recursal/Fanatic-Fandom huggingface dataset:
6thSense.eu:Pack2

by 6thSense.eu

**6thSense.eu Presents: Pack2 v0.1. ArmA v1.08+ Compatible. (By Sickboy)**

This package contains 4 Modules by 6thSense.eu:

* 6thSense.eu AIAccuracy - Gives the AI better ability to spot and identify enemies. Unlike TrueRangeAI, it is a lot less aggressive
* 6thSense.eu AIRange - Gives the AI the possibility to engage from further ranges. Basicly, they are a little better able to spot due to AIAccuracy addon. But they are able to fire back from further or engage earlier due to AIRange
* 6thSense.eu Reloadtime - Updated reloadtimes of rifles with values that are closer to reallife
* 6thSense.eu Weaponsway - Updated weapon sway values. Rifles move more realisticly in hand while standing, sitting, laying down etc. etc.

You do not have to use every module.

* BIS Forums Discussion Thread

# Installation

* Place the Addon folder: @SIX\_Pack2 into your ArmA Installation Folder (remove any of the addons you don't want to use)
* Place the wanted Keys and SignFiles in place. I signed every addon twice: Once with individual keys for server operators that only wish to allow some components and once with the SIX\_Pack2\_01 key to allow all at once.
* Edit your ArmA shortcut to include the mod, add: -mod=@SIX\_Pack2
	+ or if you have multiple mods, per example: -mod=@ModWar;@MAP\_Air;@SIX\_Pack2

# Reporting Bugs

Please report bugs in our Bug Tracker (**please pick the proper Project** and other options, aswell as first check if the bug isn't already reported, thanks!)

# Credits

* Sickboy - Project Leader
* Alex T - Realistic values and adjustments
* Sonsalt - Realistic values and adjustments

# Pack2 Changelog

**v0.1**

* Initial Version
AddMissionEventHandler

0.50  点击图片可看到更多讯息

 Adds mission event handler. Every event will create an array named *\_this*, which contains specific information about the particular event. Available mission event handlers:

**"Loaded"**

**"EntityRespawned"**

**"EntityKilled"**

**"Ended"** - Triggered when the mission is successfully ended. The variable *\_this*, stores the type of the ending ("END1","END2", "LOSER", etc.).

**"Draw3D"** - It seems "Draw3D" mission EH is connected to your primary display. It will stop firing as soon as you Alt+Tab from the game and resume when you come back (unless Arma 3 client is launched with *-window* *-nopause* params). "Draw3D" does not fire at all on a dedicated server.

**"HandleDisconnect"** - Triggered when player disconnects from the game. Similar to onPlayerDisconnected event but can be stacked and contains the unit occupied by player before disconnect. Must be added on the server and triggers only on the server. For more info: HandleDisconnect
### 基本句法

句法:
 **addMissionEventHandler** [type, command] 参数:[type, command]: Array
type: String
command: Code or String - By default executed in missionNamespace返回值:
 Number - The index of the currently added mission event handler is returned.
### 范例

范例1:`// A script could be executed to stop custom scripts graciously, or save progress & stats, for example:

_id = **addMissionEventHandler** ["Ended",{ _this execVM "missionEnded.sqf" }];`
### 额外资讯

removeMissionEventHandlerremoveAllMissionEventHandlers
### 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?
AddWaypoint (VBS1)

File:Vbs1 version.gif 2.12  点击图片可看到更多讯息

 Adds a new waypoint to a group. The waypoint is placed randomly in a circle with the given center and radius.
### 基本句法

句法:
 group **addWaypoint** [center, radius] 参数:group: Group
center: Position ?
radius: Number ?返回值:
 Array - a waypoint with format `[group, index]`
### 范例

范例1:`grp addWaypoint [ position player, 0]`
### 额外资讯

deleteWaypoint
### 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?
AH1

Crew
 Armor
 Speed
 Weapons

The AH-1 Cobra helicopter was the backbone of the US Army until the 1980s. Today, it is only used by the US Navy after the US Army replaced it with the AH-64 Apache.

## Game

 ArmA 2 | AH-1Z [USMC] | AH1Z | CMFlareLauncher,M197HellfireLauncherFFARLauncherSidewinderLaucher\_AH1Z

## Mods

* SEBNAM Mod (Operation Flashpoint)
* Vit's AH-1 Cobras (Operation Flashpoint)
* Cold War Rearmed (Armed Assault)
* Project 1985 (Armed Assault)

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: Total Conversions

A **Total Conversion** is an extension that tries to create a new game within the Poseidon engine. It comes with addons and missions treating a specific topic, like a historical or fictional war. Often total conversions also modify the GUI of the game.

Most total conversions have to be played stand-alone. That means that they are not compatible with other total conversions and sometimes even addons.

## Total Conversions in Armed Assault

* A.C.E Advanced Combat Environment
* Bundeswehr Mod
* Bushwar Mod
* Finnish Defence Forces Mod
* Germany 1985
* Tiberian Genesis Mod
* Vietnam: The Experience
* Invasion 1944
AddHeadgear

0.50  点击图片可看到更多讯息

 Creates a headgear item and tries to link it to headgear slot. If slot is occupied with another item, the item in the slot will be replaced.
### 基本句法

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

范例1:`player **addHeadgear** "H_HelmetB";`
### 额外资讯

headgearremoveHeadgear
### 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?
-nomap

**-nomap** is an **Operation Flashpoint Startup Parameter**, which forces OFP to avoid memory mapping for file access.

*Flashpoint only. This 'switch' has no effect for Armed Assault and is not relevant for, Armed Assault. Potentially, use -maxmem for similar intended results.*

While memory mapping is very efficient from a performance point of view, it can quickly fill all available virtual space, causing various memory allocation errors or even driver crashes or freezes.

This switch is especially important for users with display adapters with large amounts of VRAM (128MB or more), which reserves a lot of virtual addresses in the application address space for themselves.
AISFinishHeal

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

 Alternative Injury Simulation (AIS) end state. Used to tell engine that script side healing is done when using "HandleHeal" event handler.
### 基本句法

句法:
 **AISFinishHeal** [unit, healer, healercanheal] 参数:[unit, healer, healercanheal]: Array
unit: Object - wounded
healer: Object - medic
healercanheal: Boolean返回值:
 Nothing
### 范例

范例1:`**AISFinishHeal** [_wounded, _medic, true];`
### 额外资讯

ArmA\_2:\_Event\_Handlers#HandleHealArmA\_3:\_Event\_Handlers#HandleHeal
### 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?
ActivatedAddons

1.14  点击图片可看到更多讯息

This command can return a large array, often too large to be diag\_log'd or hinted. At the time of writing, my game returned an array with 389 elements. The code below will ignore all the BI addons (they start with a3\_) and writes the rest (ie, all your custom addons) to the RPT.
`{if (! (["a3_", _x] call BIS\_fnc\_inString)) then {diag\_log _x;} } forEach **activatedAddons**;`
A != b

1.00  点击图片可看到更多讯息

 tsk setSimpleTaskDescription ["Now you have a vehicle, storm the castle.", "Mobile mayhem!", "Castle"];
 tsk setSimpleTaskDestination (getMarkerPos "cstl");
 tsk setTaskState "Assigned";
 player setCurrentTask tsk;
} else {
 hint "Get in the tank.";
}`
范例3:`if (fuel truck1 != 1) then {
 hint "Truck1 has less than a full tank of fuel.";
}`
### 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 Feb 5, 2007 - 11:00

**Ceeeb**

在 **OFP v1.96中**, strings 对比不区分大小写。示例*: "STRINGtext" != "stringTEXT"返回 false.*
ArmA 2: Operation Arrowhead

Three years after the conflict in Chernarus, portrayed in the original ARMA II, a new flashpoint in the Green Sea region heats up and coalition forces led by the US Army are sent to Takistan to quickly restore peace and prevent further civilian casualties.

Set into the new, visually attractive environment of hilly central Asia, Operation Arrowhead offers a realistic combat simulation experience in a modern day setting with unprecedented freedom of movement, actions and tactics. Players will enlist into various roles within the US Army, from basic infantrymen, through special operatives, to pilots and tank crew in this new installment in the award winning line up of military simulators for PC from Bohemia Interactive.

Further Information:

Official Website Arma2.com/Arrowhead

Official Bohemia Interactive Forums - ArmA 2 Section

Unofficial ArmA 2 News Sites

## Getting Started

The following links provide more information about ARMA 2: Operation Arrowhead

* The Game
* Hints and Tips
* Editing
* Demo Version
* Q&A

## Troubleshooting & Help

If you have troubles with the game, check out the following links

* Update Guide
* Troubleshooting
* System Requirements

## DLC

* Arma 2: British Armed Forces
* Arma 2: Private Military Company
* Arma 2: Army of the Czech Republic
ArmA: Dedicated Server v1.08.5169

## Overview

ArmA: Dedicated Server v1.08.5169 is a beta release of the dedicated server for ArmA. It is available for both the Windows and Linux platforms.

## Change Log

* 5164 - Fixed: Handling of invalid CD keys on dedicated servers improved
* 5164 - Fixed: Signature verification timeout significantly relaxed
* 5164 - Fixed: assignToAirport did the same as landAt. Now it assigns for purpose of future getout commands
* 5164 - Fixed: MP: Player driving motorcycle could die suddenly with no apparent reason
* 5164 - Fixed: spinning in select() on Linux Dedicated Server

## Downloads

ArmA: Dedicated Server v1.08.5169 is available from the BI FTP server. **Note:** The Linux download link listed below is now at a higher version than v1.08.5169.

**Windows**: ArmA\_Win32Server108\_5169beta.zip (2.43MB, Release: October 16th 2007)

**Linux**: server-1.08.tar.bz2 (3.9MB, Release: October 18th 2007)

## See Also

ArmA: Dedicated Server
ArmA: Version History
ArmA: Samples of Working Hardware Combinations

This page is open specifically to "success stories" related to Hardware.
I'd gladly see here people posting **only** full specs of a rig that works decently.

If you have the knowledge, tools, you may post *Benchmarks* & *Screen Defs + FPS* on "standard" settings.

Do not report issues here. please post on BIS Forum Troubleshooting section

* Outline of Specs *(copy, paste & fill)*:
	+ Motherboard:
		- Processor: *type, speed*
		- Ram: *type volume, speed*
		- FSB: *speed*
	+ Graphic Card: *pci or agp, brand, denomination*
		- Speed:
		- Memory: *type, volume, speed*
		- Direct X: *version*
		- Pixel Shader: *version*
		- SLI: *yes/no, mutliple (connected) cards*
	+ Unneeded info *if you will, feel free to add*:
		- HDD: *type, rpm, current ArmA folder volume*
		- CoOp connection: *speed*
		- Exotic: *Cooling system, significant Case improvement*
		- Exotic: *controllers*
		- Sound: *Rig*
		- Screen: *size & max ArmA def*
	+ Good to Know: *(on standard visual settings please)*
**Remember, please don't post issues here, only Success Stories**

**Feel free to post even if you don't have all the info, as long as it works for you.**

Peacepunk 04:42, 11 May 2007 (CEST)
Argument

An **argument** is any value that *is being passed* to a scripting command or an executed script or function. In the script or function this value is considered a parameter.

**Example:**

```
[variable, 5, "string"] execVM "myScript.sqf"

```

variable, 5 and "string" are called the arguments given to the script. You could even go as far to call the Array containing these values the single argument.

## Access

In the script the argument can be accessed using the magic variable \_this.
ArmA: Addon Groups

**Addon Groups** are formations of people who create new content for Armed Assault. Mostly these groups focus on a specific topic like the military of a country or a war in history. The contributions of these groups consist of single addons, missions or campaigns or a mix of both. Some groups are working on total conversions (modifications, mods) which bring new addons together with a campaign, missions and GUIs into the game. A popular total conversion for Operation Flashpoint was the Finnish Defence Forces mod.

## List of Addon Groups

* A.C.E Advanced Combat Environment
* Ballistic Addon Studios2
* Berlin1945 Mod
* Blitzkrieg Mod
* Bundeswehr Mod
* Bushwar Mod
* Cast Away Mod
* Combat!
* CSLA
* Finnish Defence Forces Mod
* Germany 1985
* Hellenic Warfare Mod
* Keyhole Arts
* Mapfact
* Operation Frenchpoint
* Operation Northstar
* Operation Reality
* PMC
* Project UK Forces
* Red Hammer Studios
* SASMOD: UK Special Forces
* Serbian Armed Forces Mod
* Sinews of War
* Soviet War Rebellion
* Stargate Mod
* Tactical Operation
* Tomahawk\_Mod
* Tiberian Genesis Mod
* Turkish Union Mod
* WWIIEC

## See also

* Creating Addons
* Creating Missions
AddItem

0.50  点击图片可看到更多讯息

 Creates new item and tries to add it into inventory. Inventory must have enough space to accomodate new item or command will fail.
### 基本句法

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

范例1:`bluforUnit **addItem** "NVGoggles";
bluforUnit assignItem "NVGoggles";
opforUnit **addItem** "NVGoggles_OPFOR";
opforUnit assignItem "NVGoggles_OPFOR";
independentUnit **addItem** "NVGoggles_INDEP";
independentUnit assignItem "NVGoggles_INDEP";`
### 额外资讯

removeItemassignItemunassignItemassignedItemslinkItemunlinkItemremoveAllAssignedItems
### 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?
2D Editor: Layout Customization

File:MissionEditor LayoutButton.jpg
 File:MissionEditor ChooseLayout.jpg
 File:MissionEditor LayoutMessageBox.jpg
## Description

* Arma 3 provides the ability to switch layout of the mission editor's main display. Two layouts are provided by default, but custom made could be added.
* Layouts are listed in RscDisplayChooseEditorLayout, that could be invoked via layout button in mission editor.
* Layout is switched without restarting of the game, only restart of mission editor is needed. Automatic restart of editor via *Restart Now* button in MessageBox is much quicker, than manual restart. This could be beneficial when designing new custom made layout.
* Selected layout is stored in user's profile and so is remembered after game restart.

## Configuration

* New layout could be created via creating .hpp and optionally .sqf file. .hpp should be included in config.cpp. See *A3\Ui\_f\hpp\Editor\RscDisplayArcadeMap\_Layout\_6.hpp* and *A3\Ui\_f\scripts\GUI\RscDisplayArcadeMap\_Layout\_6.sqf* as an example.
* Each layout that should be displayed in RscDisplayChooseEditorLayout should be configured in *A3\Ui\_f\hpp\cfgEditorLayouts.hpp*
	+ Parameters of the layout's class:
		- **name** - name of the class that will be used as resource for the layout. If name of non-existing class is used, *RscDisplayArcadeMap* is used as a failsafe.
		- **displayName** - name that will be displayed in ListBox in RscDisplayChooseEditorLayout.
		- **layoutPicture** - path to the preview picture of the layout. Picture should have aspect ratio 2:1 and should be stored in *A3\Ui\_f\data\GUI\Rsc\RscDisplayChooseEditorLayout\*.
		- Note: Name of the layout's class should be unique within CfgEditorLayouts, but has no further sense.

```
class CfgEditorLayouts
{
  class Layout01
  {
    name = "RscDisplayArcadeMap_Layout_2";
    displayName = $STR_A3_CfgEditorLayouts_Layout011;  //Streamlined
    layoutPicture = "\A3\Ui_f\data\GUI\Rsc\RscDisplayChooseEditorLayout\Layout_2.paa";
  };

  class Layout02
  {
    name = "RscDisplayArcadeMap_Layout_6";
    displayName = $STR_A3_CfgEditorLayouts_Layout021;  //Traditional
    layoutPicture = "\A3\Ui_f\data\GUI\Rsc\RscDisplayChooseEditorLayout\Layout_6.paa";
  };
};

```
AddLiveStats

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

 Adds score to the Xbox Live Statistics score for the given unit (or the commander unit of the given vehicle). (Also available in OFPE & VBS2)
### 基本句法

句法:
 unit **addLiveStats** score 参数:unit: Object
score: Number返回值:
 Nothing
### 范例

范例1:
```
player addLiveStats 10
```

### 额外资讯

See also needed
### 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?
-nosplash

***Description:***

-nosplash is a startup option that allows you to bypass the splash screens on startup of Operation Flashpoint, Armed Assault, Arma 2 and Arma 3.

Note: Real speed-up gained with this is likely to be negligible with Armed Assault, as the loading screens are handled in parallel with the game data being loaded, and the loading itself takes quite long thanks to the amount of data needed.
AddSwitchableUnit

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

### Notes

**Ceeeb**Using this command and then attempting to use Team Switch in a multiplayer game will crash the instance of ArmA that is trying to team switch. (5143 beta)

**Messiah2**
This command does not work as well as setPlayable: http://dev-heaven.net/issues/show/4461 (ArmA 2 OA v1.59)
ArmA: Texturing

A texture is a 2D image used to define color properties for an area of the model.

In Operation Flashpoint, textures always represent color.

In Armed Assault, texture can contain varied data, including normal maps, specular maps, ambient shadows, or specific lighting information. See Armed Assault: Texture Naming Rules for more information.
ALLIE'S TUTORIAL

**Link list for Allie´s Tutorial**

You´d use it for certin SatMap and MaskMap related things, but the rest is no more up to date

http://www.ofpec.com/addons\_depot/in...=details&id=98

http://www.ofpec.com/addons\_depot/in...=details&id=99

http://www.ofpec.com/addons\_depot/in...details&id=100

http://www.ofpec.com/addons\_depot/in...details&id=101

http://www.ofpec.com/addons\_depot/in...details&id=102

ftp://ftp.fraghaus.com/arma/satpics/...RC3v2ROADS.pdf
AllowDammage

1.00  点击图片可看到更多讯息

 Allow or prevent an object being damaged (or injured, or killed). Alias of allowDamage.

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 **allowDammage** allow 参数:object: Object -

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

setDammagegetDammageallowDamage damage setDamage
### 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 October 24, 2014 - 03:23 (UTC)
DreadedEntity

This command is still working in **A3 1.32.127785**, at least in single player. I didn't test multiplayer.
ArmA: Funny Sightings

## Introduction

ArmA: Armed Assault contains quite a few visual puns, jokes and inside information. As these are often visible out in the open, they may or may not live up to a narrow definition of easter eggs as hidden information visible only when triggered by the player. In general, the former type of inside jokes can be subsumed under the category of intertextual references, or simply strange or funny sightings. This is by no means an exhaustive list, feel free to expand the list.

## Abridged Brand Names

 File:ArmA EasterEgg4.jpg
Armed Assault is suspected to sport quite a large range of customized brand names, such as

S(c)h(n)ell spotted by user Aimpoint in the Combat Photography Thread.

 File:Coyota.jpg
This jeep goes by the name "Coyota", also note the brand Sundat.

## EPJ

 File:Arma eegg 03.jpg
On many pubs is logo of Czech clan EPJ, probably included by former member Armored Sheep, now

BI team member. EPJ means Elite Beer Squad.

## References to things Czech

 File:Arma eegg 04.jpg
Beer title on sunshades refers to Czech beer **Starobrno** (can be translated as "Old Brno"; Starobahno means "Old mud").

 File:Arma eegg 05.jpg
Bank Rot can be title of some Sahrani bank, but word Bankrot means bankruptcy in Czech. Would you save money there?

 File:Rumcajzrn2.jpg
Rumcajs is a bandit from Czech fairy tales, quite well-known in CZ.

## References to Operation Flashpoint

 File:ArmA lousyTShirt.jpg
In case we should forget: Nogova refers to the island included in BIS' prequel to ArmA, Operation Flashpoint: Resistance.

When first playing the SP mission Blood, Sweat and Tears, the guard in intro whistles the OFP main theme music.
AddonAvailable (VBS1)

File:Vbs1 version.gif 2.12  点击图片可看到更多讯息

### 开始使用于

游戏:
Virtual Battlespace 1
版本:
2.12.14

### 描述

描述:
 Returns true if an addon PBO is available, otherwise false.
### 基本句法

句法:
 **addonAvailable** addon 参数:addon: String返回值:
 Boolean
### 范例

范例1:
```
_ishere = addonAvailable "ResFix.pbo"
```

### 额外资讯

See also needed
### 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: Missing OpenAL32.DLL

When trying to start ArmA you receive an error *Unable to open dynamic link library OPENAL32.DLL*

When trying to start ArmA you receive an error **Unable to install OpenAL / Returned value was: SomeNumber**

When trying to start ArmA the game crashes.

When trying to start ArmA the game shows a message "Bad version of OpenAL32.DLL" or "Missing OpenAL32.DLL".

**Solution:**

Download latest OpenAL installer from the OpenAL Website or from Creative Labs OpenAL download or from Webarchive OpenaAL snapshot, install it and reboot.
If this does not help, backup files OpenAL32.dll and Wrap\_OAL.dll from your Windows\System32 folder (you may want to put them back in case of some trouble), delete them both and run the OALInst.exe again.
2D Editor: Groups

File:Icon map group.jpg
Group editing mode can be used in several ways. The primary use is to join previously placed individual entities together into groups. Joining individual units together into groups can greatly improve their combat abilities. A group will move together, share information about enemy units and can bring greater firepower to bear on a target. Each individual unit on the map that has no visible group links is actually in a group of its own. When a unit is created near another unit of the same side, it will automatically be placed in the other unit's group. To join a unit into an existing group, simply left click and hold on the unit, then drag a line to any unit of the group you wish to add it too. Release the button to join the unit into that group. Group links are displayed by light blue line drawn from the leader to each other unit in the group. Removing a unit from a group is done by left clicking and holding on the unit and dragging the group link line into empty space, then releasing. The highest ranking unit in a group will generally be the leader. While it is possible to create extremely large groups in ArmA, huge formations of AI units create path finding issues and can be very hard to manage for a human leader.

Individual objects may also be grouped to Triggers (to link a specific object to the trigger) and Markers (allowing an object to start at a random but specific location), see those sections for further details.

The final function of Group Mode is to place an entire group in one step. These groups have been pre-defined within game's main config file (*class CfgGroups*). Any units placed in this manner may be individually manipulated as normal. To place a group, simply double click on an empty map location. The Group Menu will open.

## Menu

OFP editor group.jpgArma: Cold War AssaultArmA editor group.jpgArmaArma2 editor group.jpgArma 2Tkoh editor groups.jpgTake On HelicoptersArma3 editor group.jpgArma 3
### Side

Choose the side of the group you wish to place.

### Type

Choose the type of group to be placed. Mechanized infantry are listed under *Infantry*, not *Armor*.

### Name

Defines the specific group to be placed. Armor platoons and Air Squadrons consist of 4 vehicles, infantry squads consist of up to 9 men. Motorized squads and mechanized squads will begin with only the crew in their vehicle.

### Azimut / Direction / Azimuth

Defines which direction the group will be facing. You can drag the pointer around the circle, or type in the desired facing into the box. Note that the group formation will be built around the leader, using his location and facing.
5ton Truck

Crew
 Armor
 Speed
 Weapons
 Vehicle classes

The 5t truck was the standard transport vehicle in Operation Flashpoint for the west side. There were also support version for refuel, ammo and repair included. He became a line up in ArmA for the BLUEFOR side.

## Game

 Operation Flashpoint,ArmA | 5t Truck Refuel | Truck5tRefuel

## Gallery

Truck5t.jpg5ton Truck (Armed Assault)Truck5trepair.jpgRepair Truck (Armed Assault)Truck5trefuel.jpgRefuel Truck (Armed Assault)Truck5treammo.jpgReammo Truck (Armed Assault)
## Mods

 File:Arma 5t truck.jpg
* Marfy repaint (Operation Flashpoint)
* Cold War Rearmed (Armed Assault)
* Project 1985 (Armed Assault, ArmA 2)

## MTVR Truck (ArmA 2)

 File:Arma2 5t truck.jpg

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
AddWeaponItem

1.38  点击图片可看到更多讯息

 Adds a weapon item to the specified weapon. The item can be weapon magazine, in which case the amount of ammo and target muzzle could also be specified.
### 基本句法

句法:
 unit **addWeaponItem** [weaponName, itemName]参数:unit: Object
[weaponName, itemName]: Array
weaponName: String - name of the weapon to add magazine to
itemName: String - class name of the item to add (if magazine, muzzle will be autodetected)返回值:
 Nothing
### 替代句法

句法:
unit **addWeaponItem** [weaponName, [itemName, ammoCount, muzzleName]]参数:unit: Object
[weaponName, [magazineName, ammoCount, muzzleName]]: Array
weaponName: String - name of the weapon to add magazine to
[itemName, ammoCount, muzzleName]: Array
itemName: String - class name of the item to add (if magazine, muzzle will be autodetected unless specified)
ammoCount (Optional): Number - optional amount of ammo in magazine
muzzleName (Optional): String - optional target muzzle to add magazine to返回值:
Nothing
### 范例

范例1:`player **addWeaponItem** ["arifle_MX_GL_ACO_F", "1Rnd_HE_Grenade_shell"];`
范例2:`player **addWeaponItem** ["arifle_MX_GL_ACO_F", ["1Rnd_HE_Grenade_shell", 1, "GL_3GL_F"]];`
### 额外资讯

addPrimaryWeaponItemaddSecondaryWeaponItemaddHandgunItemweaponsItemshandgunItemsprimaryWeaponItemssecondaryWeaponItemsremovePrimaryWeaponItemremoveSecondaryWeaponItemremoveHandgunItem
### 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?
AddScoreSide

1.12  This scripting command must be executed on the server to work properly in multiplayer点击图片可看到更多讯息

### 开始使用于

游戏:
Arma 3
版本:
1.12

### 描述

描述:
 Adds side score. This is shown in the MP score tab as the total score. MP Only. Server execution only.
### 基本句法

句法:
 side **addScoreSide** value 参数:side: Side
value: Number返回值:
 Nothing
### 额外资讯

多人游戏:
Server execution only
也可以看看:
scoreaddScorescoreSidegetPlayerScores
### 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?
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. 除以 0 会产生"Division by zero"(零为除数) 错误,但脚本不会停止并且此类除法结果被认为是 0。

### 基本句法

句法:
a **/** b参数:a: 数字
b: 数字返回值:
数字

### 范例

范例1:`_res = 15 **/** 3; //结果 _res 为 5`
范例2:`_infinity = 15 **/** 0;
hint str [_infinity]; //错误 + 结果为 0`
### 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?
AllowCuratorLogicIgnoreAreas

1.16  点击图片可看到更多讯息

 curatorObj **allowCuratorLogicIgnoreAreas** allow 参数:curatorObj: Object - Curator module.

allow: Boolean返回值:
 Nothing
### 范例

范例1:`curatorModule allowCuratorLogicIgnoreAreas true`
### 额外资讯

多人游戏:
Can be executed only on server
也可以看看:
CuratoraddCuratorEditingArearemoveCuratorEditingArearemoveAllCuratorEditingAreascuratorEditingArea
### 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?
AddMagazines

0.50  点击图片可看到更多讯息

 Adds multiple magazines to the unit. For cargo containers use addMagazineCargoGlobal command.
### 基本句法

句法:
 unit **addMagazines** [magazineName, count] 参数:unit: Object - a soldier

[magazineName, count]: Array
magazineName: String
count: Number - Number of magazines.返回值:
 Nothing
### 范例

范例1:`player **addMagazines** ["30Rnd_65x39_caseless_mag", 3];`
### 额外资讯

addMagazineGlobaladdMagazineaddMagazine\_arrayaddMagazineCargoaddMagazineCargoGlobaladdMagazinePooladdMagazineTurretaddMagazineAmmoCargo
### 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: Community Configuration Project

ArmA: Community Configuration Project intends to allow community to contribute to the next official update for ArmA directly via config files fixes and tweaks. See also dev's blog.

Anyone from ArmA editing community will be able to contribute to this project (please make sure to read and understand licensing terms of this wikipedia where the contributions will be posted: copyright for content submited to community.bistudio.com).

All official config side fixes already made by Bohemia Interactive after ArmA Update 1.14 will be also listed in this category.

Few initial notes:

* only cpp, hpp and csv files will be modified and no new files will be added
* only following addons can be modified: bin.pbo, hotfix.pbo, hotfix\_dbe1.pbo, language.pbo

Next steps:

* Bohemia Interactive will release source configuration files of related addons
* subcategories for every addon modified will be created here
ArmA 2

**Arma 2** is a military simulation game for PC DVD-ROM and digital download from Bohemia Interactive.

**Arma 2** is set in the present day, in a fictional post soviet country called *Chernarus*. Players will be sent as members of a United States Marine Corps Force Recon squad to this country to prevent further civilian casualties and ensure ongoing stability there.

**Arma 2** is based on the latest generation technology, offering large–scale game world, authentic and extremely detailed modern units, weapons, vehicles and environments, challenging single player and vast array of multiplayer options.

**Arma 2** is **Game 2**.

Further Information:

Official Arma 2 Website

Official Bohemia Interactive Forums - Arma 2 Section

Unofficial Arma 2 News Sites

## Getting Started

The following links provide more information about Arma 2

* Arma 2 Operation Arrowhead
* Hints and Tips
* Editing
* Demo Version
* Islands
* Arma 2 Units and objects Library
* ArmA 2 - Modifications
* Arma 2: Dedicated Server

## Having Troubles?

If you have troubles with the game, check out the following links

* Description of arma2.cfg
* Startup Parameters
* Update Guide
* System Requirements
* Fixing Crashes
	+ Attempt to Load Incompatible Save
* Tables of possible distribution combinations in SinglePlayer & MultiPlayer
ArmA: shortcuts and buldozers

### Introduction

In this tutorial I will show you how to look at a lot of models at once using ArmA shortcut and games startup parameter.

### Making it Work

To load and look a model it has to be added at the games shortcut a parameter **-buldozer**.

This is easiest done by copying the shortcut "P3D Viewer" stored on ur p:// drive. The startup command might look like this:

```
Target: "C:\ArmA\arma.exe -window -buldozer -noland"
Start in: "From: P:\"

```

To load several models just drag and drop your models to the P3D Viewer shortcut icon.
Animations

File:AnimatedDoors.jpg
This articles talks about simple, single-p3d animations, where parts of a model rotate around an axis (like a car door, or a tank turret).

Complex animations for soldier's movements for example are a  different issue altogether...

To create a model animations, these are the requirements:

Create the movable object in the  ResolutionLOD and give it a name.

If the animation would affect the ( Fire) GeometryLOD, copy the selection into those LODs as well.

In the  MemoryLOD define the rotational axis via two vertexes. Select both of those points and give them a name.

Still in the  MemoryLOD create a single vertex (this will be the 'action point') and give it a name.

In the Config.cpp for your model you need to define two classes: Animations & UserActions.

The Animations class defines *how* the object moves, and the UserActions class defines *when* it moves.

The following example is for an object that has been named 'door', which turns around an axis named 'door axis'.
The 'action point' (the position the player has to be close to, in order to be able to activate this animation) is called 'doorbell'.

```
 class Animations
 {
 class MoveDoor
 {
 type="rotation"; // always "rotation"
 animPeriod=1; // how long it takes for the movevement to finish
 selection="door"; // the name of the moving object
 axis="door axis"; // the name of the axis
 angle0=0 // the start angle
 angle1=-2.0; // the end angle, in radians (= degrees/57.3 = degrees \* 180/pi)
 };
 };

 class UserActions
 {
 class OpenDoor // action to open the door
 {
 displayName="Open Door"; // string that's displayed in the action menu
 position="doorbell"; // name of the 'action point'
 radius=1.5; // how close the player has to be see this action
 condition="this animationPhase ""MoveDoor"" < 0.5"; // check whether the door has moved already
 statement="this animate[""MoveDoor"",1]"; // and if not, then start the animation
 onlyforplayer = true; // requirement by ArmA - presumably defines if AI can/cannot open doors etc
 };
 class CloseDoor // action to close the door
 {
 displayName="Close Door";
 position="doorbell";
 radius=1.5;
 condition="this animationPhase ""MoveDoor"" < 0.5";
 statement="this animate[""MoveDoor"",0]";
 onlyforplayer = true;
 };
 };

```

## Tutorials

A tutorial model (a two-winged door with moving geometry) can be downloaded from here.
AI Sub-skills

## Overview

Sub-skills are a set of parameters ultimately defining the individual AI unit performance in the game.

## Sub-Skills

### aimingAccuracy

* Affects how well the AI can lead a target
* Affects how accurately the AI estimate range and calculates bullet drop
* Affects how well the AI compensates for weapon dispersion
* Affects how much the AI will know to compensate for recoil (Higher value = more controlled fire)
* Affects how certain the AI must be about its aim on target before opening fire

### aimingShake

* Affects how steadily the AI can hold a weapon (Higher value = less weapon sway)

### aimingSpeed

* Affects how quickly the AI can rotate and stabilize its aim (Higher value = faster, less error)

### commanding

* Affects how quickly recognized targets are shared with the group (Higher value = faster reporting)

### courage

* Affects unit's subordinates' morale (Higher value = more courage)

### general

* Raw "Skill", value is distributed to sub-skills unless defined otherwise. Affects the AI's decision making.

### reloadSpeed

* Affects the delay between switching or reloading a weapon (Higher value = less delay)

### spotDistance

* Affects the AI ability to spot targets within it's visual or audible range (Higher value = more likely to spot)
* Affects the accuracy of the information (Higher value = more accurate information)

### spotTime

* Affects how quick the AI react to death, damage or observing an enemy (Higher value = quicker reaction)

## Notes

Each sub-skill is used in several calculations. Value of each sub-skill is inherited from the value set by skill slider in Insert Unit dialogue or setSkill command, or directly defined by setSkill array command. This value is interpolated into ranges defined in CfgAISkill and multiplied by a value of AI Level Skill or Precision set in player's profile (.Arma3Profile file).

**See also:** AI, skill, setSkill, setSkill array, setUnitAbility, CfgAISkill, ArmA:\_Difficulty#Adjusting\_Accuracy\_Separately
AddValue (VBS1)

File:Vbs1 version.gif 2.12  点击图片可看到更多讯息

 Adds a new value to a file or class. Value will be saved in the form "*name*"=*value*
### 基本句法

句法:
 config **addValue** [name,value] 参数:config: Config File
name: String
value: String, Number or Array返回值:
 Nothing
### 额外资讯

See also needed
### 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?
Advanced Surface Definitions

Surfaces in ArmA are no longer just simple color textures but more advanced structures composed from multiple textures and other additional information that tells the engine how to represent the surface. See ArmA:RVMAT for info about material definition files. See ArmA: Texture Naming Rules for a list of the various texture types used.

A little bit of theory: http://en.wikipedia.org/wiki/Bidirectional\_reflectance\_function
ArmA 2: Undocumented Command Line Switches

**If you are just looking for the normal ArmA2 startup switches, please go here Arma2: Startup Parameters**

Note: This is a work in progress of all the allowed switches, these have not been tested. I will try to document them as I figure out what they do. Many of these are already known and the information will be redundant. The list was generated by hand from info in the binary and I left all switches for completeness.

## Configuration & Performance

### world=

Load this world on startup. 'empty' will disable island loading for quicker start up time.

### nopause

Disable alt-tab game pause. Rendering will continue when application lacks window focus.

## Network & Multiplayer

### netlog

Log network traffic to filename specified.

### bepath=

BattleEye anti-cheat installation path where DLL can be located.

### noesrb

Gets rid of ESRB warning when clicking Multiplayer.

### noPatchCheck

Disables check for newer patch on MP server select screen, disabling nag.

### privateSlots=

Unknown, may set aside MP slots for local connections only.

### gamertag=

Microsoft Gamertag. I doubt this does anything, it is a remnant of the Xenon code.

## Development

### autotest=

Self explanatory but usage unknown. An autotest is used by developers to test the functionality of a build in an automated fashion.

### showscripterrors

Self explanatory. Errors appear in black box at top of screen.

### noFilePatching

Disables PBOPrefix handling, game will only load .pbo files and not the unpacked directories.

## Unknown

### noLauncher

This may have something to do with the shell association introduced in 1.05.
ArmA: Default Files

# Introduction

The following files are part of the standard ArmA installation (V1.08):

## *Game Root*

This is the main folder in which ArmA has been installed.

By default this would be under c:\Program Files\ArmA

* ArmA.cfg
* arma.exe
* arma\_server.exe
* ifc22.dll
* ijl15.dll
* readme.txt
* server.cfg
* UnInstall.csv
* UnInstall.exe
* UnInstall.log

## AddOns

* a10.pbo
* a10.pbo.bi.bisign
* air.pbo
* air.pbo.bi.bisign
* air3.pbo
* air3.pbo.bi.bisign
* animals.pbo
* animals.pbo.bi.bisign
* Anims.pbo
* anims.pbo.bi.bisign
* buildings.pbo
* buildings.pbo.bi.bisign
* Ca.pbo
* ca.pbo.bi.bisign
* characters.pbo
* characters.pbo.bi.bisign
* desert.pbo
* desert.pbo.bi.bisign
* IntroAnims.pbo
* introanims.pbo.bi.bisign
* language.pbo
* language.pbo.bi.bisign
* misc.pbo
* misc.pbo.bi.bisign
* miscus.pbo.bi.bisign
* missions.pbo
* missions.pbo.bi.bisign
* plants.pbo
* plants.pbo.bi.bisign
* roads.pbo
* roads.pbo.bi.bisign
* rocks.pbo
* rocks.pbo.bi.bisign
* sara.pbo
* sara.pbo.bi.bisign
* signs.pbo
* signs.pbo.bi.bisign
* sounds.pbo
* sounds.pbo.bi.bisign
* tracked.pbo
* tracked.pbo.bi.bisign
* ui.pbo
* ui.pbo.bi.bisign
* UIFonts.pbo
* uifonts.pbo.bi.bisign
* voice.pbo
* voice.pbo.bi.bisign
* water.pbo
* water.pbo.bi.bisign
* weapons.pbo
* weapons.pbo.bi.bisign
* weapons3.pbo
* weapons3.pbo.bi.bisign
* wheeled.pbo
* wheeled.pbo.bi.bisign
* wheeled3.pbo
* wheeled3.pbo.bi.bisign

## Dta

* bin.pbo
* bin.pbo.bi.bisign
* core.pbo
* core.pbo.bi.bisign
* product.bin

## Missions

* Library.Sara.pbo
* M02MinerConvoy.Sara.pbo
* M03DriverTransport.Sara.pbo
* M04Saboteur.Sara.pbo
* M05SanitaryOperation.Sara.pbo
* M07ChopperAssault.Sara.pbo
* M08Battlefields.Sara.pbo
* M09ConvoyAttack.Sara.pbo
* M10ArmoredFist.Sara.pbo
* M12Commander.Sara.pbo
* M13BloodSweatAndTears.Sara.pbo

**Tutorial**
* T01\_Obstacle\_course.Sara.pbo
* T02\_Shooting\_range.Sara.pbo
* T03\_Squad\_leader.Sara.pbo
* T04\_Armour\_course.Sara.pbo
* T05\_Blackhawks\_sky.Sara.pbo
* T06\_Apache\_warrior.Sara.pbo
* overview.Czech.html
* overview.French.html
* overview.German.html
* overview.Italian.html
* overview.Polish.html
* overview.Russian.html
* overview.Spanish.html
* overview.html
* stringtable.csv
* train\_mix.paa

## MPMissions

* mp01seizethecity.sara.pbo
* mp03armoredfist.sara.pbo
* mp04cleansweep.sara.pbo
* mp06conquertheisland.sara.pbo
* mp07capturetheflag.sara.pbo
* mp08capturetheflag2.sara.pbo
* mp09capturetheflag3.sara.pbo
* mp10holdcastle.sara.pbo
* mp11ambush.sara.pbo
* mp12flagfight.sara.pbo
* mp13flagfight2.sara.pbo
* mp14flagfight3.sara.pbo
* mp15sectorcontrol.sara.pbo
* mp16deathmatch.sara.pbo
* mp17deathmatch.sara.pbo
* mp18pilotdown.sara.pbo
* mp19hunting.sara.pbo
* mp20cameldogfight.sara.pbo

## MPTemplates

* mpt01seizethearea.pbo
* mpt02capturetheflag.pbo
* mpt03dogfight.pbo
* mpt04flagfight.pbo
* mpt05sectorcontrol.pbo
* mpt06survivor.pbo

## Templates

* basic.east.pbo
* basic.res.pbo
* basic.west.pbo
* defender.east.pbo
* defender.res.pbo
* defender.west.pbo
* target.east.pbo
* target.res.pbo
* target.west.pbo
ArmA: Websites

## Official Websites

These are the official websites related to Armed Assault.

* Official Armed Assault Website
* Official Forums
* Bohemia Interactive
* International Online Stores

## Community Websites

Many community websites featuring Armed Assault are available online. You can find information about the latest patches, missions and addons there or get help at creating your own addons and missions.

* News Websites
* Editing Websites
ArmA: Islands

# Introduction

Islands should be correctly known as *terrains*, since not all terrain has to be surrounded by sea, and one terrain may contain many islands. Islands/terrains are used in a similar manner to the way "maps" are used in traditional games, although in ArmA they are much larger. Any number of missions may be set on a single terrain, but a single mission may only use one terrain. Terrains can vary in size from a few hundred square meters up to several hundred square kilometers. The entire terrain is available to the game engine during a mission, although missions can be restricted to a specific area. Units and additional objects are defined by the mission allowing different missions to use the same locations in vastly different ways. For example, in one mission a city could be full of civilian life, while in another it could be a fortified enemy stronghold.

## Official BI Terrains

* Sahrani (file extension *.Sara*)
* Rahmadi (*.Intro*)
* Southern Sahrani (*.SaraLite*)
* United Sahrani (*.Sara\_dbe1*)
* Porto (*.Porto*)

*United Sahrani* and *Porto* are available only in Queen's Gambit expansion.

## Community Created Terrains

Community created terrains can be found for example on ArmedAssault.info community site.
3rd Infantry Division

Latest
HQ

Blackbird, Viper
Dash (Fixed Wing)

Callahan, Luke
Talon (Rotary Wing)

Cook, Jackal, Warpack, Chillspider, WarDog
Puma

BigMac, Serf, Weez, SlapShot, Delta99, Jynx, RockSteel, Jellow, Hartley, Hawk, Dragon, Jon, Gary, Clark, D3, Brainplay, Kalashnikov, Sniper121
Saber (Armored)

Hevymetal, CYCO, Gooden, Doolittle, Apone
Wolf (Special Operatives)

Lirethion, Cataclyzm, Winchester, Mooch, Gramps, RedHawk, Humper, Hazell
Indigo (Recruits)

 Training nights Tue and Sat

File:3idbanner.JPG

## Greetings

At Regiment Hq we aim to bring you the most realistic military simulation unit that you might ever come across when playing games online today. Approximately 90% of our group is active or former military. We strive for 100 % realism and our team work is something that other clans and squads try to replicate.

File:3idtraining.JPG

## About

The objective of the 3rd Infantry Division - besides having fun - is to recreate the events of a standard American army infantry unit during war in the Gaming Theatre as historically and as accurately as the game ARMA,RO,COD4,FSX Etc will allow. Realizing that there are certain limitations within this engine, we will continuously endeavor at every opportunity to emulate the tactics, methods, and procedures employed by a WW2 or modern US army unit. High kill scores by individuals while playing are not the goal of this unit nor are they the goal of the Division commander. We strive for teamwork, realism, and a sense of brotherhood that all combat units form in times of war. The 3rd Infantry Division will at all times strive to reach the highest level and degree of faithful adherence to the historically accurate execution of a United States infantry unit.

## Links

TSViewer.com : TeamSpeak Live View #28198 > 3rd Infantry Division

3ID Development Projects

megachris110's Channel

whytek80's Channel

navy123456789's Channel

10thVVolfman's Channel

3IDLukeK's Channel
Abs's Sandbox

This is your 'Sandbox'.

It is your personal place to experiment with wiki code, keep notes, and to store unfinished articles you are working on.

Feel free to change, replace, or delete whatever is in here.

Please keep in mind to follow the rules you can find in the  Guidelines, especially sign your comments with --[[User:Kronzky|Kronzky]] 06:23, 6 August 2006 (CEST) and write in English only.

Below are some basic commands that you should know before posting on the wiki.

*The table of content you see at the just below this is automatically created from the section headers (lines surrounded by equal signs).*

## Formatting

**bold**
*italic*
Indentation (one position per colon)
## Links

### Internal Links (pages on this wiki)

Operation Flashpoint: Easter Eggs (use full title for normal pages)

Easter Eggs (to name a link use [URL | name])

Category:Armed Assault (put colon in first column for category pages)

### External Links (to other sites)

http://en.wikipedia.org/wiki/Wikipedia:How\_to\_edit\_a\_page

More wikitext examples (to name a link use [URL space name])
AddGroupIcon

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

properties: Array -返回值:
 Number
clearGroupIconsgetGroupIcongetGroupIconParamsgroupIconSelectablegroupIconsVisibleonGroupIconClickremoveGroupIconsetGroupIconsetGroupIconParamssetGroupIconsSelectablesetGroupIconsVisible
### 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: Update Guide

Do you need help to find the proper update for your game version?

You only need to know which game version you have bought and which update did you install previously. If not sure, reinstall your game and then apply all updates in right order depending on the original game version you have (you can determine your version number from the main menu of ArmA or from Windows desktop):

#### What version do you have?

##### Boxed ARMA: GOLD edition or ARMA Online Download (version 1.08)

* Download and install International 1.14 update only

##### US version ArmA: Combat Operations by Atari, box and download (Version 1.06)

* Download and install US 1.08 update
* When updated to version 1.08, Download and install International 1.14 update

##### European boxed DVD ArmA: Armed Assault by 505 Games (Version 1.04)

* Download and install Euro 1.05 update
* When updated to version 1.05, download and install International 1.08 update
* When updated to version 1.08, Download and install International 1.14 update

##### German, Russian, Czech or Polish Boxed DVD ArmA: Armed Assault or online download v. 1.0, 1.01, 1.02 and 1.04

* Download and install International 1.05 update
* When updated to version 1.05, download and install International 1.08 update
* When updated to version 1.08, Download and install International 1.14 update

**List of all available patches:** Category:ArmA: Patches & Updates