Editing – ArmA: Armed Assault
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Information relating to editing functions known to be compatible with ArmA. | Information relating to editing functions known to be compatible with ArmA. | ||
===Applicability=== | ===Applicability=== | ||
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The list of major changes since Operation Flashpoint is being compiled at [[Armed Assault: Editing - What Is New]] | The list of major changes since Operation Flashpoint is being compiled at [[Armed Assault: Editing - What Is New]] | ||
== What's new == | |||
===World Editing=== | |||
====Terrain Surface==== | |||
[[Layered Terrain Surface Representation]] | |||
====Environment==== | |||
[[Armed Assault: Ambient Life]] | |||
[[Armed Assault: Ambient Sounds]] | |||
===Modelling=== | |||
In addition to [[Textures]] used before, [[Materials]] define lighting properties and multiple texture layers | |||
[[Model Config]] based animations | |||
===Vehicle / Weapon Configuration=== | |||
[[HUD in Vehicles]] | |||
===Scripting=== | |||
Precompilation - [[Code]] is now distinct type | |||
===Mission Editing=== | |||
===AI Modification=== | |||
Each unit type can define its own FSM defining how the unit behaves when acting as a part of the formation [[Armed Assault: FormationFSM]] | |||
[[Category:ArmA: Editing| ]] | [[Category:ArmA: Editing| ]] |
Revision as of 02:02, 19 December 2006
Introduction
Information relating to editing functions known to be compatible with ArmA.
Applicability
Although Armed Assault is largely compatible with the original Operation Flashpoint series of games, no editing functions should be assumed to be fully compatible, unless they are specifically linked as Articles or Subcategories to this page.
The list of major changes since Operation Flashpoint is being compiled at Armed Assault: Editing - What Is New
What's new
World Editing
Terrain Surface
Layered Terrain Surface Representation
Environment
Modelling
In addition to Textures used before, Materials define lighting properties and multiple texture layers
Model Config based animations
Vehicle / Weapon Configuration
Scripting
Precompilation - Code is now distinct type
Mission Editing
AI Modification
Each unit type can define its own FSM defining how the unit behaves when acting as a part of the formation Armed Assault: FormationFSM