Shooting Targets – Arma 3
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= Example mission with "noPop" and "terc" = | = Example mission with "noPop" and "terc" = | ||
1. Open a new mission in [[Eden Editor]] and save it.</br> | 1. Open a new mission in [[Eden Editor]] and save it.</br> | ||
2. Place three pop-up targets. Make sure they are compatible. See {{HashLink| | 2. Place three pop-up targets. Make sure they are compatible. See {{HashLink|Arma 3: Shooting Targets#Targets}}.</br> | ||
3. Name the pop-up targets <tt>target_0</tt>, <tt>target_1</tt>, <tt>target_2</tt>.</br> | 3. Name the pop-up targets <tt>target_0</tt>, <tt>target_1</tt>, <tt>target_2</tt>.</br> | ||
4. Place any object you would like to use to control the targets' states and name it <tt>flag_control_targets</tt>.</br> | 4. Place any object you would like to use to control the targets' states and name it <tt>flag_control_targets</tt>.</br> |
Revision as of 10:13, 24 April 2021
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
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 Strip → Scenario → Open 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 |
Target - Oval (Wall, Left) | Land_Target_Oval_Wall_Left_F |
Ground_holder_hide |
Target - Oval (Wall, Right) | Land_Target_Oval_Wall_Right_F |
Ground_holder_hide |
Target - Oval (Wall, Top) | Land_Target_Oval_Wall_Top_F |
Ground_holder_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 |
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 |
Swivel Target | Land_Target_Swivel_01_F |
Screws_source |
Swivel Target (Ground) | Target_Swivel_01_ground_F |
Screws_source |
Swivel Target (Left) | Target_Swivel_01_left_F |
Stand_source |
Swivel Target (Right) | Target_Swivel_01_right_F |
Stand_source |
VR Tank Target | Land_VR_Target_MBT_01_cannon_F |
Turret_source |
VR Wheeled APC Target | Land_VR_Target_APC_Wheeled_01_F |
Turret_source |