recursal/Fanatic-Fandom huggingface dataset:
AnimateSource

1.57  点击图片可看到更多讯息

 Process an animation of the object. If animate uses class name from CfgModels *Animations*, **animateSource** uses name defined by *source* property. This allows to use just one command on a bunch of animations related to the same source simultaneously.

A class with the same source name should also be present in main config in CfgVehicles *AnimationSources* and have to be bound to the "user" controller for the command to work. If in order to animate door in example below using animate command it would require 2 calls:

house animate ["Door\_1\_rot", 1];

house animate ["Door\_Handle\_1\_rot", 1];

With **animateSource** this would require only 1 (provided everything is configured correctly):

house **animateSource** ["Door\_1\_source", 1];

```
// model.cfg
....
class Animations
{
 class Door\_1\_rot
 {
 type = rotation;
 source = Door\_1\_source;
 selection = Door\_1;
 axis = Door\_1\_axis;
 memory = 1;
 minValue = 0.1;
 maxValue = 1;
 angle0 = 0;
 angle1 = (rad 110);
 };
 class Door\_Handle\_1\_rot
 {
 type = rotation;
 source = Door\_1\_source;
 selection = Door\_Handle\_1;
 axis = Door\_Handle\_1\_axis;
 memory = 1;
 minValue = 0;
 maxValue = 0.1;
 angle0 = 0;
 angle1 = (rad -50);
 };
};
...

// config.cpp
...
class AnimationSources
{
 class Door\_1\_source
 {
 source = "user";
 animPeriod = 2;
 initPhase = 0;
 };
};
...

```

If you don't know much about model config you can use this page createVehicle/vehicles for reference. Some of the *AnimationSources* are listed with the class names of the available assets in Arma 3. If it says "user", the chances are it could work with **animateSource** (see example 2).

### 基本句法

句法:
 object **animateSource** [source, phase, instant] 参数:object: Object
[source, phase, instant]: Array
source: String - common source
phase: Number - wanted animation phase
instant: Boolean - when true animation is instant返回值:
 Nothing
### 范例

范例1:`house **animateSource** ["Door_1_source", 1, true];`
范例2:Create UGV and manipulate its turret (Currently not possible to do with animate command. See createVehicle/vehicles for reference)`ugv = "B_UGV_01_F" createVehicle (player getRelPos [5, 0]);
ugv addAction ["Show Turret",
{
 ugv **animateSource** ["Turret", 0];
 ugv **animateSource** ["MainTurret", rad 0, true];
 ugv **animateSource** ["MainGun", rad 0, true];
}];
ugv addAction ["Hide Turret", {ugv **animateSource** ["Turret", 1]}];
ugv addAction ["Turret Left", {ugv **animateSource** ["MainTurret", rad 90]}];
ugv addAction ["Turret Right", {ugv **animateSource** ["MainTurret", -rad 90]}];
ugv addAction ["Turret Up", {ugv **animateSource** ["MainGun", rad 30]}];
ugv addAction ["Turret Down", {ugv **animateSource** ["MainGun", -rad 20]}];`
### 额外资讯

animationSourcePhaseanimateDooranimatesetFaceAnimation
### 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?
ArmA2: Moves

## Syntax

```
unit switchMove move (Table code: "Usage:**s**")
unit playMove move (Table code: "Usage:**p**")

```

* unit = Object: unit that perform this move
* move = String: name of move to be performed
* this switchmove "NameOfAnimation"

Animation names follow a scheme which is described in AnimationTitles.

# List of Moves for ArmA2

## Acin...

 AcinPknlMwlkSrasWrflbd | - | Walking backwards while dragging another unit

## Adth...

 AdthPercMstpSrasWrflDnon\_NikitinDead | - | Standing with rifle raised, falls back dead

## Erc...

 ErcRflLow\_sitUnarm\_R | - | Transition to sitting, right, no weapons/weapons on back

## Asig...

 AsigPercMstpSlowWrflDnon\_SendMenInAction | - | Crouching with weapon, pointing to men to his left, ends standing
AddWeapon

1.00  点击图片可看到更多讯息

 Add a weapon to a unit. The unit must be local to the computer where command is executed. For a global version of this command see addWeaponGlobal.

Infantry units can only carry a specific number of weapons, once the weapon slots are filled, any further **addWeapon** commands are ignored.
### 基本句法

句法:
 unit **addWeapon** weapon 参数:unit: Object - unit or vehicle to add the weapon to

weapon: String - weapon class name. See the topic Category:Weapons for reference about possible values.返回值:
 Nothing
### 范例

范例1:`player addMagazine "30Rnd_556x45_Stanag";
player **addWeapon** "BAF_L85A2_RIS_SUSAT";`
范例2:`An_2 addMagazine "100Rnd_762x51_M240";
An_2 **addWeapon** "M240_veh";`
### 额外资讯

addWeaponGlobalremoveWeaponremoveAllWeaponsaddMagazine
### 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 - 10:19
**hardrock***Notes from before the conversion:*

To ensure that the weapon is loaded at the start of the mission, add at least one magazine (addMagazine) before adding the weapon. To remove weapons use the removeAllWeapons or the removeWeapon commands.

**talkingtoaj**

When adding a weapon in-game, a bug means that sometimes the weapon can't be fired. Swap to a different weapon and swap back again to enable the newly added weapon to fire; or drop and pick up the weapon again.
ArmA: Mission Editing

# Introduction to mission editing

The mission (PBO) files are found in specific folders you will need know the location to add additional files such as the briefings, and or scripts. There are some 3rd party tools that can assist you while your mission editing. (See Scripting Tools)

Available scripting commands can be found on these pages:

* Scripting Commands by Functionality, or Complete list of scripting commands
* Event Handlers
* Commands that control animation Actions
* Class names
* Moves
* Types

A new user mission can contain the following files:

* A Overview.html file which will appear on the notebook before you start a mission for Single player missions.
* A Briefing.html file displays a synopsis of what to do to complete the mission.
* A Description.ext file which allows you to define many things in your mission.

The Official ArmA mission editor is used to build or modify mission files.
A or b

1.00  点击图片可看到更多讯息

等同于: a or b

b: 布尔值 - 检测返回布尔值的条件或变量。返回值:
布尔值

b: 布尔值 - 检测返回布尔值的条件或变量。如果**a** 作为 true返回，则b不再计算。返回值:
Boolean
范例2:`if ((count _array == 0) || {(_array select 0) != player}) then {hint "It works! Without lazy evaluation it would throw an error if array was empty."}`
### 额外资讯

多人游戏:
无需特别考虑
也可以看看:
orand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?
AllDead

File:Arma2oa version.gif 1.57  点击图片可看到更多讯息

 Return a list of all dead units including agents and destroyed vehicles. Dead units may be in vehicles.
### 基本句法

句法:
 **allDead** 返回值:
 Array
### 范例

范例1:`{ deleteVehicle _x } forEach **allDead**;`
范例2:allAlive: `_all = allUnits + vehicles;
{
 _all pushBack agent _x;
} forEach (agents - [teamMemberNull]);
allAlive = _all - **allDead**;`
### 额外资讯

allDeadMenallUnitsallGroupsplayableUnitsswitchableUnitsunitsvehiclesallCurators
### 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?
AddEditorObject

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

 Add an object to the editor and assign arguments. Create script is,called with \_new equal to true. Returns the ID of the new EditorObject.,Subtype class is optional.
### 基本句法

句法:
 map **addEditorObject** [type,[name1,value1,...],subtype class] 参数:map: Control -

[type,[name1,value1,...],subtype class]: Array返回值:
 String
### 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?
ActionKeysImages

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

 Returns a list of button images or names assigned to the given user action. A maximum of maxKeys keys is listed. You can find the action names in config class ControllerSchemes or user action names.
### 基本句法

句法:
 Structured Text = **actionKeysImages** userAction 参数:userAction: String返回值:
 Structured Text
### 替代句法

句法:
Structured Text = **actionKeysImages** [userAction, maxKeys]参数:[userAction, maxKeys]: Array
userAction: String
maxKeys: Number返回值:
Structured Text
### 范例

范例1:
```
_text = actionKeysImages "ReloadMagazine"
```

范例2:
```
_reload = actionKeysImages ["ReloadMagazine",1]
```
will return **"R"** (incl. the quotation marks!)
### 额外资讯

actionKeysactionKeysNamesactionKeysNamesArray
### 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

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:
返回一个布尔表达式的否。这意味着true 会变成false 反之亦然。

### 基本句法

句法:
 布尔值 = **!** a 参数:a: 布尔值返回值:
 布尔值
### 范例

范例1:脚本
`_a = alive player;
if (**!\_a**) then {
 hint "玩家已經陣亡!";
}`
等同于
`_a = alive player;
if not (_a) then {
 hint "玩家已經陣亡!";
}`
### 额外资讯

not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?
A2OA: Patch v1.56

```
CRC32: EF4BF251
MD5: 1f2295dc5c6a8197b62153806789e3a0
SHA-1: 575066eb00bb250ebe67a407cccf1864eb292e8d

```

* It will install all content of the patch to the folder with your Arma 2: Operation Arrowhead installation.
* Please note that it is not possible to rollback to a previous version after the installation of this patch, only a full reinstall of the game is possible, if you want to keep your previous version you may want to backup the entire game installation folder before applying this patch.
* NOTE: This patch will also update your ARMA 2 1.05 to 1.08 and ARMA 2 BAF 1.00 to 1.02 if necessary.

### Version 1.56 Highlights

* Arma 2: Private Military Company Lite - all units, vehicles and weapons from Arma 2: Private Military Company are included in this patch with lower quality textures and audio files. The full version of Arma 2: Private Military Company with high resolution textures and packed with a new campaign is available for purchase; see http://www.arma2.com/pmc for more information about the content of Arma 2: Private Military Company.

* ARMEX - The Multiplayer Armory - enables you to try out all weapons and every single vehicle model from Arma 2 in dynamically generated missions with up to eight friends online or over LAN!

### Version 1.55-1.56 Changelog

#### Data

* Add: more camo (replaceable textures) selection for OA vehicles.
* Fixed: missing shadows and heads in distance LODs for some OA characters.
* Added: MP Armory.

#### Engine

* Improved: -exThreads=3 now default for dual cores.
* Improved: -cpuCount defaults improved for 6 or more than 8 CPUs.
* Fixed: No more LOD blending issues (esp. with vegetation).
* Fixed: Ignored collision with some vehicles.
* Improved: AI cover selection improved a bit.
* New: Video options VSync selection.
* Fixed: Character collisions with stones often resulted in flying or being stuck. (http://dev-heaven.net/issues/12043)

#### BAF changelog 1.01-1.02

* Added portrait and wounds of PMC operatives
* Fixed CM immunity of missiles
* Missions have new headers
* Adjusted sensitivity of Her Majesty's soldiers
* Music tracks have their respective names displayed
* Adjusted values of many items in armoury
* L111A1 sounds better on Jackals
* Backpacks are now useable in editor
* Fixed names of IEDs
* Many weapons are now able to hold compatible magazines designed for other weapons
* Snipers have learned how to handle AS50 correctly
* US flyboys adjusted HMD for Apache and BAF pilots are now able to aim unguided missiles better
Add3DENConnection

1.56  点击图片可看到更多讯息

 **add3DENConnection** [type, from, to] 参数:type: String - connection class from *Cfg3DEN >> Connections*
from: Array of Eden Entities - entities which are being connected
to: Eden Entity- entity to which entities will be connected to返回值:
 Bool - true if the connection was made
### 范例

范例1:`add3DENConnection ["RandomStart",get3DENSelected "Object","marker_0"]`
Set random start on marker "marker\_0" for all selected objects.
### 额外资讯

remove3DENConnection
get3DENConnections
### 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?
AllDeadMen

0.50  点击图片可看到更多讯息

 Return a list of dead units including agents. Dead unit might be inside vehicle.
### 基本句法

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

范例1:`{ deleteVehicle _x } forEach allDeadMen;`
### 额外资讯

allDeadallUnitsallGroupsplayableUnitsswitchableUnitsunitsvehiclesallCurators
### 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 17 Oct, 2009
**Pierre MGI**

As dead men are civilian side, don't try to count them with {side \_x isEqualTo EAST} count allDeadMen; result will always be 0.

Use the configfile "side" instead:

0 = [] spawn {while {true} do {sleep 0.1;
 \_westScore = {getNumber (configfile >> "CfgVehicles" >> typeOf \_x >> "side") == 0} count allDeadMen;
 hintSilent format ["East killed: %1",\_westScore]};};
AddMagazineAmmoCargo

1.32  点击图片可看到更多讯息

 Adds magazines with specified ammo count to the cargo space of a vehicle or a container.
### 基本句法

句法:
 cargospace **addMagazineAmmoCargo** [magazine, quantity, ammocount] 参数:cargospace: Object - vehicle or container or weaponholder

[magazine, quantity, ammocount]: Array
magazine: String - magazine class name
quantity: Number - number of magazines to add
ammocount: Number - ammo count in each magazine返回值:
 Nothing
### 范例

范例1:`_ammobox **addMagazineAmmoCargo** ["30Rnd_65x39_caseless_mag", 2, 5];`
### 额外资讯

addMagazineCargoaddMagazineGlobaladdMagazineaddMagazine\_arrayaddMagazinesaddMagazinePooladdMagazineTurretclearMagazineCargoaddWeaponCargoclearWeaponCargoclearWeaponCargoaddWeaponCargoGlobaladdBackpackCargoGlobaladdItemCargoaddItemCargoGlobal
### 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?
AddHandgunItem

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.

Note:
addWeaponItemremoveHandgunItemremoveAllHandgunItemsaddPrimaryWeaponItemaddSecondaryWeaponItemweaponsItemshandgunItemsprimaryWeaponItemssecondaryWeaponItems
### 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?
AddMagazineCargo

1.00  点击图片可看到更多讯息

 Add magazines to the cargo space of vehicles, which can be taken out by infantry units. Once the magazine cargo space is filled up, any further addMagazineCargo commands are ignored.

### 基本句法

句法:
 vehicleName **addMagazineCargo** [magazineName, count] 参数:vehicleName: Object - vehicle to add the magazines to

[magazineName, count]: Array
magazineName: String - magazine name. See the topic Category:Weapons for reference about possible values.
count: Number - number of magazines to add返回值:
 Nothing
### 范例

范例1:`_truck **addMagazineCargo** ["M16", 5];`
### 额外资讯

addMagazineCargoGlobaladdMagazineaddMagazineGlobaladdMagazine\_arrayaddMagazinesaddMagazinePooladdMagazineTurretclearMagazineCargoaddWeaponCargoclearWeaponCargogetMagazineCargoaddItemCargoaddItemCargoGlobaladdMagazineAmmoCargo
### 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, 2009 - 11:02, (CEST)
Sbsmac Only works on clients.
AddItemCargo

0.50  点击图片可看到更多讯息

 Create new items and put them in the local weapon holder. For global variant see addItemCargoGlobal
### 基本句法

句法:
 unit **addItemCargo** [item, count] 参数:unit: Object
[item, count]: Array
item: String
count: Number返回值:
 Nothing
### 范例

范例1:`rearmTruckOne **addItemCargo** ["optic_ARCO", 10]`
### 额外资讯

addItemCargoGlobalclearItemCargoaddMagazineCargoaddMagazineCargoGlobaladdWeaponCargoaddWeaponCargoGlobaladdBackpackCargoaddBackpackCargoGlobal
### 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

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

### 开始使用于

游戏:
Armed Assault
版本:
1.00

### 描述

描述:
参见 switch do

### 基本句法

句法:
a **:** b参数:a: Switch类型
b: 代码返回值:
Nothing

### 范例

范例1:`? (_var == _test) **:** hint "_var is equal to _test!";`
范例2:`switch (_condition) do {
 case 1**:** { hint "1" };
 case 2**:** { hint "2" };
 default { hint "default" };
};`
### 额外资讯

控制结构switch do
### 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?
-profiles

***Description:***

The option ***-profiles***  allows you to specify a specific location for player's profile files.

The syntax would be, for example,

```
C:\games\ArmA\arma.exe -profiles=c:\games\armaprofiles

```

**Note:** If the profile path contains spaces, the whole parameter should be enclosed by quotation marks:

```
c:\armed assault\ArmA.exe "-profiles=c:\armed assault\profiles"

```

The path defined in the argument can also be interpreted *relative* to the ArmA path:

```
 c:\arma\ArmA.exe -profiles=profiles

```

would use the folder c:\arma\profiles\Users\[playername], and

```
 c:\arma\ArmA.exe -profiles=.

```

would put the user profiles *directly* into the game folder (c:\arma\Users\[playername]).

The way this path is interpreted depends on the game version:

1. **V1.04** and before: reads the folder c:\games\armaprofiles\PlayerName
2. **V1.05** and later: reads the folder c:\games\armaprofiles\**Users**\PlayerName
A3 Launcher

### Description

Description:Launcher is a new interface to run the game and manage Steam Workshop addons.

The purpose of this tool is to simplify start-up parameters, game options and manage mods. Read detailed documentation here Arma 3 Launcher.

### Usage

Line call:arma3launcher.exe

Examples:arma3launcher.exe

### Licenses

Licensing:Bohemia Interactive End User License Agreement
See also:Addon Builder, Publisher, Arma 3 Launcher
,
ArmA: Selection Translations

## Introduction

Some  Named Selections require Czech names for them to work.

If, for example, you want to define the source for the left headlight (in the Memory LOD) you would need to name that selection "L svetlo".

To find out which names are required for which object you can either check the Modelling Tutorials or check the CfgVehicles Config Reference directly.
ArmA: Bug or Feature

# Bug of Feature?

## Introduction

At times it might not be quite clear whether certain features or behaviors are bugs, planned features, engine limitations, or just false expectations due to confusing documentation.

For those cases, this list has been created.

If you come across features where one of the above criteria might apply, put it here first, and then, once it has been determined to be a true bug, it will then be moved to the official bug list.

**Please do not use this list to file obvious bugs or feature requests!**

## Audio Issues

* If you active hardware acceleration and that the vehicle/chopper/or what else mechanic is behind you, their sound is suddenly lower without any reason -Paul-Hewson

## Control Issues

* When switching in a tank from driver to gunner, the low part of the tank is doing circle without moving. -Paul-Hewson

It's a new feature of 1.08, it's the same if you "eject" from all ground vehicle, engine still on :) -Paul-Hewson

## Editing & Scripting

* setFriend will not make *anybody* an enemy, even if the value is set to zero. [1.02] --Kronzky 20:57, 16 January 2007 (CET)
* surfaceType will always return either "#GRASSSOUTH", "#GRASSGENERAL", or "#SANDGENERAL" even inside buildings or in water. --Kronzky 04:26, 31 January 2007 (CET)

## Island & Object Issues

* Tanks engines start up again when i fire and when i switch to gunner or commander the engine keeps running. MrD 1.08

## Mission Issues

* On the demo CTF mission the bluefor truck is respawning. Why is that the only one? video [1.03.5116 demo] -Armaaa

## Visual Issues

* When i fire FFAR in to the light blue sea ,the splash fills up the windscreen, this happens from all altitudes! Image
* Sometimes it's too dark to look without night vision, and the night visions picture is also unusable. [1.04.5121] -Armaaa

Maybe you set your gamma/contrast settings too low? --Messiah(UA) 15:15, 21 February 2007 (CET)
No, it's happening at night. -Armaaa
AddCuratorAddons

1.16  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:
1.16

### 描述

描述:
 Allow curator use of given addon.
### 基本句法

句法:
 curatorObj **addCuratorAddons** addons 参数:curatorObj: Object - Curator module.

addons: Array of CfgPatches classes返回值:
 Nothing
### 范例

范例1:`curatorObj **addCuratorAddons** ["A3_Armor_F_AMV","A3_Armor_F_Panther"];`
范例2:`curatorObj **addCuratorAddons** ["A3_Modules_F_Curator_Lightning"];`
范例3:Addons can be stacked:`curatorObj **addCuratorAddons** ["A3_Armor_F_AMV","A3_Armor_F_Panther"];
curatorObj **addCuratorAddons** ["A3_Modules_F_Curator_Lightning"];
diag\_log curatorAddons curatorObj;`

`[
 "A3_Armor_F_AMV",
 "A3_Armor_F_Panther",
 "A3_Modules_F_Curator_Lightning"
]`
### 额外资讯

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

1.16  点击图片可看到更多讯息

 curatorObj **addCuratorCameraArea** [cameraAreaID,position,radius] 参数:[cameraAreaID,position,radius]: Array
curatorObj: Object - Curator module.
cameraAreaID: Number
position: Position
radius: Number返回值:
 Nothing
### 范例

范例1:`myCurator **addCuratorCameraArea** [3,position mySoldier,300];`
### 额外资讯

多人游戏:
Can be executed only on server
也可以看看:
CuratorremoveCuratorCameraArearemoveAllCuratorCameraAreascuratorCameraArea
### 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: JEdit Syntax-Highlighting

The following information provides you with syntax-highlighting for ArmA's SQS (obsolete), SQF and SQM files.

jEdit allows users to write and modify the XML files that define its syntax highlighting, so we're providing instructions to achieve this.

First of all, download "arma\_code\_v\_06jan07.zip" and put it in jEdit's 'modes' directory. Now we need to tell jEdit about it. Open up the 'catalog' file in the 'modes' directory. Between any two <MODE> tags insert the following:

`<MODE NAME="armacode" FILE="arma_code.xml"
 FILE_NAME_GLOB="*.{sqs,sqf,sqm}" />`

I put it after "applescript" to maintain alphabetical order.

With all the files saved, jEdit should highlight ArmA-scripting functions. The appearance of the global syntax-highlighting can be changed under Utilities >> Global Options >> Syntax Highlighting.

Notes:I'm pretty sure that i missed some functions ;-)

### Licenses

Licensing:Creative Commons, Attribution-NonCommercial-ShareAlike 2.5
See also:Syntax-Highlighting for UltraEdit by Keijo Ruotsalainen (aka Kegetys)

Scripting Topics.

### Bottom Section

+ Add Note

[[]]
AddItemToUniform

1.04  点击图片可看到更多讯息

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

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

范例1:`player **addItemToUniform** "itemGPS";`
范例2:`player **addItemToUniform** "hgun_Rook40_F";`
### 额外资讯

removeItemFromUniformaddItemToBackpackaddItemToVest
### 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: Rating Values

# Introduction

Each hit in a single player game will affect the player's rating.
If it goes below -2000, he will be considered an enemy, and be attacked by all units.

The breakdown of rating changes for killing enemy or friedly units are listed below:

## Ratings and Ranks

When a unit is assigned a specific rank (either when placed in the editor, or via the setUnitRank command), it will automatically receive a certain rating level (even if the unit's previous rating was higher than the new level).

 COLONEL | 7500
ArmA: Community Websites

## Introduction

If you wish to list your ArmA **HomePage**, please add it to this article in alphabetical order. Your home page must contain at least *some* Armed Assault information.

**Do Not** remove any links from this page without leaving a comprehensive explanation for you edit!

## Community Home Pages

ArmA Italian Community - http://forum.armedassault.info/index.php?showforum=42

ArmA Tech Squad - http://www.armatechsquad.com

ArmA-EMSI - http://www.arma.szm.sk/

Arma.at.ua - http://arma.at.ua/

ArmA.hu - http://www.armed-assault.hu

Armaholic.com - http://www.armaholic.com/

Armed Assault Lithuania - http://www.armedassault.lt/

Armed Assault Turkiye - http://armedassault-turkiye.net

Armed-Assault.de - http://armed-assault.de/

ArmedAssault.eu - http://www.armedassault.eu/

ArmedAssault.info - http://www.armedassault.info

AusArmA.org Australian/NZ Community - http://www.ausarma.org

ArmaWorld.de German Community Site - http://armaworld.de

Charlie Foxtrot - http://cfarma2.com (**Biki Page**)

Flashpoint.ru - http://www.flashpoint.ru/

Kellys-Heroes.eu - http://www.kellys-heroes.eu

MARSOC - http://www.going4.com/teamwork/index.php

MSRS AIU - http://www.wix.com/michel87/msrs

Operation Reality Community - http://operationreality.org

PMC Tactical ArmA - http://tactical.nekromantix.com/arma/

Tactical Gamer - http://www.tacticalgamer.com

United Operations - http://unitedoperations.net

Unity Security Force (USEC) - http://www.usecforce.com

Virtual British Army Unit - http://www.vbau.co.uk
AnswerMe

**AnswerMe** is a wiki convention used to indicate pages with unanswered questions. You can easily get a list of these pages by clicking on the 'What links here' link on the left of this page. Once you've answered a question by editing the page it's assumed you will remove the **AnswerMe** tag.

The purpose of a wiki like this is being a *resource*. A place where people go to get answers.

It is *not* the right place to ask technical questions, or to have discussions about how to use the information that's being presented. That's what the official forums are for.

There is one situation though where it is ok to post an occasional technical question (but it should really be the exception):

You are writing an article for this wiki, you have researched the topic you are writing about, and have presented a lot of information. But there is one minor issue that you just haven't been able to figure out so far. In that case it would be ok to post the article as is and leave that one question open.

In order for other people to know that there is an open question in an article you would put a link on your page that points to the AnswerMe section (via an **[[AnswerMe]]** tag).

People who visit the AnswerMe page and click on the 'What links here' option (in the 'toolbox' on the left), will then get a list of pages that have questions open, and might answer them.

In general though, it is preferred that you only post about things that you know. If you are writing about a subject, and there are issues you're not sure about, just leave it out.

A wiki is a dynamic, constant 'work in progress'. Other people who read the page will most likely complete the information over time.
Add3DENEventHandler

1.56  点击图片可看到更多讯息

### 开始使用于

游戏:
Arma 3
版本:
1.56

### 描述

描述:
 Add code to be run when a Eden Editor event is triggered.

See the list of all Eden Editor Event Handlers.

### 基本句法

句法:
 **add3DENEventHandler** [type,code]参数:type: String
code: Code返回值:
 Number
### 范例

范例1:`eh = **add3DENEventHandler** ["onUndo",{systemChat "Zip..."}];`
### 额外资讯

remove3DENEventHandler
removeAll3DENEventHandlers
### 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?
And

1.00  点击图片可看到更多讯息

 Returns true only if both conditions are true. In case of the alternative syntax, lazy evaluation is used (if left operand is false, evaluation of the right side is skipped completely).
### 基本句法

句法:
 Boolean = a **and** b 参数:a: Boolean - Test condition or variable that returns Boolean.

b: Boolean - Test condition or variable that returns Boolean.返回值:
 Boolean
### 替代句法

句法:
Boolean = a **and** b (*Only available since ArmA 2:OA v1.62.*)参数:a: Boolean - Test condition or variable that returns Boolean.

b: Code - Code that returns Boolean. It is not evaluated if **a** returns as false.返回值:
Boolean
### 范例

范例1:`if ((alive player) and (_enemycount == 0)) then {hint "you win !"}`
范例2:`if ((count _array > 0) and {(_array select 0) == player}) then {hint "It works! Without lazy evaluation it would throw an error if array was empty."}`
### 额外资讯

多人游戏:
no special considerations
也可以看看:
a && borOperators
### 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 12, 2015 - 10:45 (UTC)
IT07

Just like the "or" command, the "and" command allows several conditions to be checked. Example:

`if(alive player and speed player > 0 and _someOtherVar) then { hint"All three condtions are true" };`
The example above will check if the player is alive and if the player is moving and checks if \_someOtherVar is true.
AddWeaponCargoGlobal

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

 Add weapons to the cargo space of vehicles, which can be taken out by infantry units.

MP Synchronized
### 基本句法

句法:
 vehicleName **addWeaponCargoGlobal** [weaponName, count] 参数:vehicleName: Object - vehicle to add the weapons to

[weaponName, count]: Array
weaponName: String - weapon name. See the topic Category:Weapons for reference about possible values.
count: Number - number of weapons to add.返回值:
 Nothing
### 范例

范例1:
```
_truck addWeaponCargoGlobal["M16",5];
```

### 额外资讯

addMagazineCargoclearMagazineCargoclearWeaponCargoaddMagazineCargoGlobaladdBackpackCargoaddBackpackCargoGlobaladdItemCargoaddItemCargoGlobal
### 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 November 7, 2011 - 11:02 (CET)
**Bon\_Inf\***
Synchronized to JIP as well.
AnimationPhase

File:Ofpr version.gif 1.75  点击图片可看到更多讯息

 Return the phase of the given animation on the given object, which is set by the animate command.
### 基本句法

句法:
 object **animationPhase** animationName 参数:object: Object - building eg

animationName: String - name of the animation. This is the class-name of the animation defined in the addon's config.cpp.返回值:
 Number - range 0 (start point of the animation) to 1 (end point of the animation).
### 范例

范例1:`_building animate ["maindoor",1];
sleep 1;
_p = _building **animationPhase** "maindoor";`

returns 1 (if the animation speed is <= 2 seconds)
### 额外资讯

多人游戏:
In OFP, on dedicated servers, *animationPhase* will always return 0, no matter what the actual phase is.
也可以看看:
animatesetFaceAnimationanimateDoordoorPhaseanimationSourcePhase
### 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: System Requirements

## Minimum specifications

* 2 GHz or better Intel or AMD processor, or equivalent of.
* 512 MB of memory.
* nVidia Geforce FX with 128 MB RAM & Pixel Shader 2.0 or better
* ATI Radeon 9500 with 128 MB of RAM & Pixel Shader 2.0 or better
* 5 GB of Disk space (or more as needed for downloadable add-ons)
* Windows 2000 or Windows XP.
* DirectX 9.0c

## Recommended specifications

* 3 GHz or better Intel or AMD processor, or equivalent of.
* 1 GB memory
* nVidia 6800 or better, with at least 256 MB of onboard RAM.
* ATI X800 or better with at least 256 MB of onboard RAM
* 5 GB of Disk space(or more as needed for downloadable add-ons)
* Windows XP.
* DirectX 9.0c
ArmA: Missions

## Mission Download Sites

* Armaholic Includes: ratings, version, comments and simplified basic file stats.

* OFPEC Mission Depot Each of the missions available at OFPEC have been submitted to OFPEC by members, tested thoroughly by the members, given a fair and balanced review by our seasoned Missions Depot Staff, and are hosted here for the enjoyment of the entire community.

* PMC Tactical ArmA homepage, site for PMC ArmA campaign downloads.
AddBackpackCargo

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. Classname list of available backpacks is here.

### 基本句法

句法:
vehicle **addBackpackCargo** [packClassName,count] 参数:[packClassName,count]: Array
vehicle: Object - vehicle to add the backpack to
packClassName: String - backpack classname
count: Number - number of backpacks to add.返回值:
 Nothing
### 范例

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

backpackContainerfirstBackpackunitBackpackbackpackbackpackCargogetBackpackCargobackpackItemsaddBackpackaddBackpackCargoGlobalremoveBackpackclearBackpackCargoclearBackpackCargoGlobalclearAllItemsFromBackpackloadBackpackbackpackSpaceForcanAddItemToBackpackaddItemToBackpackremoveItemFromBackpackeveryBackpack
### 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?
AddMagazineTurret

File:Arma2oa version.gif 1.52  点击图片可看到更多讯息

Note: you may create invalid combinations by using this function, for example by adding 20 grenades. When doing so, application behaviour is undefined. Since Arma 3 v1.55.133817 it is possible to set custom ammo count in added magazine.
### 基本句法

句法:
 vehicle **addMagazineTurret** [magazineName, turretPath, ammoCount]参数:vehicle: Object
[magazineName, turretPath]: Array
magazineName: String
turretPath: Array
ammoCount (Optional): Number (*since Arma 3 v1.55.133817*) - required ammo count返回值:
 Nothing
### 范例

范例1:`_tank **addMagazineTurret** ["SmokeLauncherMag",[0,0]];`
范例2:`_tank **addMagazineTurret** ["20Rnd_120mmSABOT_M1A2",[0]];`
### 额外资讯

addMagazineGlobaladdMagazineloadMagazineaddMagazine\_arrayaddMagazinesaddMagazineCargoaddMagazineCargoGlobaladdMagazinePoolmagazinesTurretremoveMagazinesTurretremoveMagazineTurretweaponsTurretaddMagazineAmmoCargoaddWeaponTurretremoveWeaponTurretturretLocal
### 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

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

The waypoint is placed randomly within a circle with the given center and radius.

The function returns a waypoint with format [group, index].
### 基本句法

句法:
 groupName **addWaypoint** [center, radius, index, name]参数:groupName: Group
center: Position or Object
radius: Number - random waypoint placement within *radius* from *center*
index (optional): Number - can be used to insert a waypoint in between existing waypoints
name (optional): String - waypointName返回值:
 Array - format Waypoint - [Group, *index*]
### 范例

范例1:`_wp =_grp **addWaypoint** [position player, 0];`
### 额外资讯

waypointsdeleteWaypointcopyWaypointsmovesetCurrentWaypointsetWaypointBehavioursetWaypointCombatModesetWaypointCompletionRadiussetWaypointDescriptionsetWaypointFormationsetWaypointHousePositionsetWaypointPositionsetWaypointScriptsetWaypointSpeedsetWaypointStatementssetWaypointTimeoutsetWaypointTypesetWaypointVisiblewaypointAttachVehiclewaypointAttachedVehiclesetWaypointLoiterRadiuswaypointLoiterRadiussetWaypointLoiterTypecurrentWaypointwaypointNamewaypointSpeedsetWPPos
### 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 November 26, 2009
**tijmenjoppe**
In game versions prior to Arma 3 v1.22:
If you add a waypoint to your group and then want them to start moving to that waypoint, make sure to call setWaypointType "MOVE" on your waypoint.

Posted on 18:23, 28 April 2011 (CEST)
**besselinksjm**

In VBS2 1.30, the randomization of addWaypoint doesn't seem to work correctly all of the time.

The alternative syntax of addWaypoint with a specified index doesn't seem to work correctly.

### Bottom Section

Posted on June 21, 2014 - 20:38 (UTC)
**Giova**

if you want to create a waypoint of type "MOVE" and set it as actual waypoint, you can use the move command that does everything for you with only one line of code !
Be aware that move command intercepts multiple waypoints and it will not line up in waypoints queue. In other word it is a quick solution if you want your group to get only one waypoint, but for several waypoints you'll have to use addwaypoint and all setwaypointXXXXXX commands around.
see move command.

Posted on August 4, 2014 - 23:49 (UTC)
ThorViking

The waypoint may not be created exactly at the center position even if radius is zero. The position will be moved away if there are e.g. rocks at the center position or if it is placed at the edge of water on a shore.
ATLToASL

File:Arma2oa version.gif 1.62  点击图片可看到更多讯息

### 开始使用于

游戏:
Arma 2: Operation Arrowhead
版本:
1.62

### 描述

描述:
 Converts a position from PositionATL to PositionASL
### 基本句法

句法:
 **ATLToASL** pos 参数:pos: PositionATL - position to convert返回值:
 PositionASL
### 范例

范例1:`**ATLToASL** (getPosATL player) isEqualTo getPosASL player`
范例2:`_camPosASL = **ATLToASL** positionCameraToWorld [0,0,0];`
### 额外资讯

ASLToATLAGLToASLASLToAGLgetPosgetPosATLgetPosASL
### 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?
AddItemToVest

1.04  点击图片可看到更多讯息

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

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

范例1:`player addItemToVest "itemGPS";`
范例2:`player addItemToVest "hgun_Rook40_F";`
### 额外资讯

removeItemFromVestaddItemToBackpackaddItemToUniform
### 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?
AddCuratorEditableObjects

1.16  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:
1.16

### 描述

描述:
 Register objects which can be edited by a curator.
### 基本句法

句法:
 curatorObj **addCuratorEditableObjects** [objects,addCrew] 参数:[objects,addCrew]: Array
curatorObj: Object - Curator module.
objects: Array
addCrew: Boolean返回值:
 Nothing
### 范例

范例1:`curatorModule **addCuratorEditableObjects** [[car],true ];`
### 额外资讯

多人游戏:
Can be executed only on server
也可以看看:
CuratorallCuratorsremoveCuratorEditableObjectscuratorEditableObjects
### 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?
Addons at Ease

"Addons at Ease" is a tool for addon makers to help facilitate the packaging of user-made addons. The tool includes a wrapper that can make it easy for the user to install addons.
The first addon to use "Addons at Ease" was the BIS Camel, seemingly based on the famous British World War I Sopwith Camel fighter plane.

Addons at Ease
Anatomy of Mission Save (Elite)

## The Directory Tree

The directory tree looks something like this.

```
UDATA                    Default directory for all games.
  434d005a               The game title folder.
      BD22517280DF       A generated number representing the user save.
         ...             More user saves
      A160043E221B       A generated number representing another user save

```

**Notes:**

OFP:Elite will automatically generate a number representing the mission save, you have no control over this, it just happens.

OFP:Elite will accept folder names, such as **MyMissionName**. Its possible to rename the mission folder name to somthing sensible, which can help in archiving and sharing missions.

## Contents of user created save

Within subfolder 434d500a, there should be the following files:

```
TitleImage.xbx           //Image File
TitleMeta.xbx            //TitleName=Operation Flashpoint: Elite
SaveImage.xbx            //Image File
A subfolder named with an obscure name like "BD22517280DF"

```

Within subfolder of the mission save, the following files should exist:

```
SaveMeta.xbx
saveimage.xbx
header.bin
mission.par

```

### SaveMeta.xbx

The **savemeta.xbx** file is a UTF8 (unicode) encoded text file with details of the mission name and the profile name used to create the mission save.

*Although readable (and unfortunately) writeable by text editors such as notepad, be aware that this is **not** 'simple' single-character-style text.*

### Header.Bin

The **header.bin** file contains information about the mission owner (user profile), the type of mission (Multi Player vs Single Player), the mission name, and the template used to create the mission.

This file is also rAP'd and signed by the OFP: Elite engine.

**Notes**

In order to allow you to play a PC mission on OFP: Elite, it is the templates option that you need to modify and point to your mission save folder.

**Example:**

```
Template=U:\MyMissionName;

```

### Mission.par

The **mission.par** file is the meat of the mission. The file is much like the PC version of the mission.sqm file, it contains the details of the units placed in the editor, any waypoints the user has created, along with the time, date, weather settings.

This file has some special properties, the file is rAP'd and signed by the OFP: Elite engine.

## Action Replay Notes

Keep in mind when preparing your mission for the Action Replay application these points.

* 1. All files must be zipped up into a single archive to be recognized by the AR (the name of the ZIP archive seems inconsequential).

* 2. The first sub folder within this archive should be named "UDATA"

**Note** There is a size restriction in how large mission can be. The Action Replay application will accept any size of mission, however when one tries to copy the save back through the Xbox memory manager you will receive an error. Safe sizes so far have been aroudn 500k. Missions over 1024k seem to fail.
ArmA: Cheats

All of the following cheats require you to hold [Left Shift] down and then press the [Numpad - (minus)] button. Then let go and type the appropriate cheat code (capitalization doesn't matter). Nothing is displayed as you type however the key strokes are being recorded.

ENDMISSION
Ends the mission.
CAMPAIGN
Unlocks all campaign missions (This must be entered in the appropriate campaign screen you want unlocked. Unlocking one campaign will result in other campaigns that are unlocked to be re-locked.)
MISSIONS
Unlocks all single player missions (This must be entered in the appropriate single missions screen.)
SAVEGAME
Saves the game in your current mission. Can be useful as a quicksave function.
TOPOGRAPHY
Generates a map in EMF vector format. The file is (not) always created at the root directory of the C: drive (Windows 7 with UAC might put the file in Virtualstore, "C:\Users\<username>\AppData\Local\Virtualstore" ). The output file is generated when the map is next viewed in game. German Users: Enter TOPOGRAPHZ instead.
EXPORTNOGRID
(Available from Arma 3 v1.43.129765) Just like TOPOGRAPHY, but generates a grid-less map in EMF format XXNAMEXX\_nogrid.emf. More on topography export [1]
GETALLGEAR
Unlocks all Armory items.
FLUSH
Flush all video memory to cure performance issue caused by textures being placed in the AGP memory
FREEZE
Instantaneous "freezing" the game. For debugging of freeze dump creation process.
CRASH
Forced game crash. For debugging of crash dump creation process.
FPS
To allow artificially limit FPS for testing to 40,20,10,5.
## Unlocking Missions

To unlock stand-alone mission, locate your ArmA profile first (it will be named (username).ArmAProfile, and will be either in My Documents\ArmA or in My Documents\ArmA Other Profiles.
Open it in a text editor and change the section

```
activeKeys[]=
{
};

```

to

```
activeKeys[]=
{ "M00", "M01", "M02", "M03", "M04", "M05", "M06", "M07", "M08", "M09", "M10",
"TT01", "TT02", "TT03", "TT04", "TT05", "TT06" };

```

In a more simple way just go to the mission screen press Left Shift down and then press the Numpad - (minus) button and type MISSIONS then revert the last mission.
2D Editor: Intel

The Intel box is the dark grey box with a weather icon, the time and date. It allows you to name your mission, give it a brief description, set the mission starting date and time, the current and forecast weather and which sides resistance forces are friendly to. Clicking on the Intel box will bring up the Intel menu.

## Menu

OFP editor intel.jpgArma: Cold War AssaultArmA editor intel.jpgArmaArma2 editor intel.jpgArma 2Tkoh editor intel.jpgTake On HelicoptersArma 3 editor intel.jpgArma 3
### Name

The mission name is used in mission lists, such as when browsing missions in the "Single Mission" mode, on multiplayer sessions and mission lists, in the campaign mission list, and on the map notepad. If you do not name your mission, the missions folder/pbo name will be used.

### Description

This description is only displayed while in multiplayer mode, but it is recommended to give every mission a short description to explain what the mission is about, failing all else to allow you to identify it yourself in the future.

### Date and Time

These options should be self explanatory. Remember that Armed Assault is highly accurate in its rendering of seasonal patterns. Thus daylight hours, the sun's path across the sky, star constellations and moon phases are all simulated correctly given the current terrain's world location. Tides are also accurately simulated, and can be somewhat hard to predict as different seasons and moon phases create vastly differing high/low water marks.

### Weather Sliders

Weather sliders are devided into pairs, each of them setting starting value and forecast value which engine will reach in 30 minutes.

* **Weather** - sets overcast, initiate raining when value is low enough
* **Fog** - modifies visibility, no matter what view distance is set in video options.
* **Wind (Take On helicopters only)** - wind strength, affecting helicopter flight model.

### Resistance Is Friendly to:

Choose which side(s) the resistance side will be friendly to at the start of the mission. Note that the civilian side will inherit the same allies and enemies of the resistance side.

## Scripting

See Command Group: Environment for list of all marker-related commands.
AddMusicEventHandler

0.50  点击图片可看到更多讯息

function: String or Code. Passed params array 0: CfgMusic class name, 1: event handler id返回值:
 Number - event handler id
### 范例

范例1:`_ehID = **addMusicEventHandler** ["MusicStart", {hint str _this}];`
范例2:`_ehID = **addMusicEventHandler** ["MusicStop", {hint str _this}];`
### 额外资讯

setMusicEventHandlerplayMusicremoveMusicEventHandlerremoveAllMusicEventHandlers
### 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 4, 2013 - 13:30
**Druid**There are these two types at this time:

**MusicStart** - It is triggered when the music is started (command playMusic). In variable \_this is stored class name from CfgMusic.

**MusicStop** - It is triggered when the music is ended (command playMusic). In variable \_this is stored class name from CfgMusic.
AllMines

1.24  点击图片可看到更多讯息

### 开始使用于

游戏:
Arma 3
版本:
1.24

### 描述

描述:
Returns an array of all mines in the mission
### 基本句法

句法:
 **allMines** 返回值:
 Array
### 范例

范例1:`**allMines**`
范例2:`(**allMines** select 0) mineDetectedBy west;`
### 额外资讯

detectedMinesmineDetectedBycreateMinemineActiverevealMineallMissionObjects
### 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

**Ceeeb**

在 **OFP v1.96**,  字符串 对比不区分大小写。 *例子: "STRINGtext" == "stringTEXT" 返回 true。*
Posted on Apr 15, 2014 - 15:34

**ffur2007slx2\_5**

(A3 1.16) 针对大小写对比, 数组对比和布尔值对比，我们可以使用 switch do。例如：

`switch (_var0) do {`
 `case (_var1) : {true};
 default {false};
 };`

对于脚本比较，我们需要探测脚本是否会优先运行，然后将两者组合成字符串【原文：For script comparison we need to detect whether scripts are running in advance, then compose both into string】:
`if (scriptDone _var0) then [{false},{(str _var0) == (str _var1)}];推荐使用` isEqualTo 来进行所有类型对比，该命令功能更好且跟操作符速度一样快。对于多次比较:
`fnc_areEqual = {
private ["_b","_var1","_var2"];
_b = true;
for [{_i=1},{_i < (count _this) && _b},{_i=_i+1}] do {`
 `_var1 = _this select (_i-1);
 _var2 = _this select _i;
 if (!(_var1 isEqualTo _var2)) then {_b = false;};`
`};
_b
};
["A","a","a"] call fnc_areEqual; // false 我们可以使用这个方法而不是使用` BIS\_fnc\_arrayCompare 或者 BIS\_fnc\_areEqual
AGLToASL

1.50  点击图片可看到更多讯息

### 开始使用于

游戏:
Arma 3
版本:
1.50

### 描述

描述:
 Converts position from PositionAGL to PositionASL
### 基本句法

句法:
 **AGLToASL** posAGL 参数:posAGL: PositionAGL - position to convert返回值:
 PositionASL
### 范例

范例1:`_playerPosASL = **AGLToASL** (player modelToWorld [0,0,0]);`
范例2:`_camPosASL = **AGLToASL** positionCameraToWorld [0,0,0];`
### 额外资讯

ASLToAGLASLToATLATLToASLgetPosgetPosATLgetPosASL
### 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?