Arma 3: Shooting Targets

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TargetBootcampHumanSimple F.jpg

Arma 3 comes with a variety of shooting targets. Most of these targets come with a somewhat hidden functionality which is explained on this page.

Changing pop-up-behaviour

The pop-up-behaviour can be changed by setting the variablenoPop in missionNamespace.

 missionNamespace setVariable ["noPop", true]; // Will prevent the targets from popping up again once they were hit
 missionNamespace setVariable ["noPop", false]; // Targets will pop up normally again after they were hit

Animating the targets

All of the above listed targets have an animation source called terc. This can be used to change the angle of the target. Let's say we have a pop up target place in the editor with the name popUpTarget:

 popUpTarget animateSource ["terc", 0.5]; // Target will have an angle of 45°
 popUpTarget animateSource ["terc", 1]; // Target will have an angle of 180°
 popUpTarget animateSource ["terc", 0]; // Target will have an angle of 90° e.g. the target will stand up straight
Random Fact: "terc" is Czech and means Object.

Example mission with "noPop" and "terc"

1. Open a new mission in Eden Editor and save it.
2. Place three pop-up targets. Make sure they are compatible. See Arma 3: Shooting Targets - Targets.
3. Name the pop-up targets target_0, target_1, target_2.
4. Place any object you would like to use to control the targets' states and name it flag_control_targets.
5. Navigate to Menu StripScenarioOpen Scenario Folder.
6. In that folder create a file called initPlayerLocal.sqf. See Event Scripts for more information.
7. Paste the following code into that file and save it.

// Three local actions are added to the object flag_control_targets. These actions are available for every player // Rset the animation state of all three targets flag_control_targets addAction ["Reset Targets", {[target_0, target_1, target_2] apply {_x animateSource ["terc", 0]}}];

// Disable the pop-up functionality by setting "noPop" to true globally flag_control_targets addAction ["Disable pop-up", {missionNamespace setVariable ["noPop", true, true]}];

// Enable the pop-up functionality by setting "noPop" to false globally. The targets will not automatically reset. Use the Reset Targets action flag_control_targets addAction ["Enable pop-up", {missionNamespace setVariable ["noPop", false, true]}];

8. Preview the mission and play around with the targets.

Moving targets on rails

There is no official way of doing this. Just download some script ¯\_(ツ)_/¯


See also

Interesting Scripts

The following scripts are used to animate the targets. Some of them only create a simply destruction effect, others are more sophisticated. To see their content, combine loadFile with the path.

  • a3\structures_f_mark\items\sport\scripts\balloon_01_air_f_hitpart.sqf
  • a3\structures_f_mark\items\sport\scripts\balloon_01_water_f_hitpart.sqf
  • a3\structures_f_epa\items\vessels\scripts\eaudecombat_01_f_hitpart.sqf
  • a3\props_f_orange\humanitarian\supplies\scripts\fruit_hitpart.sqf
  • a3\structures_f\training\data\scripts\land_target_oval_f_hitpart.sqf
  • a3\structures_f\training\data\scripts\metal_pole_skeet_f_hitpart.sqf
  • a3\structures_f\training\data\scripts\skeet_clay_f_hitpart.sqf
  • a3\structures_f_mark\training\scripts\target_dueling_01_f_hitpart.sqf
  • a3\structures_f_mark\training\scripts\target_swivel_01_f_hitpart.sqf
  • a3\structures_f\training\data\scripts\targetp_inf_f_hitpart.sqf

Targets

The following targets all possess some sort of animation source. One can use animateSource to manipulate and customize them.

Display Name Class Animation Sources
Pop-Up Target 1 TargetP_Inf_F

Terc

Pop-Up Target 1 (Zones) TargetP_Inf_Acc1_F

Terc

Pop-Up Target 1 (Accuracy) TargetP_Inf_Acc2_F

Terc

Moving Target 1 (Side) Target_PopUp_Moving_F

Terc

Moving Target 1 (Side - Zones) Target_PopUp_Moving_Acc1_F

Terc

Moving Target 1 (Side - Accuracy) Target_PopUp_Moving_Acc2_F

Terc

Moving Target 1 (Front) Target_PopUp_Moving_90deg_F

Terc

Moving Target 1 (Front - Zones) Target_PopUp_Moving_90deg_Acc1_F

Terc

Moving Target 1 (Front - Accuracy) Target_PopUp_Moving_90deg_Acc2_F

Terc

Pop-Up Target 2 TargetP_Inf2_F

Terc

Pop-Up Target 2 (Zones) TargetP_Inf2_Acc1_F

Terc

Pop-Up Target 2 (Accuracy) TargetP_Inf2_Acc2_F

Terc

Moving Target 2 (Side) Target_PopUp2_Moving_F

Terc

Moving Target 2 (Side - Zones) Target_PopUp2_Moving_Acc1_F

Terc

Moving Target 2 (Side - Accuracy) Target_PopUp2_Moving_Acc2_F

Terc

Moving Target 2 (Front) Target_PopUp2_Moving_90deg_F

Terc

Moving Target 2 (Front - Zones) Target_PopUp2_Moving_90deg_Acc1_F

Terc

Moving Target 2 (Front - Accuracy) Target_PopUp2_Moving_90deg_Acc2_F

Terc

Pop-Up Target 3 TargetP_Inf3_F

Terc

Pop-Up Target 3 (Zones) TargetP_Inf3_Acc1_F

Terc

Pop-Up Target 3 (Accuracy) TargetP_Inf3_Acc2_F

Terc

Moving Target 3 (Side) Target_PopUp3_Moving_F

Terc

Moving Target 3 (Side - Zones) Target_PopUp3_Moving_Acc1_F

Terc

Moving Target 3 (Side - Accuracy) Target_PopUp3_Moving_Acc2_F

Terc

Moving Target 3 (Front) Target_PopUp3_Moving_90deg_F

Terc

Moving Target 3 (Front - Zones) Target_PopUp3_Moving_90deg_Acc1_F

Terc

Moving Target 3 (Front - Accuracy) Target_PopUp3_Moving_90deg_Acc2_F

Terc

Pop-Up Zombie 1 TargetP_Zom_F

Terc

Pop-Up Zombie 1 (Zones) TargetP_Zom_Acc1_F

Terc

Moving Zombie 1 (Side) Zombie_PopUp_Moving_F

Terc

Moving Zombie 1 (Side - Zones) Zombie_PopUp_Moving_Acc1_F

Terc

Moving Zombie 1 (Front) Zombie_PopUp_Moving_90deg_F

Terc

Moving Zombie 1 (Front - Zones) Zombie_PopUp_Moving_90deg_Acc1_F

Terc

Pop-Up Hostage 1 TargetP_Civ_F

Terc

Moving Hostage 1 (Side) Hostage_PopUp_Moving_F

Terc

Moving Hostage 1 (Front) Hostage_PopUp_Moving_90deg_F

Terc

Pop-Up Hostage 2 TargetP_Civ2_F

Terc

Moving Hostage 2 (Side) Hostage_PopUp2_Moving_F

Terc

Moving Hostage 2 (Front) Hostage_PopUp2_Moving_90deg_F

Terc

Pop-Up Hostage 3 TargetP_Civ3_F

Terc

Moving Hostage 3 (Side) Hostage_PopUp3_Moving_F

Terc

Moving Hostage 3 (Front) Hostage_PopUp3_Moving_90deg_F

Terc

Target - Oval (Ground) Land_Target_Oval_F

Ground_holder_hide
Pole_Left_Hide
Pole_Right_Hide
Pole_Top_Hide
Pole_Bottom_Hide
Left_Rotate
Right_Rotate
Top_Rotate
Bottom_Rotate
Pole_Rotate
Target_Left_Rotate
Target_Right_Rotate
Target_Top_Rotate
Target_Bottom_Rotate
Target_Pole_Rotate

Target - Oval (Wall, Left) Land_Target_Oval_Wall_Left_F

Ground_holder_hide
Pole_Bottom_Hide
Pole_Left_Hide

Target - Oval (Wall, Right) Land_Target_Oval_Wall_Right_F

Ground_holder_hide
Pole_Bottom_Hide
Pole_Right_Hide

Target - Oval (Wall, Top) Land_Target_Oval_Wall_Top_F

Ground_holder_hide
Pole_Bottom_Hide
Pole_Top_Hide

Target - Oval (Wall, Bottom) Land_Target_Oval_Wall_Bottom_F

Ground_holder_hide

Steel Plate Steel_Plate_F

Stand_Hide

Steel Plate (Stand) Steel_Plate_Stand_F

Stand_Hide

Steel Plate (Large) Steel_Plate_L_F

Stand_Hide

Steel Plate (Large - Stand) Steel_Plate_L_Stand_F

Stand_Hide

Steel Plate (Small) Steel_Plate_S_F

Stand_Hide

Steel Plate (Small - Stand) Steel_Plate_S_Stand_F

Stand_Hide

Metal Pole Metal_Pole_F

Platform_Hide
Skeet_Hide

Metal Pole (Platform) Metal_Pole_Platform_F

Platform_Hide

Metal Pole (Skeet) Metal_Pole_Skeet_F

Skeet_Hide

Target Human Simple TargetBootcampHumanSimple_F

Terc

Target Human TargetBootcampHuman_F

Terc

Pop-Up Target (Disassembled, Base) Land_Target_PopUp_01_mechanism_F

Target_source

Pop-Up Target 4 TargetP_Inf4_F

Terc

Pop-Up Target 4 (Zones) TargetP_Inf4_Acc1_F

Terc

Pop-Up Target 4 (Accuracy) TargetP_Inf4_Acc2_F

Terc

Moving Target 4 (Side) Target_PopUp4_Moving_F

Terc

Moving Target 4 (Side - Zones) Target_PopUp4_Moving_Acc1_F

Terc

Moving Target 4 (Side - Accuracy) Target_PopUp4_Moving_Acc2_F

Terc

Moving Target 4 (Front) Target_PopUp4_Moving_90deg_F

Terc

Moving Target 4 (Front - Zones) Target_PopUp4_Moving_90deg_Acc1_F

Terc

Moving Target 4 (Front - Accuracy) Target_PopUp4_Moving_90deg_Acc2_F

Terc

Pop-Up Target 5 TargetP_HVT1_F

Terc

Moving Target 5 (Side) Target_PopUp_HVT1_Moving_F

Terc

Moving Target 5 (Front) Target_PopUp_HVT1_Moving_90deg_F

Terc

Pop-Up Target 6 TargetP_HVT2_F

Terc

Moving Target 6 (Side) Target_PopUp_HVT2_Moving_F

Terc

Moving Target 6 (Front) Target_PopUp_HVT2_Moving_90deg_F

Terc

Pop-Up Target 7 TargetP_Inf7_F

Terc

Pop-Up Target 7 (Zones) TargetP_Inf7_Acc1_F

Terc

Pop-Up Target 7 (Accuracy) TargetP_Inf7_Acc2_F

Terc

Moving Target 7 (Side) Target_PopUp7_Moving_F

Terc

Moving Target 7 (Side - Zones) Target_PopUp7_Moving_Acc1_F

Terc

Moving Target 7 (Side - Accuracy) Target_PopUp7_Moving_Acc2_F

Terc

Moving Target 7 (Front) Target_PopUp7_Moving_90deg_F

Terc

Moving Target 7 (Front - Zones) Target_PopUp7_Moving_90deg_Acc1_F

Terc

Moving Target 7 (Front - Accuracy) Target_PopUp7_Moving_90deg_Acc2_F

Terc

Pop-Up Target 8 TargetP_Inf8_F

Terc

Pop-Up Target 8 (Zones) TargetP_Inf8_Acc1_F

Terc

Pop-Up Target 8 (Accuracy) TargetP_Inf8_Acc2_F

Terc

Moving Target 8 (Side) Target_PopUp8_Moving_F

Terc

Moving Target 8 (Side - Zones) Target_PopUp8_Moving_Acc1_F

Terc

Moving Target 8 (Side - Accuracy) Target_PopUp8_Moving_Acc2_F

Terc

Moving Target 8 (Front) Target_PopUp8_Moving_90deg_F

Terc

Moving Target 8 (Front - Zones) Target_PopUp8_Moving_90deg_Acc1_F

Terc

Moving Target 8 (Front - Accuracy) Target_PopUp8_Moving_90deg_Acc2_F

Terc

Pop-Up Target 9 TargetP_Inf9_F

Terc

Pop-Up Target 9 (Zones) TargetP_Inf9_Acc1_F

Terc

Pop-Up Target 9 (Accuracy) TargetP_Inf9_Acc2_F

Terc

Moving Target 9 (Side) Target_PopUp9_Moving_F

Terc

Moving Target 9 (Side - Zones) Target_PopUp9_Moving_Acc1_F

Terc

Moving Target 9 (Side - Accuracy) Target_PopUp9_Moving_Acc2_F

Terc

Moving Target 9 (Front) Target_PopUp9_Moving_90deg_F

Terc

Moving Target 9 (Front - Zones) Target_PopUp9_Moving_90deg_Acc1_F

Terc

Moving Target 9 (Front - Accuracy) Target_PopUp9_Moving_90deg_Acc2_F

Terc

Pop-Up Alien 1 TargetP_Alien1_F

Terc

Pop-Up Alien 1 (Zones) TargetP_Alien1_Acc1_F

Terc

Moving Alien 1 (Side) Target_PopUp_Alien1_Moving_F

Terc

Moving Alien 1 (Side - Zones) Target_PopUp_Alien1_Moving_Acc1_F

Terc

Moving Alien 1 (Front) Target_PopUp_Alien1_Moving_90deg_F

Terc

Moving Alien 1 (Front - Zones) Target_PopUp_Alien1_Moving_90deg_Acc1_F

Terc

Dueling Target Land_Target_Dueling_01_F

Plate_1_source
Plate_2_source
Plate_3_source
Plate_4_source
Plate_5_source
Plate_6_source

Swivel Target Land_Target_Swivel_01_F

Screws_source
Popup_source
Stand_source
Swivel_1rpm_source
Swivel_2rpm_source
Swivel_3rpm_source
Swivel_4rpm_source
Swivel_5rpm_source
Swivel_6rpm_source
Swivel_10rpm_source
Swivel_12rpm_source
Swivel_15rpm_source

Swivel Target (Ground) Target_Swivel_01_ground_F

Screws_source

Swivel Target (Left) Target_Swivel_01_left_F

Stand_source
Swivel_1rpm_source
Swivel_2rpm_source
Swivel_3rpm_source
Swivel_4rpm_source
Swivel_5rpm_source
Swivel_6rpm_source
Swivel_10rpm_source
Swivel_12rpm_source
Swivel_15rpm_source

Swivel Target (Right) Target_Swivel_01_right_F

Stand_source
Swivel_1rpm_source
Swivel_2rpm_source
Swivel_3rpm_source
Swivel_4rpm_source
Swivel_5rpm_source
Swivel_6rpm_source
Swivel_10rpm_source
Swivel_12rpm_source
Swivel_15rpm_source

VR Tank Target Land_VR_Target_MBT_01_cannon_F

Turret_source
Gun_source

VR Wheeled APC Target Land_VR_Target_APC_Wheeled_01_F

Turret_source
Gun_source

Extraction script can be found on the Biki Export Scripts page.