recursal/Fanatic-Fandom huggingface dataset:
2D Editor: Synchronization

File:Icon map synchro.jpg
Synchronization mode is used to make different groups carry out their waypoint orders at the same time, and optionally only under specific circumstances. Synchronization can seem a hard concept to understand at first, but it is a very powerful and easy to use tool. For example, synchronization can be used to organize friendly forces to wait until everyone is in position before launching a mass attack, or wait in ambush until an enemy convoy is in the perfect location before opening fire. Synchronizing links can be made between any of a group's waypoints and any number of other group's waypoints, and any number of triggers. A synchronized waypoint will not complete until all waypoints it is linked with are ready to complete, and all synchronized triggers are activated. Synchronizing links are displayed by a dark blue line connecting the entities. To create a synchronized link between a waypoint and another group's waypoint or a trigger, simply left click and hold on the waypoint, move the mouse to the desired waypoint/trigger then release. To remove synchronization lines from a waypoint or trigger, left click on it, hold and drag a line into empty space. Note this will remove **all** synchronizing lines from that entity, so be careful.

When a group's current waypoint is synchronized, the HUD will display the waypoint type as "Wait", and the group will move to the waypoints position, even if the true waypoint type would not normally involve moving to the waypoint's position. Another important thing to know is that while a group's waypoint's *Activation* code block does not return true, but the waypoint is otherwise ready to activate that waypoint will be considered complete for the purposes of synchronization! It is possible to link one waypoint with more than one waypoint of another single group. It is also possible to create synchronized links that can never be satisfied, in which case no warning will be given and groups will stuck waiting forever.

Triggers do not wait for synchronized waypoints, only the waypoint needs to wait until the trigger is active. Lines of synchronization generally do not have any polarity, so it does not matter which waypoint is clicked on and which is dragged to. There are some exceptions to this rule. With some waypoint types such as *Get In* and *Join*, the synchronizing link has greater significance than just timing in this case, it defines which group shall join and which shall be joined. See those waypoints types descriptions for details. Game Logic's *OR* type waypoint
AddToRemainsCollector

1.32  点击图片可看到更多讯息

 Adds an array of vehicles/units to disposal manager for automatic wreck/body removal. The disposal manager follows wreck/body removal values set in description.ext
### 基本句法

句法:
 **addToRemainsCollector** remains 参数:remains: Array of Objects - array of vehicles/units返回值:
 Nothing
### 范例

范例1:`**addToRemainsCollector** [unit1, unit2, vehicle1];`
### 额外资讯

removeFromRemainsCollectorisInRemainsCollector
### 注意事项

*此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.*
新增注意事项 | 如何新增?
Bailarín

El Bailarín es uno de las clases disponibles en el juego de rol Magic Mercenaries añadido desde la primera versión del juego.

## Descripción

Los bailarines no tienen buenas capacidades de batalla por lo que se dedican a reducir las estadísticas de los enemigos a través de sus bailes.

## Equipamiento

La clase puede equiparse con los siguientes equipamientos.

* Accesorios
* Guante
* Lanza
* Túnica

## Personajes

Listado de personajes disponibles pertenecientes a esta clase con sus estadísticas base al nivel 1.

## Habilidades

Listado de habilidades disponibles para esta clase.
ArmA: Texture Naming Rules

The texture name should be simple ascii, containing only letters, digits and underscore (no letters with diacritics). Only one dot is allowed leading the extension.

Example of texture name:

```
M151A1_fuelTank01_CO.tga

```

The source texture file format is PNG (preferred) or TGA (no compression, only 24b or 32b).

Example:

```
objectName_textureName_textureType.tga

```

textureType is predefined suffix, that allows to choose proper compression and other transformation for the texture. The actual transformation is defined by TexConvert.cfg (used by both Pal2PacE and TexView 2 tools).

* \_CO - color (diffuse map), sRGB color space
* \_CA - color with alpha (diffuse map with alpha), sRGB color space
* \_NO - normal map
* \_NS - normal map specular (with alpha)
* \_NOF - normal map faded (mipmaps fade the texture with distance, useful for terrain)
* \_NON - normal map with noise in alpha channel (noise is used for vegetation LODs blending)
* \_NOHQ - normal map high quality
* \_NOVHQ - normal map high quality
* \_DT - detail texture, average color should be 0.5, texture has got fade out filter in mipmaps
* \_CDT - colored detail texture, average color should be 0.5 in all R G B channels, texture has fade-out filter in mipmaps
* \_SKY - sky texture
* \_MC - macro texture, sRGB color space
* \_AS - ambient shadow texture
* \_SM - specular map
* \_SMDI - optimised specular map for better bitdepth
* \_LCO - layer color map, texture used for satellite and mask textures on the terrain
* \_MCO - multiply color map, texture used to multiply with color map (as cdt) without fade-out filter, average color should be 0.5 in all R G B channels

Only some formats use sRGB Color Space, others use linear space.
AllPlayers

1.48  点击图片可看到更多讯息

 Returns a list of all human players including dead players. The command also returns all connected headless clients. To filter headless clients out:
`_justPlayers = **allPlayers** - entities "HeadlessClient_F";`
**NOTE:** In player hosted game, the complete array of **allPlayers** may get delayed at the start. Use BIS\_fnc\_listPlayers if you need it earlier
### 基本句法

句法:
 **allPlayers** 返回值:
 Array
### 范例

范例1:`{
 systemChat format [
 "Player %1 is %2",
 name _x,
 ["dead", "alive"] select alive _x
 ];
} forEach **allPlayers**;`
范例2:`_bluNums = west countSide **allPlayers**;`
范例3:Find all human players if headless clients are used:`_allHCs = entities "HeadlessClient_F";
_allHPs = **allPlayers** - _allHCs;`
### 额外资讯

allCuratorsallGroupsallDeadallUnitsswitchableUnitsplayableUnitsvehiclesallUnitsUAVallDeadMenisPlayer
### 注意事项

*此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.*
新增注意事项 | 如何新增?
Alive

1.00  点击图片可看到更多讯息

 Check if given vehicle/person/building is alive (i.e. not dead or destroyed). **alive** objNull returns false.
### 基本句法

句法:
 **alive** object 参数:object: Object to test返回值:
 Boolean: true when alive, false when dead
### 范例

范例1:SQS: `?!(**alive** player) : exit`
范例2:SQF: `if (!**alive** player) exitWith {};`
### 额外资讯

setDamagedamage
### 注意事项

*此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.*
新增注意事项 | 如何新增?

### Bottom Section

Posted on October 19, 2015 - 23:48 (UTC)
Pierre MGI

Alive or not could be the question! in multi-player, missions come with respawn module(s). When a player is dead shot, (alive player) will return false, then almost immediately true if the "revive" respawn template is enabled, then could turn on false if time for assistance is elapsed or if the player activates the respawn menu before; and finally true after player respawns. Just be aware that in that case (respawn + revive enabled), the status of the player is toggling: true false true false true. Then, alive status while player is waiting for being rescued could lead to some error scripts as player is supposed to be alive but in limbo and the dead entity "player" passed to server.
A = b

1.00  点击图片可看到更多讯息

### 开始使用于

游戏:
Operation Flashpoint
版本:
1.00

### 描述

描述:
将右侧表达式值赋给左侧变量，从技术上来说这不是一个命令且为列入supportInfo。这更像一个编译指令。而且，你不能这样做 a = b = c = 4;

### 基本句法

句法:
**=** 值参数:值: Anything返回值:
Nothing

### 范例

范例1:`_value = 5`
`_mygroup = group player`
`_greeting = "Hello!"`
`_enemytank = mytank1`
### 额外资讯

操作符
### 注意事项

*此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.*
新增注意事项 | 如何新增?

### Notes

Posted on December 15, 2006 - 05:27

**Kronzky**

可以通过下列语法实现传统的赋值:

`_msg = if (alive player) then {"you're alive"} else {"you're dead"}`

Posted on June 22, 2009 - 16:27

**Alef**

还可以给 数字赋值。数字不会被改变。当结果不被使用时更为有用，可以替代用nul或者nil赋值。
`0 = [player] execVM "myScript.sqf"`
Ammo

1.00  点击图片可看到更多讯息

 Check how many rounds are left in the currently loaded magazine in the given muzzle. Since Arma v1.55.133505 the command also returns ammo for units in vehicles.
### 基本句法

句法:
 unit **ammo** muzzle 参数:unit: Object
muzzle: String - muzzle of a weapon. See the topic Category:Weapons for reference about possible values.返回值:
 Number
### 范例

范例1:`_count = player **ammo** "M16"; //returns 30 in case of a full magazine`
范例2:`_count = player **ammo** "M203Muzzle";`
范例3:`_count = player **ammo** primaryWeapon player;`
### 额外资讯

setAmmosomeAmmomagazines
### 注意事项

*此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.*
新增注意事项 | 如何新增?

### Notes

Posted on February 17, 2012
**kju**
**OA 1.60**: The command works (now?) also for units in vehicles. However only for the vehicle's gunners' weapons - aka those returned by "weapons vehicle".
AllUnitsUAV

0.76  点击图片可看到更多讯息

allCuratorsallGroupsallDeadplayableUnitsswitchableUnitsvehiclesallDeadMenagentsshowUAVFeedshownUAVFeedgetConnectedUAVUAVControlconnectTerminalToUAVisUAVConnected
### 注意事项

*此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.*
新增注意事项 | 如何新增?

### Bottom Section

Posted on October 10, 2014 - 01:23 (UTC)
AgentRevolution

This command returns a list of all unmanned **vehicles**, not the UAV AI units inside them, as the name might otherwise suggest.
AddEventHandler

File:Ofpr version.gif 1.85  点击图片可看到更多讯息

 Adds an event handler to a given unit. For more information about event handlers and their types check the scripting topic Event handlers in this reference. You may add as many event handlers of any type as you like to every unit. For instance, if you add an event handler of type "killed" and one already exists, the old one doesn't get overwritten. Use removeEventHandler to delete event handlers.

Every event will create an array named **\_this**, which contains specific information about the particular event. (e.g. the "killed" EH will return an array with 2 elements: the killed unit, and the killer.)

### 基本句法

句法:
 object **addEventHandler** [type, command] 参数:object: Object
[type, command]: Array
type: String - Event Handler type
command: Code or String - code that should be executed once the event occurs, by default executed in missionNamespace返回值:
 Number - The index of the currently added event handler is returned. Indices start at 0 for each unit and increment with each added event handler.
### 范例

范例1:`_EHkilledIdx = player **addEventHandler** ["killed", {_this exec "playerKilled.sqs"}]`
范例2:`this **addEventHandler** ["killed", "hint format ['Killed by %1',_this select 1]"]`
### 额外资讯

多人游戏:
Some event handlers are persistent (i.e. they stay attached to a unit, even after it dies and respawns).

 "Killed" and "Hit" eventhandlers are executed where given unit is local.
也可以看看:
EventHandlers listaddMPEventHandlerremoveEventHandlerremoveAllEventHandlers
### 注意事项

*此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.*
新增注意事项 | 如何新增?

### Bottom Section

Posted on July 7, 2015 - 21:06 (UTC)
Killzone Kid

When using overridable EH, such as "InventoryOpened" and similar, where returning true allows to override default action, exitWith cannot be used to return value. So:
`if (whatever) exitWith {true}; false;`
Forget about it, will not work. Instead use:
`if (whatever) then {true} else {false};`
100% satisfaction guaranteed!
AddTeamMember

File:Arma2 version.gif 1.00  点击图片可看到更多讯息

 Add given member to given team. Effect is local, unless both member and team are local to PC on which command is executed, then effect is global.

 The same Team Member can be member of several different teams at the same time.
### 基本句法

句法:
 team **addTeamMember** member 参数:team: Team Member
member: Team Member返回值:
 Nothing
### 范例

范例1:`_team **addTeamMember** _teamMember;`
### 额外资讯

createTeamdeleteTeamforEachMemberTeamremoveTeamMemberteamMemberteamNameteamsteamTypeforEachMemberforEachMemberAgent
### 注意事项

*此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.*
新增注意事项 | 如何新增?
AddMagazine

1.00  点击图片可看到更多讯息

 Add a magazine to a person. Infantry units can only carry a specific number of magazines, once the magazine slots are filled, any further addMagazine commands are ignored.

*Note:* When you add a new weapon via scripting commands as well as the magazines for it, the **addMagazine** command has to be given *before* the addWeapon command, otherwise the weapon won't be loaded.

### 基本句法

句法:
 unitName **addMagazine** magazineName 参数:unitName: Object - person to add the magazines to

magazineName: String - magazine name. See the topic Category:Weapons for reference about possible values.返回值:
 Nothing
### 替代句法

句法:
unitName **addMagazine** [magazineName, ammoCount] *(Since Arma 2 OA 1.62)*参数:unitName: Object - person to add the magazines to

[magazineName, ammoCount]: Array
magazineName: String - magazine name. See the topic Category:Weapons for reference about possible values.
ammoCount: Number - Ammo quantity to be added to magazine.返回值:
Nothing
### 范例

范例1:`player **addMagazine** "30Rnd_556x45_STANAG";`
范例2:`player **addMagazine** ["30Rnd_556x45_STANAG", 15];`
### 额外资讯

addMagazineGlobaladdMagazine\_arrayaddMagazinesaddMagazineCargoaddMagazineCargoGlobaladdMagazinePooladdMagazineTurretremoveMagazineremoveMagazinesaddWeaponloadMagazine
### 注意事项

*此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.*
新增注意事项 | 如何新增?

### Notes

Posted on August 2, 2006 - 06:59
**Hoz**If the unit has magazines already, you may need to use the commands removeMagazine or removeMagazines to make space for the mags you want to add.

Posted on February 21, 2010 - 20:13
**Vigilante**In turreted vehicles the magazine is added to the first turret with >> primaryGunner = 1; << set in the Vehicles turret config part (and the magazine is ONLY added to the very first turret if more than one is configged with >> primaryGunner = 1; << ).

Posted on May 12, 2010 - 20:09
**Inkompetent**When wanting to add many magazines to an object's init-line it can be easier to use loops than to just repeat the addMagazine command.

If you want to add N magazines to an object either of the two below ways are handy, the first for fewer magazines, and the latter when you want to add many since it then is the easiest of the two to read.
`{this **addMagazine** "magazineClassName"} forEach [1,2,3,...,N];
for "_i" from 0 to (N - 1) do {this **addMagazine** "magazineClassName"};`
ArmA: Tweaking Tips

Low

Normal - for graphics card with 256 MB physical memory

High -

Very High - for graphics card with 512 MB physical memory

Default - this setting is designed to fully utilize graphics card with over 512 MB and any other card with unusual size of installed memory. It sets texture quality on maximum level and automatically estimates memory available. New in version 1.08

### Dedicated Server Bandwidth Settings

Bandwidth Settings can be found in the arma.cfg in /My documents/Arma/

Lets start with Min and max Bandwidth settings for arma and min errors to send.

The more players your hosting the more bandwidth your server requires to keep everything smooth.

Most players normally use 5-13kb when playing in game but will spike up on certain events such as players joining or when downloading content so a standalone dedicated server connected to at least a 10mbit line is recommended for optimal play.

To determine MinBandwith and MaxBandwith requirements for your server the examples below can be used as a guideline.

256kb Minbandwith, 512kb MaxBandwith times X number of Players use
So 265kb X 20 Players = 5120000

MaxMsgSend=; (Lower Values are suggested for CTF/DM maps and Higher Setting for evo/cti
Using too large of MaxMsgSend in a CTF causes stutter effects ctf=128/192 cti/evo 384/512)

MaxSizeGuaranteed=; (Shouldn't need to be changed)

MaxSizeNonguaranteed=;
(Raising this value means players are sent less bandwidth for events such as soldier or vehicle position. IE: A Lower value prioritizes those events)

MaxBandwidth= Max limit the server can send to players. (NOTE: Raising this too high can cause the server to send more data then clients can process which causes instability)

//Suggested Server min/max Bandwidth for dedicated servers
//256kb Min/512kb Max times X number of players

//64 player server
MinBandwidth=16384000;
MaxBandwidth=32768000;
MinErrorToSend=0.008;

//32 player server
MinBandwidth=8192000;
MaxBandwidth=16348000;
MinErrorToSend=0.008;

//24 player server
MinBandwidth=6144000;
MaxBandwidth=12288000;
MinErrorToSend=0.05;

//12 player server
MinBandwidth=3072000;
MaxBandwidth=6144000;
MinErrorToSend=0.05;

Example 32 player arma.cfg

MaxCustomFileSize=350000;
MaxSizeNonguaranteed=192;
MaxSizeGuaranteed=512;
MaxMsgSend=192;
MinBandwidth=16384000;
MaxBandwidth=32768000;
MinErrorToSend=0.008;

Ref: DefconServers.com [1]
AddBackpackCargoGlobal

File:Arma2oa version.gif 1.55  点击图片可看到更多讯息

 Add backpack(s) to the cargo space of vehicle. MP synchronized. Classname list of available backpacks is here
### 基本句法

句法:
 vehicle **addBackpackCargoGlobal** [packClassName, count] 参数:vehicle: Object to add the Backpack to

packClassName: String, See the topic Category:Weapons for reference about possible values.
count: Number返回值:
 Nothing
### 范例

范例1:`this **addBackpackCargoGlobal** ["TK_RPG_Backpack_EP1",2];`
范例2:`_apc **addBackpackCargoGlobal** ["US_Patrol_Pack_EP1",4];`
### 额外资讯

多人游戏:
MP Synchronized
也可以看看:
backpackContainerfirstBackpackunitBackpackbackpackbackpackCargogetBackpackCargobackpackItemsaddBackpackaddBackpackCargoremoveBackpackclearBackpackCargoclearBackpackCargoGlobalclearAllItemsFromBackpackloadBackpackbackpackSpaceForcanAddItemToBackpackaddItemToBackpackremoveItemFromBackpackeveryBackpackaddMagazineCargoclearMagazineCargoclearWeaponCargoaddMagazineCargoGlobaladdWeaponCargoaddWeaponCargoGlobaladdItemCargoaddItemCargoGlobal
### 注意事项

*此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.*
新增注意事项 | 如何新增?
ArmA: Unique Features

What makes Armed Assault unique? You don't have to look much further then some of the concepts of Operation Flashpoint and realize that **ArmA** will bring the gamers some new and interesting concepts. Here are just a few features that are unique to **ArmA**.

**Environmentals**

* HDR Lighting - Dynamic lighting with full real time shadows, blinding effect, eye light/dark adaptation.
* The engine allows for vast terrain sizes: see Sahrani, all of the island is available at once without any loading screens and waiting
* The entire map is covered by extremely large non-repeating *satellite* map
* Dynamically simulated night sky (star constelations, moon phases)

**Game Play**

* Team Switch - Switch between playable units who are members of your team.
* Situational awareness - Full support for looking around while moving, including support of TrackIR for head and body tracking. Unique simulation of real world field of view on the monitor. Comprehensive support for wide-screen and triple monitor configurations for extended field of view.
* Swimming - The ability to swim is now available!
* Large number of troops possible - 100+ units in one group (12 in Operation Flashpoint), 144 groups per side (64 in Operation Flashpoint)

**Realistic weapon simulation**

* Bullet deflection
* Penetrable material properties
* Destructible environments
* Simulated ballistics
* Simulated speed of sound
* Supersonic bullet crack
* Simulated weapon shaking based on character stamina (with ability to hold breath for a moment to get the weapon fully stabilized)

**Multiplayer**

* ArmA Warfare - first person strategy, multiplayer combat over the entire island
* Join in progress - Join multiplayer games while they're in progress.
* Support for large scale battles.
* Gamespy in-game server browser technology
* Built in voice over net with bandwidth usage balancing
* Persistent multi player battlefields

**Engine**

* Background streaming of data on the run
* Advanced Surface Definitions
* Advanced sound phenomenon modeling, including speed of sound delay and supersonic bullet effects

**What you see is what it is**

* You're there with your virtual self: there's no fake gun drawn on screen with bullets hiting targets in the middle of screen by miracle: every bullet is simulated and travels from the virtual muzzle on its path to the target.

*F**AI**R*

* The game is fair to both human and artificial players: the approach is to give them both equal opportunities. If AI can do something, the player can and vice versa.

**Creativity**

* The game is very open and friendly for anyone who wants to create their own content. (even more than Operation Flashpoint is)
* More flexible and configurable animation system.
* More complex vehicles possible, with multiple or cascaded turrets and multiple gunners
* Extended scripting capabilities with better performance.
AH64

Crew
 Armor
 Speed
 Weapons
 Vehicle classes

The AH-64 replaced the AH-1 in the US Army Aviation branch in 1982. The prototype was first flown in 1975. This helicopter is a pure attack gunship, capable of multiple attack mission types. Some other countries also ordered this gunship such as the Netherlands and the United Kingdom.

## Game

 Arma 2: British Armed Forces | AH-1 | BAF\_Apache\_AH1\_D | M230CRV7\_HEPDCRV7\_FATHellfireLauncher

## Mods

* Franze's AH64 (Operation Flashpoint)
* Ballistic Addon Studio - BAS (Operation Flashpoint)
* Cold War Rearmed (Armed Assault)
* Project 1985 (Armed Assault, ArmA 2)

Units in Operation Flashpoint
Air:
Camel

Armored:
Static Weapons

Car:
HMMWV

Men:
Special

Support:
UAZ

New Units in Armed Assault & ArmA 2
Air:
Missiles

Tracked:
Warrior

Wheeled:
SUV
ArmA: Server Side Scripting

The server has a separate Virtual Machine (VM) running administration scripts. This VM is completely independent on the game scripting environment and is designed to automate some administration tasks related to player administration and cheat detection. The basic way how scripts are executed is via event handlers reacting to some typical events, server admin can also execute individual commands using a chat command #exec.

Event handlers are defined in server.cfg file.

The scripting language shares the core (overall structure and syntax, arithmetic operations, control structures) with the scripting used in the game. There are a few commands specific to Server Side Scripting:

 numberOfFiles id | number of addons files used for given player - can be used to determine suitable values for checkFile

Following event handlers are executed:
Ambient Animals

## Introduction

**Ambient Animals** is a scripted module for ArmA 2 which dynamically generates both wild and farm animals around a unit.
It is launched server-side (1.04b) and animals are created around server player.

To stop animals spawning within a specific area, place a trigger named BIS\_ARZ\_0 (and subsequent areas BIS\_ARZ\_1, BIS\_ARZ\_2 etc).
ArmA: Terrain Editing

A map in ArmA is based on a regular grid network. Cell size can be freely set for every map but it's generally expected to be in range of meters or tens of meters. The engine uses automatically generated LOD system to draw the terrain more effeciently in larger distances.

Surface type is represented by two large textures placed over the entire map: satellite map for far away representation and look up mask refering to complex surface representation in close range (that includes multiple texture layers and optionally small ground clutter objects). See also Layered Terrain Surface Representation.

Objects and roads are represented and placed in similar way as in Operation Flashpoint. Main difference is that number of objects possible on one map is much higher thanks to the streaming technology or ArmA's new engine without long loading times or heavy memory requirements. So forest for example are no longer repesented by a simplified tricks but every individual tree or bush is located on the map.

### Introduction

Terrain editing is a great way to add content to BI games. Creating a new terrain can take several months, it will also involve a great deal of knowledge about addons and modelling. Don't let this discourage you, many great maps are available created by fans from all around the world.

### Getting Started

For information on creating islands for the different BI games, choose the appropriate section below and/or visit the the tools section.
A % b

1.00  点击图片可看到更多讯息

### 开始使用于

游戏:
Operation Flashpoint
版本:
1.00

### 描述

描述:
**a** 除以 **b**所得余数。

### 基本句法

句法:
a **%** b参数:a: 数值
b: 数值返回值:
数值

### 范例

范例1:
```
4.5 % 3
```

结果为 1.5
### 额外资讯

取余 操作符
### 注意事项

*此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.*
新增注意事项 | 如何新增?

### Notes

发表于 01:34, 16 April 2006

Hoz

* 余数在实数域中计算。
* **a % b** 等同于 mod

你可以用 %将一个十进制数圆整到最接近的整数。例如，如果你想用random 命令生成0到5间的一个整数，你可以在脚本中输入:

`_rand = random 6;`
`_num = _rand - (_rand % 1);`

在 A1中, 使用新命令 round, floor或者 ceil来取整更方便。

发表于July 21, 2015 - 14:55 (UTC)

SilentSpike
处理负数时需要注意。不同语言对负数的取模操作处理方式是不同的。 SQF中使用截断除法，因此:
`-12 % -10 = -2
-12 % 10 = -2`
`12 % -10 = 2
 12 % 10 = 2`
ArmA 2: Demo

File:Arma2 logo.png

## Overview

*ArmA 2 demo* allows you to experience the unique gameplay featured in the full version of *ArmA 2* including multiplayer, as well as samples of the vast amount of vehicles, weapons and units and realistic environment. The demo also contains a part of Chernarus terrain.

## Downloading

**File Size**: 2.6 GB

**Download mirrors**:

* ARMA 2 Steam demo
* GameUpdates.org (torrent)
* ARMA-Fr.net France
* Armed-Assault.de Germany
* Games.Tiscali.cz Czech Republic
* PCdome.hu Hungary
* GamesWelt.at Austria
* V2.fi Finland
* ComputerGames.ro Romania
* GameArena.com.au Australia
* ArmedAssault.info
* AtomicGamer.com
* AusGamers.com
* FanGaming.com
* FileFront.com
* FilePlanet.com
* FileShack.com
* Games.On.Net
* GamersHell.com
* Historygamer.info
* techPowerUp.com
* RapidShare.com
* WorthPlaying.com

## Installation

To install the game, please follow the instructions provided in the setup process.

### System requirements

**Minimal PC System Requirements**

* Dual Core CPU (Intel Pentium 4 3.0 GHz, Intel Core 2.0 GHz, AMD Athlon 3200+ or faster)
* 1 GB RAM
* GPU (NVIDIA GeForce 7800 / ATI Radeon 1800 or faster) with Shader Model 3 and 256 MB VRAM
* Windows XP

**Recommended PC System Requirements**

* Quad Core CPU or fast Dual Core CPU (Intel Core 2.8 GHz or AMD Athlon 64 X2 4400+ or faster)
* 2 GB RAM
* Fast GPU (NVIDIA GeForce 8800GT or ATI Radeon 4850 or faster) with Shader Model 3 and 512 or more MB VRAM
* Windows XP or Vista

## Troubleshooting

* **X3DAudio1\_6.dll**: If you receive the following error on launching the demo: "Demo failed to launch, X3DAudio1\_6.dll was not found," you need to make sure you have the latest Directx 9 Redistributable installed. It can be downloaded here.

* It's possible that extracting the demo with winzip can cause a **CRC or corruption error** to be reported, we recommend you use 7zip to extract the demo from the archive.

* **Installation problems**

- Uninstall ARMA II DEMO completely from the Startmenu.

- Manually erase all datas found in the installation folder of ARMA II DEMO

- Install ARMA II DEMO from scratch again.

* If at any point during a mission you become **stuck**, or the mission does not progress it is recommended that you restart the mission from the beginning. If the mission looks too hard for you, restart it as well with lower difficulty or try different approach. Missions can be played differently every time.

* If you encounter any **sound or graphical issues** while running the game, please make sure you have installed the latest versions of your hardware drivers and try to tweak your audio and video options.

## External Links

Official website

ArmA 2 - Forums

Bohemia Interactive
Mario

Mario

 Mario

Mario who was created by Shigeru Miyamoto is the most, successful character that has appeared in over 200 games since 1981 where he first appeared as "jumperman" in *Donkey Kong* on the NES . "Jumperman" was later on named Mario after Nintendo's landlord. Mario was so successful it saved Nintendo from their video game crash in 1983. To this day Mario has sold over 210 million units so far. Mario is still being created in games today with its most recent game, *Mario & Luigi: Paper Jam*. Mario was a big deal, because without Mario, Nintendo would have been in a different direction right now.

## Sources

List of Mario Games

Mario

Nintendo Fan Club
AllMapMarkers

0.50  点击图片可看到更多讯息

Since Arma 3 v1.57.134377 User defined markers have the following name format:
\_USER\_DEFINED #<PlayerID>/<MarkerID>/<ChannelID> where:
* <PlayerID> - unique network id of the player (same as \_id in onPlayerConnected)
* <MarkerID> - a marker counter id
* <ChannelID> - id of the chat channel on which marker was placed (see currentChannel)

### 基本句法

句法:
 **allMapMarkers** 返回值:
 Array of Strings
### 范例

范例1:`_markers = **allMapMarkers**;`

returns: ["marker1","\_USER\_DEFINED #2/0"]
范例2:`{
 private "_a";
 _a = toArray _x;
 _a resize 15;
 if (toString _a == "_USER_DEFINED #") then {
 deleteMarker _x;
 }
} forEach **allMapMarkers**;`
范例3:`if (_someString in **allMapMarkers**) then {
 hint (_someString + " is a valid marker name");
};`
### 额外资讯

createMarkerdeleteMarker
### 注意事项

*此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.*
新增注意事项 | 如何新增?

### Notes

Posted on March 17, 2014
**Waffle SS.**
**A3 1.12**: Markers placed in editor will be in the array as a string of their name. Markers placed by the player will begin with "\_USER\_DEFINED #."

Posted on March 17, 2014
Killzone\_Kid
To expand on the comment above. In Multiplayer, user created marker will appear in **allMapMarkers** as \_USER\_DEFINED #ID/Number, where ID is unique id related to \_id param from onPlayerConnected and Number is sequential integer incremented by 1 with each marker placement by the IDed user.
AddPrimaryWeaponItem

0.50  点击图片可看到更多讯息

As of Arma 3 DEV 1.37, this command also supports weapon magazines.
addWeaponItemremovePrimaryWeaponItemremoveAllPrimaryWeaponItemsaddSecondaryWeaponItemaddHandgunItemweaponsItemshandgunItemsprimaryWeaponItemssecondaryWeaponItems
### 注意事项

*此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.*
新增注意事项 | 如何新增?

### Bottom Section

Posted on June 22, 2014 - 23:08 (UTC)
**SilentSpike**

If the item being added is not supported by the unit's weapon then the command will simply fail silently. The item is also **not** added to the unit's inventory in such a case.
AllVariables

1.38  点击图片可看到更多讯息

* CONTROL
* TEAM\_MEMBER
* NAMESPACE
* OBJECT
* GROUP
* TASK
* LOCATION

 **allVariables** namespace 参数:namespace: Control, Team Member, Namespace, Object, Group, Task, Location返回值:
 Array of Strings - array of variable names
### 范例

范例1:`_allVars = **allVariables** uiNamespace;`
### 额外资讯

allControlsallDisplaysallCuratorsallGroupsallDeadallDeadMen
### 注意事项

*此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.*
新增注意事项 | 如何新增?
Reira Fumiko

"I will kill just for my senpai I kill only for his and my friends sake I want him to love me so that shall be my wish as a magical girl"Template:Chara Info

***Reira Fumiko*** Became a magical girl for only one reason and that's because of her senpai *James Andrew Wanatabe* He is part of Reiras' class and is always either his partner or seatmate but one awfull day her senpai got really sick there was no known cure for this sickness

SOO.... her wish was to heal and him and make him survive her wish was completed and senpai was saved but that lead to Reira becoming a magical girl she is the best at Hand to hand combat when it comes to real life and in magical girl form

## Appearance~

Reira looks like a Lolita in real life and wears glasses she has long black hair and pretty beautifull black eyes that sparkle

## Personality~

Even if Reira looks kind and sweet but there is a other side of her when she sees someone close to her senpai a Yanere mode she goes crazy BONKERS and is called "The Killer Yandere" but she really is a smart girl and good with working with strategies but she only has 5 friends who are those she protect only in the magical world

## Magical Girl Form~

Reiras hair turns pink hen her eyes goes to red when she gets really mad her outfit is her uniform but it has stains of blood from her enemies

### weapons

* Knife of a million shatters~can break anything litteraly!!!

~to be continiued~
AnimationSourcePhase

1.57  点击图片可看到更多讯息

 Returns current animation phase of given source. Similar to animationPhase or doorPhase but designed to complement animateSource.
### 基本句法

句法:
 object **animationSourcePhase** source 参数:object: Object
source: String返回值:
 Number
### 范例

范例1:`_phase = house **animationSourcePhase** "Door_1_source";`
### 额外资讯

animateSourceanimationPhasedoorPhase
### 注意事项

*此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.*
新增注意事项 | 如何新增?
Ambient Parameters

Dynamic ambient parameters:

* **rain** 0..1 rain intensity
* **windy** 0..1 wind streght (0 m/s ->0, 20 m/s -> 1)
* **night** 0..1 night "intensity"
* **deadBody** 0..1 is the place close to a dead body? (0 m ->1, 10 m -> 0)

Static ambient parameters:

* **meadow** 0..1 how much does the surrounding have a character of a meadow
* **trees** 0..1 how many tress are growing in the area
* **forest** 0..1 forest density
* **hills** 0..1 how much is the place "hilly" (160 ASL -> 0, 400 ASL -> 1)
* **houses** 0..1 how many houses or other building are around
* **sea** 0..1 is the place close to a sea? (0 m->1, approx. 100 m->0)
* **waterDepth** 0..M where M is the actual water depth, and 0 on land.
* **camDepth** 0..1 ???

Operators:

* mathematical operators
* **randomGen N** float from 0 to N
* **factor [p,q]** (V-p/q-p) if p <= V <= q, 0 otherwise
* **interpolate [p,q,r,s]** (V-p/q-p)\*(s-r) + r

Parameters can be combined into Simple Expressions, like:

```
"meadow * (1 - rain) * (1 - night)"
"(10 - (5 * rain)) * (1 - sea) * (windy factor [0.2, 0.5])"
"sea - waterDepth" // neat way to retrieve the loveliest beaches/coastal places
"sea - waterDepth + (waterDepth factor [0.05, 0.5])" // ...even more fine tuning w.r.t water depth using factor!

```
AddItemToBackpack

1.04  点击图片可看到更多讯息

 Create new item and store it to soldier's backpack. The item can also be a a weapon or a magazine.
### 基本句法

句法:
 unit **addItemToBackpack** item 参数:unit: Object
item: String返回值:
 Nothing
### 范例

范例1:`player addItemToBackpack "arifle_MXM_Hamr_pointer_F";`
范例2:`player addItemToBackpack "itemGPS";`
### 额外资讯

addItemToUniformaddItemToVestbackpackContainerfirstBackpackunitBackpackbackpackbackpackCargogetBackpackCargobackpackItemsaddBackpackaddBackpackCargoaddBackpackCargoGlobalremoveBackpackclearBackpackCargoclearBackpackCargoGlobalclearAllItemsFromBackpackloadBackpackbackpackSpaceForcanAddItemToBackpackremoveItemFromBackpackeveryBackpack
### 注意事项

*此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.*
新增注意事项 | 如何新增?
Herschelii

**The Herschelii** are the first known advanced civilization and one of the first early life forms in the entire universe.

## Achievements

They started on their home world of Tronaii and were trendsetters in a series of firsts. They were the first to leave their solar system, first to colonize their own galaxy and the first to reach a distant galaxy (even though the first time they were slaughtered when they unknowingly entered Sk'Oran airspace.

The Herscheliiwere not the only species to colonize galaxies but they were in fact the first, and because of this are considered to be one of the largest influences in species development as almost all species link back to them in one way or another.

## Technologies

They were able to reach 10% of the speed of light when they first started the program and had reached around 50% when a new technology was developed that made that form of travel obsolete overnight. This allowed them to travel to nearby stars and spread life to them. The pods they launched advanced robots that can automate base construction and thaw people out when ready.
Append

1.40  点击图片可看到更多讯息

NOTE: **append** does not return array, it modifies existing array. If you need to return a copy, use "+":
`array3 = array1 + array2;`
### 基本句法

句法:
 array1 **append** array2参数:array1: Array
array2: Array返回值:
 Nothing
### 范例

范例1:`_arr = [1,2,3];
_arr **append** [4,5,6];
hint str _arr; //[1,2,3,4,5,6]`
### 额外资讯

setpushBackpushBackUniqueapplyselectresizereversecountfindinforEachdeleteAtdeleteRangesortparamparamstoArraytoStringarrayIntersectarrayIntersectsplitStringjoinStringBIS\_fnc\_arrayPushStackBIS\_fnc\_arrayPush
### 注意事项

*此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.*
新增注意事项 | 如何新增?

Posted on March 9, 2015 - 00:41 (UTC)
Heeeere's Johnny!

`_array1 **append** _array2` is roughly 1.2x faster (depending on array size) than `_array1 = _array1 + _array2`(Averaged over 10.000 iterations with two identical arrays containing the numbers 0 through 9)

The larger the arrays to append, the faster **append** is as it does not create a new array, which happens with array addition.

Posted on May 21, 2015 - 10:27 (UTC)
Killzone Kid

Array "unshift" implementation using **append**, a faster alternative to BIS\_fnc\_arrayUnShift:
`KK_fnc_unshift = {
 private ["_arr", "_tmp"];
 _arr = _this select 0;
 _tmp = [_this select 1];
 _tmp **append** _arr;
 _arr resize 0;
 _arr **append** _tmp;
 _arr
};

// Example
arr = [1,2,3];
[arr, 0] call KK_fnc_unshift; //both arr and return of function are [0,1,2,3]`

Posted on May 21, 2015 - 15:21 (UTC)
Killzone Kid

Array "insert" implementation using **append**, much faster alternative to BIS\_fnc\_arrayInsert:
`KK_fnc_insert = {
 private ["_arr", "_i", "_res"];
 _arr = _this select 0;
 _i = _this select 2;
 _res = [];
 _res **append** (_arr select [0, _i]);
 _res **append** (_this select 1);
 _res **append** (_arr select [_i, count _arr - _i]);
 _res
};

// Example
arr = [1,2,3,4];
[arr, ["a","b"], 2] call KK_fnc_insert; //[1,2,"a","b",3,4]`

Posted on May 21, 2015 - 15:52 (UTC)
Killzone Kid

A faster alternative to BIS\_fnc\_arrayPushStack using **append**:
`KK_fnc_pushStack = {
 _this select 0 **append** (_this select 1);
 _this select 0
};

// Example
arr = [1,2,3];
[arr,[4,5,6]] call KK_fnc_pushStack; //both arr and function return are [1,2,3,4,5,6]`
AddBackpackGlobal

1.32  点击图片可看到更多讯息

backpack: String - backpack class name返回值:
 Nothing
addBackpackbackpackContainerfirstBackpackunitBackpackbackpackbackpackCargogetBackpackCargobackpackItemsaddBackpackCargoaddBackpackCargoGlobalremoveBackpackclearBackpackCargoclearBackpackCargoGlobalclearAllItemsFromBackpackloadBackpackbackpackSpaceForcanAddItemToBackpackaddItemToBackpackremoveItemFromBackpackeveryBackpack
### 注意事项

*此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.*
新增注意事项 | 如何新增?
ArmA 2: Music

### Playing Music

You can play all music with

playMusic "<music>";

(e.g. playMusic "Track01\_Dead\_Forest";)

#### ArmA 2

* Track01\_Dead\_Forest (01: Dead Forest)
* Track02\_Insertion (02: Insertion)
* Track03\_First\_To\_Fight (03: First To Fight)
* Track04\_Reinforcements (04: Reinforcements)
* Track05\_Warpath (05: Warpath)
* Track06\_Abandoned\_Battlespace (06: Abandoned Battlespace)
* Track07\_Last\_Men\_Standing (07: Last Men Standing)
* Track08\_Harvest\_Red (08: Harvest Red)
* Track09\_Movement\_To\_Contact (09: Movement To Contact)
* Track10\_Logistics (10: Logistics)
* Track11\_Large\_Scale\_Assault (11: Large Scale Assault)
* Track12\_The\_Movement (12: The Movement)
* Track13\_Sharping\_Knives (13: Sharping Knives)
* Track14\_Close\_Quarter\_Combat (14: Close Quarter Combat)
* Track15\_Morning\_Sortie (15: Morning Sortie)
* Track16\_Valentine (16: Valentine)
* Track17\_Marauder\_Song (17: Marauder Song)
* Track18\_Ghost\_Waltz (18: Ghost Waltz)
* Track19\_Debriefing (19: Debriefing)
* Track20\_Badlands (20: Badlands)
* Track21\_Rise\_Of\_The\_Fallen (21: Rise Of The Fallen)
* Track22\_Chernarussian\_Anthem (22: Chernarussian Anthem)
* Track26\_Organ\_Works (26: Organ Works)
* Track27\_Killing\_Machines (27: Easter Eggs - Killing Machines)
* Ambient01\_Cold\_Wind (28: Cold Wind)
* Ambient02\_Vague\_Shapes (29: Vague Shapes)
* Ambient03\_Indian\_Summer (30: Indian Summer)
* Ambient04\_Electronic\_Warfare (31: Electronic Warfare)
* Ambient05\_Cobalt (32: Cobalt)
* Ambient06\_Khe\_Sanh\_Riff (33: Khe Sanh Riff)
* Ambient07\_Manhattan (34: Manhattan)
* Ambient08\_Reforger (35: Reforger)
* Short01\_Defcon\_Three (36: Defcon Three)
* ToWar (EW - ToWar)
* AllHelllBreaksLoose (EW - All Helll Breaks Loose)
* Fallout (Fallout)
* Defcon (Defcon)
* Wasteland (Wasteland)
* SkyNet (Sky Net)
* MAD (EW - Mutual Assured Destruction)

#### ArmA 2: Operation Arrowhead

* EP1\_Track01 (E01: Arrowhead)
* EP1\_Track01D (E01D: Arrowhead (drums))
* EP1\_Track02 (E02: Good Morning T-Stan)
* EP1\_Track03 (E03: Airborne)
* EP1\_Track03D (E03D: Airborne (drums))
* EP1\_Track04 (E04: Arrival)
* EP1\_Track05 (E05: Zargabad Market)
* EP1\_Track06 (E06: Nightlife)
* EP1\_Track07 (E07: Coltan Blues)
* EP1\_Track07D (E07D: Coltan Drums)
* EP1\_Track08 (E08: Revolver Jam)
* EP1\_Track09 (E09: Dancing Scimitar)
* EP1\_Track10 (E10: Death From Above)
* EP1\_Track11 (E11: Night Visions)
* EP1\_Track12 (E12: Crude Oil)
* EP1\_Track13 (E13: Iron Mountain)
* EP1\_Track13D1 (E13D1: Mountain Drums 1)
* EP1\_Track13D2 (E13D2: Mountain Drums 2)
* EP1\_Track13V (E13V: Mountain Chant)
* EP1\_Track14 (E14: Concrete Cell)
* EP1\_Track15 (E15: Warmongers)

#### ArmA 2: British Armed Forces

* BAF\_Track01
* BAF\_Track02
* BAF\_Track03
* BAF\_Track04
* BAF\_Track05
* BAF\_Track06

#### ArmA 2: Private Military Company

* PMC\_Track01
* PMC\_Track02
* PMC\_Track03
* PMC\_Track04
* PMC\_Track05
* PMC\_Track06
Sayaka Miki

Template:Chara Info

**Sayaka Miki** is a magical girl currently residing in Mitakihara City. She is one of the protagonists of the canon anime series. Her wish was to heal Kyosuke Kamijo's hand to allow him to play violin again.

She is currently reserved for a specific user.

## Appearance

Sayaka has short, blue asymmetric hair that is longer on the right. She wears a yellow hair clip on her right side. Her magical girl outfit is mainly blue and white with a long white cape coming off it. Her yellow clip is now replaced by a golden fortissimo (ƒƒ) hairpin. Her weapon is a cutlass. Her witch form is Oktavia won Seckendorff.

## Personality

Sayaka is very upbeat and tomboyish. She is loyal to her friends and will not hesitate to protect them. She hides and secret, more girly side that likes classical music and romance.

## History

Read here for more information (contains spoilers for other series in the franchise

## Relationships

* Madoka Kaname

Madoka is Sayaka's best friend. Sayaka worked with her as an angel to free Homura (as Homulilly) from her own labyrinth in the *Rebellion* movie.
* Homura Akemi

Sayaka does not like Homura and sees her as an antagonist trying to protect Madoka for no reason.
* Kyoko Sakura

Sayaka did not initially like Kyoko and had a bad relationship with her. After Sayaka turns into a witch and in the *Rebellion* movie after they save Homura, their relationship is better. It is hinted that Sayaka has feelings for Kyoko.
* Mami Tomoe

Sayaka sees Mami as a reliable older sister figure.
* Hitomi Shizuki

Sayaka is good friends and classmates with Hitomi. She envied Hitomi's confidence in being able to confess to Kyosuke, but later sees her as fitting for him and someone who will make him happy.
* Kyosuke Kamijo

Sayaka's childhood friend of whom she has a crush on.
## Trivia

* Her gold fortissimo hairpin was not always included in her design.

**More TBA**
ArmA 2: CfgLocationTypes

## Types

 File:Arma2 CfgLocationTypes.jpg
* Strategic
* StrongpointArea
* FlatArea
* FlatAreaCity
* FlatAreaCitySmall
* CityCenter
* Airport
* NameMarine
* NameCityCapital
* NameCity
* NameVillage
* NameLocal
* Hill
* ViewPoint
* RockArea
* BorderCrossing
* VegetationBroadleaf
* VegetationFir
* VegetationPalm
* VegetationVineyard
AddUniform

0.50  点击图片可看到更多讯息

 Create a new uniform and try to link it into uniform slot (given uniform has to be supported by allowedUniforms list of target soldier). To check if uniform is allowed use isUniformAllowed and to force add incompatible uniform use forceAddUniform
### 基本句法

句法:
 unit **addUniform** type 参数:unit: Object
type: String返回值:
 Nothing
### 范例

范例1:`_unit **addUniform** "U_B_CombatUniform_mcam";`
### 额外资讯

forceAddUniformisUniformAllowedremoveUniformuniform
### 注意事项

*此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.*
新增注意事项 | 如何新增?
AllowCrewInImmobile

File:Arma2oa version.gif 1.60  点击图片可看到更多讯息

### 开始使用于

游戏:
Arma 2: Operation Arrowhead
版本:
1.60

### 描述

描述:
 If true, units can be in a vehicle with broken tracks/wheels.
### 基本句法

句法:
 vehicle **allowCrewInImmobile** bool 参数:vehicle: Object
bool: Boolean返回值:
 Nothing
### 范例

范例1:`_vehicle **allowCrewInImmobile** true;`
### 额外资讯

canMove
### 注意事项

*此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.*
新增注意事项 | 如何新增?

### Bottom Section

Posted on April 27, 2015 - 19:52 (UTC)
Killzone Kid

This will stop AI disembarking when immobile
`KK_fnc_allowCrewInImmobile = {
 _this **allowCrewInImmobile** true;
 {
 _x disableAI "FSM";
 _x setBehaviour "CARELESS";
 } forEach crew _this;
};
//example
car call KK_fnc_allowCrewInImmobile;`
AddVehicle

File:Arma version.gif 1.05  点击图片可看到更多讯息

 Adds a specified vehicle for use by a specified AI led group taking into account vehicle's cost. The vehicle will be considered as an available vehicle for use by this group.
When vehicle is added in this way, it can appear as a target for the enemy even if the vehicle is currently free of the crew. Vehicles with crew, which are placed in the editor, get automatically added to the group. To remove vehicle from a group, use leaveVehicle.
### 基本句法

句法:
 groupName **addVehicle** vehicleName参数:groupName: Group
vehicleName: Object返回值:
 Nothing
### 范例

范例1:`_grp **addVehicle** _vehicle`
范例2:Using on crewed vehicle:`group tank **addVehicle** tank;`
### 额外资讯

leaveVehicleunassignVehiclecreateVehicleCrew
### 注意事项

*此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.*
新增注意事项 | 如何新增?

### Notes

Posted on 22 Nov, 2008 00:40
Ceeeb
* This command works best when used on empty vehicles. If used on a vehicle already driven by a member of another group, the driver will continue under his own group's orders, which may not benefit the addVehicle group.
* More than one vehicle can be added to a group, and more than one group can be added to a vehicle.
* When deciding whether to board a vehicle, AI leaders seem to only consider the transport benefit of a vehicle, ignoring any combat benefits the vehicle may provide.
AllowDamage

File:Arma2 version.gif 1.00  点击图片可看到更多讯息

The command does not prevent object from taking scripted damage such as setDamage or setHit.

If object changes locality, the command needs to be executed again on the new owner's machine to maintain the effect.

### 基本句法

句法:
 object **allowDamage** allow 参数:object: Object -

allow: Boolean -返回值:
 Nothing
### 额外资讯

多人游戏:
This command only works locally and must be run on all machines to have global affect.
也可以看看:
setDamagesetHit
### 注意事项

*此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.*
新增注意事项 | 如何新增?

### Notes

Posted on September 2, 2013
AgentRev
`_object allowDamage false`

has the same effect as

`_object addEventHandler ["HandleDamage", {0}]`

(except for buildings that are native to the map; for those, the effects of HandleDamage will not sync properly across all clients, even if added to the building on every client and the server)
AddBackpack

File:Arma2oa version.gif 1.51  点击图片可看到更多讯息

 Adds a backpack for a unit. If a unit already has a backpack, the old backpack will be placed on the ground under the unit.
Classname list of available backpacks :
* Arma 2 OA backpacks
* Arma 3 backpacks - objects starting with "B\_", starts with "*B\_AssaultPack\_khk*"

### 基本句法

句法:
 unit **addBackpack** packClassName参数:unit: Object
packClassName: String返回值:
 Nothing
### 范例

范例1:`this **addBackpack** "TK_RPG_Backpack_EP1";`
范例2:`_mySoldierDude **addBackpack** "US_Patrol_Pack_EP1";`
### 额外资讯

addBackpackGlobalbackpackContainerfirstBackpackunitBackpackbackpackbackpackCargogetBackpackCargobackpackItemsaddBackpackCargoaddBackpackCargoGlobalremoveBackpackclearBackpackCargoclearBackpackCargoGlobalclearAllItemsFromBackpackloadBackpackbackpackSpaceForcanAddItemToBackpackaddItemToBackpackremoveItemFromBackpackeveryBackpack
### 注意事项

*此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.*
新增注意事项 | 如何新增?