@peacefull Nation can we ask how old you are, and where you are from? Just curious, might color this playful banter with a bit of texture.
We are here to help if you get stuck, or start a meaningful dialog with something of substance, but you must understand coding in any computer language is complicated stuff and can take years to learn. These are not simple requests. Its like asking "how do you build a house?" Its not a simple quick answer. If you are in school you may get stuck with a specific problem; ask away, we love to help. But you can NOT simply smack the guy next to you and demand his entire homework. The ArmA Hobby (and this community) is fantastic. You get out of it what you put into it. At least try to show us you are here to participate, rather than just "demand our homework". Here are some Notes, Tips, Links, etc:
These are ONLY the basics to get you (or anyone new) started...
There is a great resource of Mods, and Projects you can download (and see how they are made) from:
Armaholic and Steam Workshop. Here is the ArmA Steam Workshop 101 Link.
Don't forget about the "sticky threads" at the TOP of each Forum Section. There are some good resources there like:
Scripting Introduction for Beginners
Here are the links to BIS' ArmA 3 Script Commands, and Functions Library. There are Examples, Syntax, Info, etc on those pages.
I HIGHLY recommend writing your own Script Files (.sqf) in a Text Editor like Poseidon, or Notepad++. Do NOT use the Debug Console for large chucks of code you dug up off the Internet somewhere. I recommend you use that for small snippets of things, or to test or check something quick, or perhaps to fix something during the game.
There are several ways to script, and modify the game. Most people use multiple techniques combined. You can keep it simple, or create huge complex systems.
You can paste small bits of code DIRECTLY into the Eden Editor without using .sqf files. Paste, or Write your scripts right into the "Init Box" for any Object or Unit. For EXAMPLE, Double-Click any Unit you have placed, and put in the Init Box (short for initialization box): this setDir (random 360); That will make the Unit start the game facing in a Random Direction. I'm using the setDir command here from BIS' Script Command Library. You can use "this" if using the Eden Editor and the code is referring to "itself". You can Name the Unit as well, and use its name from ANYWHERE, like a different INIT BOX, or Script File, etc. For Example: Jack setDir (random 360);
Just one line of code. Simple. Start small, and keep it simple. Then when you are comfortable, add lines of code to that one. When you expand into numerous lines of code, start practicing using .sqf Files.
You can execute these SQF Files with execVM "arma_file.sqf"; as an Example. You put all of your Script Files into your Mission Folder. So lets say you created the same setDir code as above for Jack, in a File, you could name it "arma_file.sqf" then execute from a INIT BOX, or a Trigger, or through the Debug Console, etc. If you have a complex system, you may have several Folders to keep things organized, so then you'd use execVM "folderpath/subfolder/arma_file.sqf"; as example.
Here I'm using the execVM from the, ...wait for it... yup, you guessed it, the Script Library as noted above. Start Small, and add lines of code as you grow as a hobbyist and/or a coder.
Start with creating a "init.sqf" File into your Mission Folder. This is the SAME as the INIT BOX. The game will automatically find and execute this at the Game Start. Just create the File in ANY Text Editor (even plain Notepad will work), and Name it init.sqf, and make sure its saved into your Mission Folder. At this point, when you Open your Mission Folder, there will ONLY be 1 File inside of it called mission.sqm this is the basic Mission File for the Game (DO NOT OPEN or change it).
"Where do I find the Mission File you ask?" You can find these in Documents >> ArmA 3 >> User Name >> MissionName.maplocation after you create a map/mission and SAVED it.
And to finish this up, I'll add... To test and experiment more quickly, I recommend using a Radio Trigger to execute your code. Set it to "repeating" so you can click-it over and over. Set it up to execute your Script File. Using the Example as above, set the Radio Trigger Activation Box to: _nul = [ ] execVM "arma_file.sqf";
Then all you have to do is ALT+TAB back and forth from the Text Editor and the Game to test, experiment, and build code faster. (You'll also want to ALT+TAB out of the Game anyways, to check and look up the BIS Wiki, Commands, Forums, etc.)
If you are familiar with the Game, you should understand how Radio Triggers work. If not, you should master the basics of the game itself, BEFORE moving on to Scripting. (You can also execute small code directly inside the Radio Trigger as well, as yet another option)
Okay, that was way longer than I had intended. Hope that gets you pointed in the right direction. That was my 2 cents worth, and giving BACK to the community, as we ALL were new like you at some point. PLEASE try and demonstrate you are at least trying to learn and understand, rather than just "give me your homework!".
Script small, and dream big! Baby steps!!
Over & Out.