"AV8B2",
"Ka50",
"Mi17",
"Mi17_mg",
"BISCamel",
"BISCamel2"
"ParachuteEast",
"ParachuteWest",
"Parachute",
"ParachuteG",
"ParachuteC",

BOATS
"Zodiac",
"RHIB",
"RHIB2Turret",
"PBX"

TRACKED
"M1Abrams",
"M113",
"M113_RACS",
"M113Ambul",
"Vulcan",
"BMP2",
"BMP2Ambul",
"T72",
"ZSU"

WHEELED
"HMMWV",
"HMMWV50",
"HMMWVTOW",
"HMMWVMK",
"Truck5t",
"Truck5tOpen",
"Truck5tRepair",
"Truck5tReammo",
"Truck5tRefuel",
"Stryker_ICV_M2",
"Stryker_ICV_MK19",
"Stryker_TOW",
"UAZ",
"UAZMG",
"Ural",
"UralOpen",
"UralRepair",
"UralReammo",
"UralRefuel",
"BRDM2"

ANIMALS
"SeaGull",
"Hawk",
"DragonFly",
"HouseFly",
"HoneyBee",
"Mosquito"

BUILDINGS
"Shed",
"Fortress1",
"Camp",
"CampEmpty",
"CampEast",
"CampEastC",
"ACamp",
"MASH",
"Grave",
"GraveCross1",
"GraveCross2",
"GraveCrossHelmet",
"Table",
"Tablemap",
"Chair",
"ChairX",
"Wall1",
"Walldoor",
"Wallend",
"Wallhole",
"Land_radar"

MISC
"BarrelBase",
"Barrels",
"Barrel1",
"Barrel2",
"Barrel3",
"Barrel4",
"Camera1",
"Computer",
"TVStudio",
"Radio",
"PaletaBase",
"Paleta1",
"Paleta2",
"JeepWreck1",
"JeepWreck2",
"JeepWreck3",
"M113Wreck",
"BMP2Wreck",
"UralWreck",
"datsun01Wreck",
"datsun02Wreck",
"hiluxWreck",
"Body",
"misc01",
"Vysilacka",
"WallMap",
"Vec03",
"Land_vez_ropa",
"FlagCarrier",
"FlagCarrierWest",
"FlagCarrierEast",
"Fire",
"FireLit",
"TargetE"

AMMO BOXES
"ReammoBoxWest",
"ReammoBoxEast",
"ReammoBoxGuer",
"AmmoBoxAddW",
"AmmoBoxAddE",
"AmmoBoxWizardW",
"WeaponBoxWizardW",
"AmmoBoxWizardE",
"WeaponBoxWizardE",
"AmmoBoxWizardR",
"WeaponBoxWizardR",
"HeavyReammoBox",
"HeavyReammoBoxWest",
"HeavyReammoBoxEast",
"HeavyReammoBoxRes",
"AmmoBoxOUTW",
"AmmoBoxOUTWW",
"AmmoBoxOUTE",
"AmmoBoxOUTEW",
"ReammoBoxOUTGuer",
"AmmoBoxOUTGW"

UNIT WEAPONS
M16A2
M16A2GL
M4
M4GL
M4AIM
M4SPR
M4A1
M4A1GL
M4A1SD
G36K
G36C
G36a
MP5A5
MP5SD
AK74
AK74GL
AKS74U
AKS74UN
M249
M240
PK
M24
SVD
M9
M9SD
Makarov
MakarovSD
M136
Javelin
Stinger
RPG7V
Strela
Laserdesignator
NVGoggles
Binocular

UNIT Magazines
20Rnd_556x45_Stanag
30Rnd_556x45_Stanag
30Rnd_556x45_StanagSD
30Rnd_556x45_G36
30Rnd_9x19_MP5
30Rnd_9x19_MP5SD
30Rnd_545x39_AK
30Rnd_545x39_AKSD
200Rnd_556x45_M249
100Rnd_762x51_M240
100Rnd_762x54_PK
10Rnd_762x54_SVD
5Rnd_762x51_M24
15Rnd_9x19_M9
15Rnd_9x19_M9SD
8Rnd_9x18_Makarov
8Rnd_9x18_MakarovSD
PipeBomb
TimeBomb
Mine
MineE
FlareWhite_M203
FlareGreen_M203
FlareRed_M203
FlareYellow_M203
1Rnd_HE_M203
FlareWhite_GP25
FlareGreen_GP25
FlareRed_GP25
FlareYellow_GP25
1Rnd_HE_GP25
SmokeShellRed
SmokeShellGreen
SmokeShell
HandGrenadeTimed
HandGrenade
M136
Javelin
Stinger
PG7V
PG7VR
Strela

VEHICLE WEAPONS
"Minigun",
"Shell73",
"Heat73",
"Shell73",
"Gun73",
"Shell105",
"Heat105",
"Gun105",
"Shell120",
"Heat120",
"Gun120",
"Shell125",
"Heat12",
"Gun125",
"Mortar"

EQUIPMENT
"Flare",
"FlareGreen",
"FlareRed",
"FlareYellow",
"HandGrenade",
"HandGrenadeTimed",
"SmokeShell",
"SmokeShellRed",
"SmokeShellGreen",
"HandGunBase",
"TimeBomb",
"Mine",
"MineE",
"PipeBomb",
"Binocular",
"NVGoggles",
"Phone"

Al Simmons
Dec 1 2006, 14:51
Originally written by: XCess
Source: Sickboy &th sense forum

Giving the player the ability to switch units (known as team switch) is pretty simple in Armed Assault, and requires only a very basic knowledge of the scripting language.
Commands
There are several commands associated with this feature:
- enableTeamSwitch
- addSwitchableUnit
- teamSwitch
- teamSwitchEnabled
- selectPlayer
- setPlayable
- switchableUnits
- removeSwitchableUnit

addSwitchableUnit:
Adds a single unit to team switch
eg: addSwitchableUnit aP

enableTeamSwitch:
This turns team switch on.
eg: enableTeamSwitch true

teamSwitch
Forces the team switch dialog to appear.
eg: teamSwitch

teamSwitchEnabled
Check if team switch has been turned on.
eg: ?(teamSwitchEnabled) : teamSwitch

selectPlayer
Forces a player to switch to a specific unit.
eg: selectPlayer aP

setPlayable
Makes a unit playable, therefore, entering them into an array of switchable units.
eg: setPlayable aP
note: playable units can also be set in the editor, in the control drop down menu when placing a unit.

switchableUnits
Returns an array of all units eligible for teamswitch.
eg: _x = switchableUnits

removeSwitchableUnit
Removes a unit from the array of switchable units.
eg: removeSwitchableUnit ap

Possibilities
This new features adds quite a few possibilities to the game other than the obvious switching of roles when you die. This feature allows something that many mission creators
begged and wished for in Operation Flashpoint, the ability to change clothes in game.
Have you ever wished you could sneak through a town dressed as a civilian, and then pick up a gun and a uniform when you meet your comrades? Have you ever wished you could take that big, cumbersome ghillie suit off while in town? Have you ever wished you could steal the uniform of a dead foe and pretend to be one of their kind? Well, now you can, and, for all you realists out there, team switch can be disabled on death. So you don't have to worry about switching into other peoples bodies when you die.

Disabling Team Switch On Death
Team switch can be used purely as a role or uniform changing feature. If you wish to allow changing of uniforms or roles without giving the player the advantage of having multiple
lives, there is a simple trick to make this possible.
Create a trigger, change nothing other than the condition and onActivation fields.
In the condition field type: !(alive player)
In the onActivation field type: enableTeamSwitch false
Now you can switch clothes without switching lives.

hoz
Dec 3 2006, 01:12
I agree the Biki is the best place for this, in fact 70% of the stuff mention is already there.


Edit: Ok I pinned this topic. But if you take the time to add good information to this thread then please take the time to add it to the Biki.

deanosbeano
Dec 4 2006, 22:58
has anybody found the shell/bullet names yet , someone posted the ofp ones but they dont work in arma ( the problem with the biki its all mixed and not specific arma and ofp seperated).
only one i got to work so far is the "BO_GBU12_LGB"
would appreciate the lesser valued shells if anyone could post them.

deanosbeano
Dec 5 2006, 18:32
pls can somebody confirm that these are present in arma ?
"Minigun",
"Shell73",
"Heat73",
"Shell73",
"Gun73",
"Shell105",
"Heat105",
"Gun105",
"Shell120",
"Heat120",
"Gun120",
"Shell125",
"Heat12",
"Gun125",
"Mortar"
i have tried to create them using various means createvehicle camcreate and they dont appear. or am i missing something as usual http://forums.bistudio.com/oldsmileys/smile_o.gif.

Big Dawg KS
Dec 5 2006, 19:58
Well, naturally, nearly all of those weapons don't have a vehicle to go with them in ArmA, so they probably wouldn't be included. There would probably only be shells for the M1, T72, and possibly the artillery.

Furthermore, you can easily find out the classname of any munition by using the fired eventhandler:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addeventhandler &#91;&#34;fired&#34;,{hint format &#91;&#34;%1&#34;,_this select 4&#93;}&#93;[/QUOTE]

Add that to the vehicle then just fire the weapon and the ammo classname will be displayed in a hint.

Balschoiw
Dec 16 2006, 14:58
Wrote a little Tutorial on defining unit-identities, including description.ext syntax, editor expressions and explanation of variables for Arma editing newbies.
There´s also a Face-folder in the download that shows all Arma faces with the appropriate facename to use in editor.
Download the zip from my webspace (http://www.ciahome.net/~web7_balschoiw/Arma_faces.zip)

I also compiled a little template mission for Spotter - Artillery
Make sure you have a look in the readme before complaining about things http://forums.bistudio.com/oldsmileys/wink_o.gif
Download the template here (http://www.ciahome.net/~web7_balschoiw/Spotter-Ari_by_Balschoiw.Sara.zip)

If you want to host those files ask for permission.

zyklone
Dec 17 2006, 10:16
What would also be very helpful is the picture locations for each class. Perhaps if someone could post some config.bin info. I&#39;ve tried opening them with some OFP tools, but none can extract them to config.cpp.
You are not supposed to manually type in the paths for pictures in ArmA.

You can get them through getText (configFile >> CfgVehicles >> "Addon" >> Picture)

Kronzky
Dec 29 2006, 22:20
Classes: http://community.bistudio.com/wiki/Category:ArmA_Classes

Moves:http://community.bistudio.com/wiki/ArmA:_Moves

And please update the lists (especially the moves) if you find out new ones.

BBQ Bob
Dec 30 2006, 14:06
But if you really do want to use the images directly, here is what I&#39;ve dug out of the config.bin for my own use:

&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;brdm2_atgm_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;brdm2_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;ural_civil1_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;ural_refuel_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;ural_reammo_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;ural_repair_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;Ural_Open_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;ural_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;uaz_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;uaz_granade_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;uaz_mg_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;stryker_tow_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;stryker_mk19_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;stryker_ICV_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;5t_refuel_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;5t_reammo_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;5t_repair_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;5t_open_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;5t_closed_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;5t_guntruck_CA.paa


&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;HMMWV_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;HMMWVmk19_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;HMMWVTOW_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;HMMWV50_CA.paa

&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;hilux1_civil_3_open_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;hilux1_civil_2_covered_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;hilux1_civil_1_open_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;car_sedan_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;car_hatchback_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;tractor_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;bus_city_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;landrover_open_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;landrover_closed_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;landrover_MG_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;datsun1_civil_3_open_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;datsun1_civil_2_covered_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;datsun1_civil_1_open_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;skodovka_green_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;skodovka_red_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;skodovka_blue_CA.paa
&#92;Ca&#92;wheeled&#92;data&#92;ico&#92;skodovka_CA.paa

&#92;ca&#92;tracked&#92;Data&#92;ico&#92;zsu_CA.paa
&#92;ca&#92;tracked&#92;Data&#92;ico&#92;t72_CA.paa
&#92;ca&#92;tracked&#92;Data&#92;ico&#92;BMP2_ambulance_CA.paa
&#92;ca&#92;tracked&#92;Data&#92;ico&#92;bmp2_CA.paa
&#92;ca&#92;tracked&#92;Data&#92;ico&#92;m163_vulcan_racs_CA.paa
&#92;ca&#92;tracked&#92;Data&#92;ico&#92;m163_vulcan_CA.paa
&#92;ca&#92;tracked&#92;Data&#92;ico&#92;M113_ambulance_CA.paa
&#92;ca&#92;tracked&#92;Data&#92;ico&#92;M113_Racs_CA.paa
&#92;ca&#92;tracked&#92;Data&#92;ico&#92;M113_CA.paa
&#92;ca&#92;tracked&#92;Data&#92;ico&#92;M1_abrams_CA.paa

&#92;ca&#92;air&#92;data&#92;ico&#92;BIScamel2_CA.paa
&#92;ca&#92;air&#92;data&#92;ico&#92;BIScamel_CA.paa
&#92;ca&#92;air&#92;data&#92;ico&#92;mi17_HIP_CA.paa
&#92;ca&#92;air&#92;data&#92;ico&#92;mi17_hip_mg_CA.paa
&#92;ca&#92;air&#92;data&#92;ico&#92;ka50_CA.paa
&#92;ca&#92;air&#92;data&#92;ico&#92;av8b_CA.paa
&#92;ca&#92;air&#92;data&#92;ico&#92;mh6_lb_sp_CA.paa
&#92;ca&#92;air&#92;data&#92;ico&#92;mh6_lb_CA.paa
&#92;ca&#92;air&#92;data&#92;ico&#92;ah6_lb_sp_CA.paa
&#92;ca&#92;air&#92;data&#92;ico&#92;ah6_lb_CA
&#92;ca&#92;air&#92;data&#92;ico&#92;uh_60_CA.paa
&#92;ca&#92;air&#92;data&#92;ico&#92;uh_60mg_CA.paa
&#92;ca&#92;air&#92;data&#92;ico&#92;ah1z_CA.paa
&#92;ca&#92;air&#92;data&#92;ico&#92;Para_CA.paa

&#92;Ca&#92;characters&#92;data&#92;Ico&#92;i_null_CA.paa
&#92;Ca&#92;characters&#92;data&#92;Ico&#92;i_Med_CA.paa
&#92;Ca&#92;characters&#92;data&#92;Ico&#92;i_SF_CA.paa
&#92;Ca&#92;characters&#92;data&#92;Ico&#92;i_sleader_CA.paa
&#92;Ca&#92;characters&#92;data&#92;Ico&#92;i_tleader_CA.paa
&#92;Ca&#92;characters&#92;data&#92;Ico&#92;i_off_CA.paa

&#92;ca&#92;Weapons&#92;data&#92;ico&#92;m2_mg_CA.paa
&#92;ca&#92;Weapons&#92;data&#92;ico&#92;M119_CA.paa
&#92;ca&#92;Weapons&#92;data&#92;ico&#92;DShKM_mg_CA.paa
&#92;ca&#92;Weapons&#92;data&#92;ico&#92;AGS_static_CA.paa
&#92;ca&#92;Weapons&#92;data&#92;ico&#92;D30_CA.paa
&#92;ca&#92;Weapons&#92;data&#92;ico&#92;searchlight_manual_CA.paa
&#92;ca&#92;Weapons&#92;data&#92;ico&#92;i_regular_CA.paa
&#92;Ca&#92;weapons&#92;Data&#92;Equip&#92;m_makarov_CA.paa
&#92;Ca&#92;weapons&#92;Data&#92;Equip&#92;m_m9_beretta_CA.paa
&#92;Ca&#92;weapons&#92;Data&#92;Equip&#92;m_HKM5_CA.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;m_ak74_ca.paa
&#92;ca&#92;weapons&#92;data&#92;equip&#92;m_20stanag_CA.paa
&#92;ca&#92;weapons&#92;data&#92;equip&#92;m_30stanag_CA.paa
&#92;ca&#92;weapons&#92;data&#92;equip&#92;m_G36_CA.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;m_m249_ca.paa
&#92;Ca&#92;weapons&#92;Data&#92;Equip&#92;m_M24_CA.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;m_m240_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;m_svd_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;m_pk_ca.paa
&#92;Ca&#92;weapons&#92;Data&#92;Equip&#92;m_40mmHP_CA.paa
&#92;Ca&#92;weapons&#92;Data&#92;Equip&#92;m_FlareWhite_CA.paa
&#92;Ca&#92;weapons&#92;Data&#92;Equip&#92;m_FlareGreen_CA.paa
&#92;Ca&#92;weapons&#92;Data&#92;Equip&#92;m_FlareRed_CA.paa
&#92;Ca&#92;weapons&#92;Data&#92;Equip&#92;m_FlareYelow_CA.paa
&#92;Ca&#92;weapons&#92;Data&#92;Equip&#92;m_30mmHP_CA.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;m_M136_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;m_Javelin_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;m_pg7_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;m_PG7VL_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;m_Stinger_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;m_strela_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;m_satchel_CA.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;m_AT15_ca.paa (mine)
&#92;CA&#92;weapons&#92;data&#92;equip&#92;m_TM46_ca.paa (mine)
&#92;CA&#92;weapons&#92;data&#92;equip&#92;m_RGD5_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;m_M67_CA.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;m_ANM8_white_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;m_m18red_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;m_m18green_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;m_battery_CA.paa (laser desig)
&#92;CA&#92;weapons&#92;data&#92;equip&#92;w_M9_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;w_M9SD_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;w_makarov_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;w_makarovSD_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;w_ak74_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;w_ak74gp25_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;w_aks74u_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;w_aks74un_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;w_g36_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;w_g36c_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;w_g36k_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;w_m16_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;w_m16m203_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;w_m24_green_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;w_m240_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;w_m249_ca.paa
&#92;ca&#92;Weapons&#92;Data&#92;equip&#92;w_m4_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;w_m4aim_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;w_spr_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;w_m4gl_acog_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;w_m4SD_aim_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;W_HKM5_SD6_CA.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;W_HKM5_A5_CA.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;w_pk_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;w_SVD_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;W_m136_launcher_CA.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;w_javelin_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;w_fim92_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;w_rpg7_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;w_9k32_ca.paa
&#92;CA&#92;weapons&#92;data&#92;equip&#92;w_binocular_ca.paa
&#92;Ca&#92;weapons&#92;Data&#92;Equip&#92;W_SOFLAM_CA.paa (laser desig)
&#92;CA&#92;weapons&#92;data&#92;equip&#92;w_nvg_ca.paa

iLL
Dec 30 2006, 18:59
This is a full list of workable building classes with pictures to allow mission editors to scroll through all the buildings to find what there looking for, and the classname is displayed to the left of the picture.

please note, theres 597 images which totals to 40meg of loading, bear with it http://forums.bistudio.com/oldsmileys/smile_o.gif

http://www.armaleague.com/buildingclasses

Wiper
Jan 1 2007, 12:24
great list, thx
can someone add the missing leaders please ?:

"OfficerW"
"TeamLeaderW"
"SquadLeaderW"

"OfficerE"
"TeamLeaderE"
"SquadLeaderE"

"OfficerG"
"TeamLeaderG"
"SquadLeaderG"

also block with the civilian units would be great.
if no one has it ready for copy&paste i might post it here

edit: well ok, the complete list can be found in the BIKI
http://community.bistudio.com/wiki/Category:Reference_Lists
and this should be fine

Shadow
Jun 23 2007, 08:38
Please quote the questions in your posts when you are providing the solution. You may quote images in this thread when you are providing a solution.
We will delete a post with a question when a solution has been provided to keep the thread as clean as possible with quick access to solutions to problems.



Does anyone know the weapon and magazine classnames for the A-10 Mavericks?
Weaponname: mavericklauncher
Magazinename: 5rnd_maverick_a10


Quote[/b] ]I keep posting " thank you", are you the one deleting it?
hmmmmm
Yes http://forums.bistudio.com/oldsmileys/smile_o.gif

Balschoiw
Jun 25 2007, 11:07
Removed link for obsolete faces and uploaded new 1.08 face reference plus tutorial.
You can download it here (http://www.ciahome.net/~web7_balschoiw/Facetutorial.rar)
or go to the Biki SetFace page and download it from there (http://community.bistudio.com/wiki/setFace).

Kronzky
Jul 7 2007, 15:45
Since this question is coming up over an over again:

To have access to more objects than the ones available in the editor you need an "Editor Update".

There exist two versions:

* 6thSense.eu&#39;s EditorUpdate (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=55036;hl=edit), which give you access to objects that already have class names, and are just not listed in the editor (about 400 objects).

* EditorUpdate 1.02 by LowFly (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=59830;hl=edit), which creates custom classes for every object in ArmA (over 1,000 objects).
This update has to be treated like a custom addon, i.e. if you are using objects from this update in your mission people will need to have this update installed as well to play it. (This is not the case with the first, smaller update).

nickk13579
Jul 25 2007, 20:44
What is the database name for West officers?

ManDay
Jul 28 2007, 15:48
Procedure:

Open Arma, Start Editor, Place an Officer, Save the mission, Take a look into the mission.sqm http://forums.bistudio.com/oldsmileys/wink_o.gif

Or

Open Arma, Start Editor, Place an Officer, Place a &#39;hint format["%1",typeOf this];&#39; in the Initline.

=> OfficerW

E: But what are you asking for? Do you have your eyes closed while browsing the Biki?

http://community.bistudio.com/wiki/ArmA:_Infantry
http://community.bistudio.com/wiki/Operation_Flashpoint:_CfgVehicles

Balschoiw
Aug 16 2007, 11:03
Added an online gallery of Arma 1.08 faces to spare people from downloading the whole set if they are just looking to get the names of some faces.
You can browse all Arma 1.08 faces at the Arma faces gallery (http://www.ciahome.net/~web7_balschoiw/ArmaAlbum/index.html)

Kenbow
Aug 29 2007, 16:50
Originally written by: XCess
Source: Sickboy &th sense forum

Giving the player the ability to switch units (known as team switch) is pretty simple in Armed Assault, and requires only a very basic knowledge of the scripting language.
Commands
There are several commands associated with this feature:
- enableTeamSwitch
- addSwitchableUnit
- teamSwitch
- teamSwitchEnabled
- selectPlayer
- setPlayable
- switchableUnits
- removeSwitchableUnit

addSwitchableUnit:
Adds a single unit to team switch
eg: addSwitchableUnit aP

enableTeamSwitch:
This turns team switch on.
eg: enableTeamSwitch true

teamSwitch
Forces the team switch dialog to appear.
eg: teamSwitch

teamSwitchEnabled
Check if team switch has been turned on.
eg: ?(teamSwitchEnabled) : teamSwitch

selectPlayer
Forces a player to switch to a specific unit.
eg: selectPlayer aP

setPlayable
Makes a unit playable, therefore, entering them into an array of switchable units.
eg: setPlayable aP
note: playable units can also be set in the editor, in the control drop down menu when placing a unit.

switchableUnits
Returns an array of all units eligible for teamswitch.
eg: _x = switchableUnits

removeSwitchableUnit
Removes a unit from the array of switchable units.
eg: removeSwitchableUnit ap

Possibilities
This new features adds quite a few possibilities to the game other than the obvious switching of roles when you die. This feature allows something that many mission creators
begged and wished for in Operation Flashpoint, the ability to change clothes in game.
Have you ever wished you could sneak through a town dressed as a civilian, and then pick up a gun and a uniform when you meet your comrades? Have you ever wished you could take that big, cumbersome ghillie suit off while in town? Have you ever wished you could steal the uniform of a dead foe and pretend to be one of their kind? Well, now you can, and, for all you realists out there, team switch can be disabled on death. So you don&#39;t have to worry about switching into other peoples bodies when you die.

Disabling Team Switch On Death
Team switch can be used purely as a role or uniform changing feature. If you wish to allow changing of uniforms or roles without giving the player the advantage of having multiple
lives, there is a simple trick to make this possible.
Create a trigger, change nothing other than the condition and onActivation fields.
In the condition field type: &#33;(alive player)
In the onActivation field type: enableTeamSwitch false
Now you can switch clothes without switching lives.
So does this "uniform-switching" work in MP games? I haven&#39;t heard of this before, but it sounds very interesting.

What would a basic script to run something like this look like? Anyone have an example script?

Doolittle
Sep 21 2007, 22:37
teamswitch does not work in MP. In my CTI mission I give the illusion of it working by allowing the user to switch spots & weapons with their squad AI. The user model doesn&#39;t change though. http://forums.bistudio.com/oldsmileys/sad_o.gif

Gorath
Oct 10 2007, 06:24
Could someone please tell me what&#39;s Queens Gambit shipwrecks classname? It seems to be missing in biki.

ManDay
Oct 11 2007, 15:32
If possible place it in the edior manually, save the mission, swap the window with Alt + Tab, go to your missions folder, open your mission.sqm with the editor and see it yourself :>

Matte_PL
Oct 12 2007, 10:43
Hello Guys&#33;
Can someone tell me where can I find Moves list from Queens Gambit?

Vänskä
Nov 9 2007, 10:14
This is a full list of workable building classes with pictures to allow mission editors to scroll through all the buildings to find what there looking for, and the classname is displayed to the left of the picture.

please note, theres 597 images which totals to 40meg of loading, bear with it http://forums.bistudio.com/oldsmileys/smile_o.gif

http://www.armaleague.com/buildingclasses
Link not working. Any place to found these?

Dr_Eyeball
Nov 9 2007, 11:14
@<hidden>¤nskä,
See page 2 of this building class list (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=71;t=56616;st=15) post.
This file is still available at Armaholic building classes 3 (http://www.armaholic.com/page.php?id=596) download page.

Specter
Jul 14 2008, 17:48
i&#39;m looking for the magazine-name for the warfare static aa-launcher (stinger). weapon is stingerlauncher_twice and ammo is (according to "this addeventhandler ["fired",{hint format ["%1",_this select 4]}]") m_stinger_aa, but when i try to add that as magazine i get an error

Knight Trane
Dec 2 2008, 19:32
Anybody got a link or list of Buildings with animations.

11aTony
May 18 2009, 19:22
Squad Leader = US_Soldier_WDL_SL
Team Leader = US_Soldier_WDL_TL
Rifleman = US_Soldier_WDL
Medic = US_Soldier_WDL_Med
Designated Marksman = US_Soldier_WDL_Sniper
Automatic Rifleman = US_Soldier_WDL_AR
Machinegunner = US_Soldier_WDL_MG
Rifleman (GL) = US_Soldier_WDL_GL
Engineer = US_Soldier_WDL_Engineer
AT Specialist = US_Soldier_WDL_AT
AA Specialist = US_Soldier_WDL_AA

Becouse this units will probably be in next "final" patch ;).