Editing – Arma 2
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'''[[ArmA 2]]''' offers many possibilities to '''add new content''' to it. You can [[ArmA 2: Mission Editing|create missions]], [[ArmA 2: Addon Editing|introduce new vehicles]], enhance your missions and addons with the large [[Scripting|scripting]] capabilities or create a whole new [[ArmA 2: Total Conversions|total conversion]] - a game in the game. | |||
The '''nearly unlimited capabilities''' of addon and mission editing have brought completely different scenarios into the game than what it was originally designed for. Space mods, lego mods or mods simulating other games or films (Star Wars, Starship Troopers, Stargate, ...) have been created by creative members of the community. | |||
[[ArmA 2]] means to even '''extend these capabilities'''. There are more possibilities when [[ArmA 2: Addon Editing|editing addons]], many [[:Category:ArmA_2:_New_Scripting_Commands_List|new commands]] for [[Scripting|scripting]] and additional features for [[ArmA 2: Mission Editing|mission editors]]. | |||
== Getting Started == | |||
* [[Mondkalb's Addon Tutorial|Creating addons]] | |||
* [[ArmA 2: Mission Editing|Creating missions]] | |||
* [[ArmA 2: Terrain Editing|Creating islands]]<br> | |||
* '''[[Scripting]]'''<br> | |||
* [[:Category:ArmA_2:_Editing|'''More Editing Topics''']] | |||
* [[:Category:Scripting_Topics|'''More Scripting Topics''']] | |||
== Advanced == | |||
* [[ArmA 2: Custom Memory Allocator|Creating custom memory allocators]] | |||
== Backward Compatibility == | |||
== What's new == | |||
=== Mission Editing === | |||
* Official and Community [[:Category:ArmA 2: Tools|Tools]]. Eg: PBO file handling and more. | |||
=== Addon Editing === | |||
* In addition to [[Textures]] used before, [[Materials]] define lighting properties and multiple texture layers | |||
* [[Model Config]] based animations | |||
* [[HUD|Heads-up-displays]] | |||
* [[RVMAT basics]] | |||
* [[Texture Map Types]] | |||
* [[Soldier model proportions]] | |||
* [[Weapons settings]] | |||
* [[Face Wound Textures]] | |||
* [[Damage]] | |||
=== Scripting === | |||
* Precompilation - [[Code]] is now distinct type | |||
* [[Post process effects]] | |||
=== Terrain Editing === | |||
; Manual | |||
* [[ArmA 2 Terrain Tutorial]] | |||
;Terrain Surface | |||
* [[Layered Terrain Surface Representation]] | |||
* ArmA II now supports 6 Terrain Surface Layers | |||
;Environment | |||
* [[ArmA 2: Ambient Life]] | |||
* [[ArmA 2: Ambient Sounds]] | |||
=== AI Modification === | |||
* Each unit type can define its own [[FSM]] (AI logic) defining how the unit behaves when acting as a part of the formation [[Armed Assault: FormationFSM]] | |||
[[Category:ArmA 2: Editing|Editing]] | |||
Revision as of 00:53, 24 August 2012
ArmA 2 offers many possibilities to add new content to it. You can create missions, introduce new vehicles, enhance your missions and addons with the large scripting capabilities or create a whole new total conversion - a game in the game.
The nearly unlimited capabilities of addon and mission editing have brought completely different scenarios into the game than what it was originally designed for. Space mods, lego mods or mods simulating other games or films (Star Wars, Starship Troopers, Stargate, ...) have been created by creative members of the community.
ArmA 2 means to even extend these capabilities. There are more possibilities when editing addons, many new commands for scripting and additional features for mission editors.
Getting Started
Advanced
Backward Compatibility
What's new
Mission Editing
- Official and Community Tools. Eg: PBO file handling and more.
Addon Editing
- In addition to Textures used before, Materials define lighting properties and multiple texture layers
- Model Config based animations
- Heads-up-displays
- RVMAT basics
- Texture Map Types
- Soldier model proportions
- Weapons settings
- Face Wound Textures
- Damage
Scripting
- Precompilation - Code is now distinct type
- Post process effects
Terrain Editing
- Manual
- Terrain Surface
- Layered Terrain Surface Representation
- ArmA II now supports 6 Terrain Surface Layers
- Environment
AI Modification
- Each unit type can define its own FSM (AI logic) defining how the unit behaves when acting as a part of the formation Armed Assault: FormationFSM