Editing – ArmA: Armed Assault

From Bohemia Interactive Community
Jump to navigation Jump to search
mNo edit summary
mNo edit summary
Line 4: Line 4:


Information relating to editing functions known to be compatible with ArmA.   
Information relating to editing functions known to be compatible with ArmA.   


===Applicability===
===Applicability===
Line 11: Line 10:


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

Template:Stub

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

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