POLPOX/Sandbox – User

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Line 1,633: Line 1,633:
| NATO soldiers' derogatory slang
| NATO soldiers' derogatory slang
| {{arma3}}
| {{arma3}}
|-
| Abbreviated
| LZ
| Landing Zone
| An area where a helicopter or similar can land
| IRL
|-
|-
| Abbreviated
| Abbreviated

Revision as of 09:46, 25 July 2020

Template:SideTOC My very own sandbox (aka Idea for contribute to the wiki)
Beware this article could contain really dumb and useless ideas :)


Completed ideas

Easter eggs in BI games Category:Easter Eggs
Is DLC Restricted? Arma 3 DLC Restrictions¯\_(ツ)_/¯
Obsolete → Outdated template Template:outdated
inputAction Keys inputAction/actions


April Fool things by Bohemia Interactive

2009 fArma 2
... ...
2012 Arma 2: Japanese Self-Defence Forces DLC (coverup story of A2ACR DLC)
2013 Nothing due to it being a Sunday?
2014 Arma 3 Karts (It eventually became true)
2015 Nothing?
2016 “Arma” Eau De Combat
2017 Nothing due to it being a Saturday.
2018 Nothing due to it being a Sunday.
2019 Bohemia Sandbox Theme Park
2020 Unicorns for Vigor
2021 More to come... Soon™
... ...
2023 Nothing due to it being a Saturday.
... ...
2035 Launches Operation Magnitude


Missing events in Armaverse Timeline

  • Red Tiger Coup
  • Kavala Coup
  • Jerusalem Ceasefire
  • First Contact events (Which aren't canon though)
    • June 15 2039, Electron-39 starts
    • Olom Meteor Strike in 2020 (Coverup news)
    • July 7 2039, Electron-39 supposed to be ended

Maybe there's more


Missile Components

Kind of personal memo. Useful when you're trying to do setMissileTarget and setMissileTargetPos?
Looks like SACLOS one (manualControl = 1) is the only component to do setMissileTargetPos.
See Also: Component Types, Munition guidance list

Missile Components list
classname Cone (degrees) Components Air Target Range (m) Ground Target Range (m) Max lock speed (km/h) Used in
MissileCore 50 SACLOS N/A N/A 0 N/A
ammo_Missile_CruiseBase 360 Data Link 0?-32000 0?-32000 1 N/A
ammo_Missile_CannonLaunchedBase 50 AI Manual 500-8000 500-8000 0 N/A
SACLOS N/A N/A
ammo_Bomb_LaserGuidedBase 120 NV 500-5000 500-5000 30 N/A
Laser 0?-5000 0?-5000
Laserbeam 0 SACLOS N/A N/A 0 Designator Batteries
M_PG_AT 30 IR 500-4000 500-4000 35 DAGR
DAGR
DAGR
Laser 0?-4000 0?-4000
SACLOS N/A N/A
M_AT 30 IR 500-4000 500-4000 35 DAR
DAR
DAR
Laser 0?-4000 0?-4000
M_NLAW_AT_F 5 Visual 500-800 500-800 35 PCML Missile
M_Scalpel_AT 30 IR 500-6000 500-6000 55 Scalpel E2
Scalpel E2
Scalpel E2
Scalpel
Scalpel
Scalpel 3x
Scalpel 4x
Laser 0?-6000 0?-6000
SACLOS N/A N/A
M_Scalpel_AT_hidden 30 IR 500-6000 500-6000 55 Scalpel E2
Laser 0?-6000 0?-6000
SACLOS N/A N/A
Bo_Air_LGB 30 IR 500-6000 500-6000 55 N/A
Laser 0?-6000 0?-6000
SACLOS N/A N/A
Bo_Air_LGB_hidden 30 IR 500-6000 500-6000 55 N/A
Laser 0?-6000 0?-6000
SACLOS N/A N/A
Bo_GBU12_LGB 120 NV 500-5000 500-5000 30 GBU-12
Laser 0?-5000 0?-5000
Bo_GBU12_LGB_MI10 120 NV 500-5000 500-5000 30 GBU-12
Laser 0?-5000 0?-5000
Bomb_03_F 120 NV 500-5000 500-5000 30 LOM-250G
KAB 250 LGB x1
KAB 250 LGB x1
Laser 0?-5000 0?-5000
Bomb_04_F 120 NV 500-5000 500-5000 30 GBU-12
GBU 12 LGB x1
GBU 12 LGB x1
GBU 12 LGB x2
Laser 0?-5000 0?-5000
M_Titan_AA 4 IR 500-3500 500-2500 250 Titan AA Missile
M_Titan_AA_static 4 IR 500-3500 500-2500 250 Zephyr
M_Titan_AA_long 30 IR 500-4500 500-3500 500 Titan Missile
Titan Missile
M_Zephyr 40 Radar 0?-10000 0?-5000 835 Zephyr
Zephyr
Zephyr
M_Zephyr_Mi06 40 Radar 0?-10000 0?-5000 835 N/A
M_Zephyr_air 40 Radar 0?-10000 0?-5000 835 N/A
M_Air_AA 90 IR 500-6000 500-5000 600 ASRAAM
ASRAAM
ASRAAM
ASRAAM
M_Air_AA_MI02 90 IR 500-6000 500-5000 600 ASRAAM
ASRAAM
M_Air_AA_MI06 90 IR 500-6000 500-5000 600 ASRAAM
M_Titan_AT 4.5 IR 500-2000 500-2000 35 Titan AT Missile
SACLOS N/A N/A
M_Titan_AP 4.5 SACLOS N/A N/A 35 Titan AP Missile
M_Titan_AT_static 4.5 IR 500-2000 500-2000 35 Titan Missile
SACLOS N/A N/A
M_Titan_AT_long 12 IR 500-5000 500-5000 35 Titan Missile
Titan Missile
Titan Missile
SACLOS N/A N/A
M_Air_AT 4.5 IR 500-2000 500-2000 35 AG Missiles
AG Missiles
SACLOS N/A N/A
Missile_AA_04_F 30 IR 500-5000 500-4000 445 Falchion-22
Falchion-22
Missile_AGM_02_F 50 IR 500-8000 500-8000 55 Macer
Macer 3x
Macer II AGM x1
Macer II AGM x1
Macer II AGM x2
Macer II AGM x1
Macer II AGM x2
M_Mo_82mm_AT 40 IR 500-800 500-800 0 N/A
M_Mo_82mm_AT_LG 40 Laser 0?-800 0?-800 0 N/A
M_Mo_120mm_AT 40 IR 500-800 500-800 0 N/A
M_Mo_120mm_AT_LG 40 Laser 0?-800 0?-800 0 N/A
M_Mo_155mm_AT 40 IR 500-800 500-800 0 N/A
M_Mo_155mm_AT_LG 40 Laser 0?-800 0?-800 0 N/A
M_Mo_230mm_AT_LG 40 Laser 0?-800 0?-800 0 N/A
M_Mo_230mm_AT 40 IR 500-800 500-800 0 N/A
Missile_AA_03_F 45 IR 500-6000 500-4000 700 Sahr-3
Sahr-3
Missile_AGM_01_F 20 IR 500-8000 500-8000 40 Sharur
KH25 AGM x1
KH25 AGM x1
KH25 AGM x1
M_Jian_AT 30 IR 500-6000 500-6000 35 Jian
Laser 0?-6000 0?-6000
SACLOS N/A N/A
ammo_Missile_MediumRangeAABase 70 Active Radar 0?-12000 0?-8000 777.778 N/A
Data Link 0?-12000 0?-8000
ammo_Missile_ShortRangeAABase 180 IR 500-5000 500-4000 600 N/A
ammo_Missile_rim116 180 IR 500-5000 500-4000 600 Spartan AA
ammo_Missile_rim162 170 Active Radar 0?-12000 0?-8000 888.889 Centurion AA
Data Link 0?-12000 0?-8000
ammo_Missile_AMRAAM_C 70 Active Radar 0?-12000 0?-8000 777.778 AMRAAM C AA x1
AMRAAM C AA x1
AMRAAM C AA x1
AMRAAM C AA x2
Data Link 0?-12000 0?-8000
ammo_Missile_AMRAAM_D 140 Active Radar 0?-13000 0?-9000 777.778 AMRAAM D AA x1
AMRAAM D AA x1
AMRAAM D AA x1
AMRAAM D AA x1
AMRAAM D AA x2
Data Link 0?-13000 0?-9000
ammo_Missile_BIM9X 180 IR 500-5000 500-4000 600 BIM 9X AA x1
BIM 9X AA x1
BIM 9X AA x1
BIM 9X AA x2
ammo_Missile_AA_R77 90 Active Radar 0?-12000 0?-8000 777.778 R77 MR AA x1
R77 MR AA x1
R77 MR AA x1
Data Link 0?-12000 0?-8000
ammo_Missile_AA_R73 150 IR 500-6000 500-4000 600 R73 SR AA x1
R73 SR AA x1
BombCluster_01_Ammo_F 120 NV 500-5000 500-5000 30 CBU-85
CBU-85 Cluster x1
CBU-85 Cluster x2
Laser 0?-5000 0?-5000
BombCluster_02_Ammo_F 120 NV 500-5000 500-5000 30 RBK-500F
RBK-500F Cluster x1
Laser 0?-5000 0?-5000
BombCluster_02_Cap_Ammo_F 120 NV 500-5000 500-5000 30 RBK-500F Cluster x1
Laser 0?-5000 0?-5000
BombCluster_03_Ammo_F 120 NV 500-5000 500-5000 30 BL778
BL778 Cluster x1
BL778 Cluster x2
Laser 0?-5000 0?-5000
M_125mm_cannon_ATGM 50 AI Manual 500-8000 500-8000 0 125mm ATGM
SACLOS N/A N/A
M_120mm_cannon_ATGM 50 AI Manual 500-8000 500-8000 0 120mm ATGM
SACLOS N/A N/A
M_120mm_cannon_ATGM_LG 180 Laser 0?-8000 0?-8000 35 120mm ATGM LG
M_Vorona_HEAT 50 SACLOS N/A N/A 0 9M135 HEAT Missile
M_Vorona_HE 50 SACLOS N/A N/A 0 9M135 HE Missile
M_127mm_Firefist_AT 4 IR 500-4500 500-4500 41.6667 FireFIST ATGM Missile
ammo_Missile_Cruise_01 360 Data Link 0?-32000 0?-32000 1 Cruise Missile HE
ammo_Missile_Cruise_01_Cluster 360 Data Link 0?-32000 0?-32000 1 Cruise Missile Cluster
ammo_Missile_LongRangeAABase 70 Active Radar 0?-16000 0?-8000 777.778 N/A
Data Link 0?-16000 0?-8000
ammo_Missile_AntiRadiationBase 120 Anti Radiation 0?-16000 0?-16000 55 N/A
ammo_Bomb_SmallDiameterBase 120 NV 0?-8000 0?-8000 30 N/A
Laser 0?-8000 0?-8000
IR 500-8000 500-8000
ammo_Missile_mim145 120 Active Radar 0?-16000 0?-8000 777.778 Defender AA
ammo_Missile_s750 120 Active Radar 0?-16000 0?-8000 777.778 Rhea AA
ammo_Missile_HARM 120 Anti Radiation 0?-16000 0?-16000 55 AGM-88C HARM x1
AGM-88C HARM x1
AGM-88C HARM x1
AGM-88C HARM x1
ammo_Bomb_SDB 120 NV 0?-8000 0?-8000 30 GBU SDB x1
GBU SDB x4
Laser 0?-8000 0?-8000
IR 500-8000 500-8000
ammo_Missile_KH58 120 Anti Radiation 0?-16000 0?-16000 55 KH58 ARM x1
KH58 ARM x1
KH58 ARM x1

_data = ("isClass (_x >> 'Components' >> 'SensorsManagerComponent' >> 'Components') or (getNumber (_x >> 'manualControl') == 1)" configClasses (configFile >> "CfgAmmo") apply { _cfg = _x ; _mags = "getText (_x >> 'ammo') == configName _cfg" configClasses (configFile >> "CfgMagazines") ; _launchers = ("(getNumber (_x >> 'scope') >= 1) and { (configName _x) isKindOf ['LauncherCore',(configFile >> 'CfgWeapons')] }" configClasses (configFile >> "CfgWeapons")) ; [ configName _cfg, "true" configClasses (_cfg >> "components" >> "SensorsManagerComponent" >> "Components"), _mags//_launchers select {(toLower (_mags#0)) in (([configName _x,true] call BIS_fnc_compatibleMagazines) apply {toLower _x})} ] }) ; #define PB _return pushBack _return = [ '{| class="wikitable sortable"', '|+Missile Components list', '|-', '!classname', '!Cone (degrees)', '!Components', '!Air Target Range (m)', '!Ground Target Range (m)', '!Max lock speed (km/h)', '!Used in' ] ; _lastSpan = 0 ; _addComponent = { if !(_this isEqualTo "SACLOS") then { PB "|" + (configName _this call _componentToString) ; { _minRange = getNumber (_this >> _x >> "minRange") ; _maxRange = getNumber (_this >> _x >> "maxRange") ; if (_minRange == _maxRange) then { PB "|" + "0?-" + (str _maxRange) ; } else { PB "|" + (str _minRange) + "-" + (str _maxRange) ; } ; } forEach ["AirTarget","GroundTarget"] ; } else { PB "|" + "SACLOS" ; PB "|" + "N/A" ; PB "|" + "N/A" ; } ; } ; _componentToString = { if (_this == "IRSensorComponent") exitWith {"IR"} ; if (_this == "NVSensorComponent") exitWith {"NV"} ; if (_this == "LaserSensorComponent") exitWith {"Laser"} ; if (_this == "VisualSensorComponent") exitWith {"Visual"} ; if (_this == "RadarSensorComponent") exitWith {"Radar"} ; if (_this == "DataLinkSensorComponent") exitWith {"Data Link"} ; if (_this == "ActiveRadarSensorComponent") exitWith {"Active Radar"} ; if (_this == "AntiRadiationSensorComponent") exitWith {"Anti Radiation"} ; if (_this == "AIManualSensorComponent") exitWith {"AI Manual"} ; _this } ; { _x params ["_name","_sensors","_wpn"] ; _cfg = (configFile >> "CfgAmmo" >> _name) ; if (getNumber (_cfg >> "manualControl") == 1) then { _sensors pushBack "SACLOS" ; } ; PB "|-" ; _rowspan = (if (count _sensors >= 2) then {format ['rowspan="%1"|',count _sensors]} else {""}) ; PB "|" + _rowspan + _name ; PB "|" + _rowspan + str getNumber (_cfg >> "missileLockCone") ; _sensors#0 call _addComponent ; PB "|" + _rowspan + str getNumber (_cfg >> "missileLockMaxSpeed") ; if (count _wpn != 0) then { PB "|" + _rowspan + ((_wpn apply {getText (_x >> "displayName")}) - [""] joinString "<BR>") ; } else { PB "|" + _rowspan + "N/A" ; } ; { if (_forEachIndex != 0) then { PB "|-" ; _x call _addComponent ; } ; } forEach _sensors ; } forEach _data ; PB "|}" ; copyToClipboard (_return joinString endl) ;


ctrlCreate controls

  • RscText
  • RscTextSmall
  • RscTitle
  • RscProgress
  • RscProgressNotFreeze
  • RscPicture
  • RscLadderPicture
  • RscPictureKeepAspect
  • RscHTML
  • RscButton
  • RscShortcutButton
  • RscButtonSmall
  • RscEdit
  • RscCombo
  • RscListBox
  • RscListNBox
  • RscXListBox
  • RscTree
  • RscSlider
  • RscSliderH
  • RscXSliderH
  • RscActiveText
  • RscStructuredText
  • RscBackgroundStripeTop
  • RscBackgroundStripeBottom
  • RscToolbox
  • RscHitZones
  • RscXKeyShadow
  • RscXKey
  • RscMapControl
  • RscObject
  • RscLineBreak
  • RscCompass
  • RscWatch
  • RscCheckBox
  • RscDisplayUavTerminalWaypointMenu
  • RscIGText
  • RscIGProgress
  • RscListBoxKeys
  • RscBackground
  • RscLine
  • RscActivePicture
  • RscButtonTextOnly
  • RscShortcutButtonMain
  • RscButtonEditor
  • RscIGUIShortcutButton
  • RscGearShortcutButton
  • RscButtonMenu
  • RscButtonMenuOK
  • RscButtonMenuCancel
  • RscButtonMenuSteam
  • RscLoadingText
  • RscIGUIListBox
  • RscIGUIListNBox
  • RscFrame
  • RscBackgroundGUI
  • RscBackgroundGUILeft
  • RscBackgroundGUIRight
  • RscBackgroundGUIBottom
  • RscBackgroundGUITop
  • RscBackgroundGUIDark
  • RscBackgroundLogo
  • RscMapControlEmpty
  • IGUIBack
  • RscVignette
  • CA_Mainback
  • CA_Back
  • CA_Title_Back
  • CA_Black_Back
  • CA_Title
  • CA_Logo
  • CA_Logo_Small
  • CA_RscButton
  • CA_RscButton_dialog
  • CA_Ok
  • CA_Ok_image
  • CA_Ok_image2
  • CA_Ok_text
  • ctrlCheckbox
  • ctrlCheckboxBaseline
  • ctrlActivePicture
  • ctrlStatic
  • ctrlControlsGroupNoScrollbars
  • ctrlStructuredText
  • RscTextMulti
  • RscTreeSearch
  • RscPictureAllowPixelSplit
  • RscPictureKeepAspectAllowPixelSplit
  • RscVideo
  • RscVideoKeepAspect
  • RscActivePictureKeepAspect
  • RscButtonMenuBIKI
  • RscTextCheckBox
  • RscEditMulti
  • RscEditReadOnly
  • RscEditMultiReadOnly
  • RscMapSignalBackground
  • RscMapSignalPicture
  • RscMapSignalText
  • RscInterlacingScreen
  • RscFeedback
  • RscVehicleToggles
  • RscTrafficLight
  • RscButtonSearch
  • RscControlsTable
  • RscIGUIText
  • RscOpticsText
  • RscOpticsValue
  • RscIGUIValue
  • RscButtonMenuMain
  • RscButtonTestCentered
  • RscDisplayDebriefing_RscTextMultiline
  • RscButtonArsenal
  • RscTextNoShadow
  • RscButtonNoColor
  • RscToolboxButton
  • ctrlStaticPicture
  • ctrlStaticPictureKeepAspect
  • ctrlStaticPictureTile
  • ctrlStaticFrame
  • ctrlStaticLine
  • ctrlStaticMulti
  • ctrlStaticBackground
  • ctrlStaticOverlay
  • ctrlStaticTitle
  • ctrlStaticFooter
  • ctrlStaticBackgroundDisable
  • ctrlStaticBackgroundDisableTiles
  • ctrlButton
  • ctrlButtonPicture
  • ctrlButtonPictureKeepAspect
  • ctrlButtonOK
  • ctrlButtonCancel
  • ctrlButtonClose
  • ctrlButtonToolbar
  • ctrlButtonSearch
  • ctrlButtonExpandAll
  • ctrlButtonCollapseAll
  • ctrlButtonFilter
  • ctrlEdit
  • ctrlEditMulti
  • ctrlSliderV
  • ctrlSliderH
  • ctrlCombo
  • ctrlComboToolbar
  • ctrlListbox
  • ctrlToolbox
  • ctrlToolboxPicture
  • ctrlToolboxPictureKeepAspect
  • ctrlCheckboxes
  • ctrlCheckboxesCheckbox
  • ctrlProgress
  • ctrlHTML
  • ctrlActiveText
  • ctrlActivePictureKeepAspect
  • ctrlTree
  • ctrlControlsGroup
  • ctrlControlsGroupNoHScrollbars
  • ctrlControlsGroupNoVScrollbars
  • ctrlShortcutButton
  • ctrlShortcutButtonOK
  • ctrlShortcutButtonCancel
  • ctrlShortcutButtonSteam
  • ctrlXListbox
  • ctrlXSliderV
  • ctrlXSliderH
  • ctrlMenu
  • ctrlMenuStrip
  • ctrlMap
  • ctrlMapEmpty
  • ctrlMapMain
  • ctrlListNBox
  • ctrlCheckboxToolbar
↑ Back to spoiler's top

Not even tested - I'd like to add it to ctrlCreate article after confirm "(isNumber (_x >> 'type') isEqualTo true) and !isClass (_x >> 'controls')" configClasses (configFile) apply {"* " + configName _x} joinString endl

Arma 3 Characters

/*smol idea shit, whatya think*/

Template:SpoilerWarning

Scott Miller

Arma 3 logo black.png
Unit UKSF, Royal Navy
Rank Captain
Status Alive
Sex Male
Languages English
Apperance The East Wind (2035)
Apex Protocol (2035)
Old Man (2038)
First Contact (2039, as an Easter Egg)
Actor Voice: Michael Pitthan
  • Unit: UKSF, Royal Navy
  • Rank: Captain
  • Status: Alive (2038)

He's conspiring everything behind Arma lore.

Ben Kerry

  • Unit: 111th Infantry Division, NATO
  • Rank: Corporal (June 2035), Seargeant (Aug 2035)
  • Status: Alive, KIA or MIA (2035)

A poor guy who tried to kill every AAF and CSAT soldiers in the conflict in the Republic of Altis and Stratis.

More people worth of mention:

  • James
  • Adams
  • Conway
  • Armstrong
  • Akhanteros
  • Nathan Mcdade
  • Katherine Bishop
  • Barklem
  • Šimon Čapek
  • Benjamin Hope
  • Guys from Raider 1

I think there're a lot more :shrug:

Things to write in the table:

  • Unit/Occupation
  • Rank
  • Status (Alive/Dead/MIA/WIA)
  • Born date
  • Born in
  • Actor
  • Sex
  • Languages
  • Appearance


ParticleArray

Todo and note:

  • Add the section for the array from setParticleRandom, setParticleCircle, setParticleFire?
  • Planning remove and merge to format section, suggestions?
  • Make A3-compatible copy-and-paste examples
  • Make this article more tutorial-ish, I prefer it rather just describe only ParticleArray
    • If so, probably ParticleArray is not a name for the article; change it to Arma 3 Particle Effects: Scripting or something?


Particle is a lightweight for performance effect system that is to be used for emulate dusts, fires, explosions, and/or anything. Every explosions, dusts, fires and most of in-game 3D effects are made in this system.
Particles can be generated by script commands like drop, so you can also do emulate them easily.

How to drop particles

To spawn via config, see this article.

There're two ways to spawn particles: drop and #particlesource.


Particle effects

Useful particle effects. See also: ParticleArray

Type Note
["a3\data_f\particleeffects\universal\universal.p3d",16,10,32,1],"","billboard" Fire
["a3\data_f\particleeffects\universal\universal.p3d",16,12,8,0],"","billboard" White smoke
["a3\data_f\particleeffects\universal\universal.p3d",16,13,2,0],"","billboard" Fire spark
["a3\data_f\particleeffects\universal\universal.p3d",16,14,5,1],"","billboard" Chaff
["a3\data_f\particleeffects\universal\universal.p3d",16,7,48,1],"","billboard" Smoke 1
["a3\data_f\particleeffects\universal\universal_02.p3d",8,0,40,1],"","billboard" Smoke 2
["a3\data_f\particleeffects\universal\universal.p3d",16,12,13,0],"","billboard" Dusty smoke
["a3\data_f\particleeffects\universal\universal.p3d",16,2,80,0],"","billboard" Explosion 1
["a3\data_f\particleeffects\universal\universal.p3d",16,0,32,0],"","billboard" Explosion 2
["a3\data_f\particleeffects\universal\universal.p3d",16,13,10,0],"","billboard" Water splash
["a3\data_f\particleeffects\universal\universalonsurface.p3d",16,12,8,0],"","billboard" Water splash (surface)
["a3\data_f\particleeffects\universal\stonesmall.p3d",1,0,1,1],"","spaceobject" Stone (grey)
["a3\data_f\particleeffects\pstone\pstone.p3d",1,0,1,1],"","spaceobject" Stone (khaki)
["a3\data_f\particleeffects\wallpart\wallpart.p3d",1,0,1,1],"","spaceobject" Building shard
["a3\data_f\particleeffects\universal\universal.p3d",16,12,9,0],"","billboard" Dirt
["a3\data_f\particleeffects\shard\shard.p3d",1,0,1,0],"","spaceobject" Metal shard 1
["a3\data_f\particleeffects\shard\shard2.p3d",1,0,1,0],"","spaceobject" Metal shard 2
["a3\data_f\particleeffects\shard\shard3.p3d",1,0,1,0],"","spaceobject" Metal shard 3
["a3\data_f\particleeffects\shard\shard4.p3d",1,0,1,0],"","spaceobject" Metal shard 4
["a3\data_f\particleeffects\universal\refract.p3d",1,0,1,0],"","billboard" Refract/haze
["a3\data_f\particleeffects\universal\underwatersmoke.p3d",4,0,16,1],"","billboard" Bubbles
["a3\data_f\particleeffects\universal\universal.p3d",16,13,1,0],"","billboard" Blood
["a3\data_f\particleeffects\universal\meat_ca.p3d",1,0,1,0],"","spaceobject" Body meat
["a3\data_f\particleeffects\universal\universalonsurface.p3d",16,13,3,0],"","billboard" Water splash 2 (surface)
["a3\data_f\particleeffects\universal\universal.p3d",16,12,16,0],"","billboard" White orb
["a3\data_f\particleeffects\universal\sparksball.p3d",1,0,1,0],"","spaceobject" Spark
["a3\data_f\particleeffects\wallpart\wallpart2.p3d",1,0,1,1],"","spaceobject" Concrete debri
["a3\data_f\particleeffects\universal\universal.p3d",16,15,15,1],"","billboard" Single bubble

Format

setParticleParams/drop

[ shapeName, animationName, type, timerPeriod, lifeTime, position, moveVelocity, rotationVelocity, weight, volume, rubbing, size, color, animationPhase, randomDirectionPeriod, randomDirectionIntensity, onTimer, beforeDestroy, object, angle, // Template:since onSurface, // Template:since bounceOnSurface, // Template:since emissiveColor, // Template:since vectorDir // Template:since ]

# parameter name Type Description
0 shapeName Render
Arma 3 universal particle texture, file path: a3\data_f\ParticleEffects\Universal\Universal

String or Array format [p3dPath, nth, index, count, loop]:

  • p3dPath: String - File path to the particle you desired to use.
  • nth: Number - Divide the particle texture by this number. Warning: do not put 0, or results CTD! Doesn't affect anything if the particle is SpaceObject.
  • index: Number - The 0-based row index that start of the animation. Doesn't affect anything if the particle is SpaceObject.
  • count: Number - The animation count that the particles will use. If the number is bigger than nth, will continue to next row. Doesn't affect anything if the particle is SpaceObject.
  • loop: Number - (Optional, default 1) If 0, the particle will stop its animation when there's no more texture left, 1 to loop back to the start of the texture set. Doesn't affect anything if the particle is SpaceObject.

For example, to use the fire texture that shown in the picture, put this: ["a3\data_f\ParticleEffects\Universal\Universal", 16, 10, 32, 1]

1 animationName N/A String - Obsolete parameter that was meant to play .rtm animations, will throw "Skeletal animation not supported for particles" rpt error if not empty
2 type Render String - "Billboard" that the particle will always face to the camera, or "SpaceObject" that that particle is similar with regular objects.
3 timerPeriod Script Number - The script that defined in onTimer parameter will be executed in this time after a particle is generated, in seconds.
4 lifetime Physical Number - The life time of each particles in seconds.
5 position Physical Array format Position, the center is the position of the source.
6 moveVelocity Physical Array format velocity.
7 rotationVelocity Physical Number - particle rotations per second.
8 weight Physical Number - weight of the particle (kg).
9 volume Physical Number - volume of the particle in m3.
10 rubbing Physical Number - Determines how particles blown by winds (include downwash by helicopters).
11 size Render Array of Numbers - particle size along its lifetime, in meter.

Example: this will generate particles that 1m sized, then will increase its size to 2m and 4m when its end of life, smoothly. [1, 2, 4]

12 color Render Array of Arrays format Color

Example: this will generate half-transparent grey particle, then will change its color to transparent white. [[0.5, 0.5, 0.5, 0.3], [1, 1, 1, 0]]

13 animationPhase Render Array of Numbers - phase of the animation in time. In other words, the play speed of the selected frames for the Number of Frames to Play above. The higher the number, the faster it plays through the animation frames. Note that if the Number of Frames to Play above is set to 1, this will have no visible effect.

Example: [2, 0]

14 randomDirectionPeriod Random Number - In seconds. See below.
15 randomDirectionIntensity Random Number - How particles change its velocity randomly every once in randomDirectionPeriod seconds, in meters?
16 onTimer Script String - code executed on timer. Supports only .sqf path and doesn't support function? private _particlePosition = _this;
17 beforeDestroy Script String - code executed right before particle's destruction. Supports only .sqf path and doesn't support function? private _particlePosition = _this;
18 object Physical Object - If this parameter isn't objNull, the particle source will be attached to the object. The source will stop to generate its particles when the distahce between the object and the source is further than Object View Distance.
19 angle Physical Number - (Optional, default 0) determines the particle's starting angle in radian. pi = 180°. Template:since
20 onSurface Physical Boolean - (Optional, default false) Bounce the particles when hit the terrain surface if true. If circleRadius > 0, placing of particle on (water) surface on start of its existence. Circle radius is defined by command setParticleCircle. Template:since
21 bounceOnSurface Physical Number - (Optional, default -1) coef of bounce in collision with terrain surface, 0..1 for collisions, -1 to disable collision. Should be used soberly as it has a significant impact on performance. Template:since
22 emissiveColor Render Array of Arrays format Color - (Optional, default [ ]?) Sets emissivity of the particle (RGB0). Works as lighting of particles, so must be combined with correctly set particle color. Last parameter has no meaning for now. Template:since
23 vectorDir Physical Array format vectorDir? - (Optional) Sets the default direction for SpaceObject particles. Template:since

setParticleRandom

[ lifeTimeVar, positionVar, moveVelocityVar, rotationVelocityVar, sizeVar, colorVar, randomDirectionPeriodVar, randomDirectionIntensityVar, angleVar, bounceOnSurfaceVar ];

# parameter name Type Description
0 lifeTimeVar Physical Number - Sets randomized lifetime.
1 positionVar Physical Array format position - Sets randomized init position.
2 moveVelocityVar Physical Array format velocity - Sets randomized init velocity.
3 rotationVelocityVar Physical Number - Sets randomized rotation velocity.
4 sizeVar Render Number - Sets randomized size.
5 colorVar Render Array format Color - Sets randomized color and alpha.
6 randomDirectionPeriodVar Random Number - Sets randomized randomDirectionPeriod.
7 randomDirectionIntensityVar Random Number - Sets randomized randomDirectionIntensity.
8 angleVar Render Number - Sets randomized init angle.
9 bounceOnSurfaceVar Physical Number - Sets randomized bounce coef.

setParticleCircle

[ circleRadius, circleVelocity ];

# parameter name Type Description
0 circleRadius Physical Number -
1 circleVelocity Physical Array format velocity -

setParticleFire

[ coreIntensity, coreDistance, damageTime ];

# parameter name Type Description
0 coreIntensity Fire Number - Sets damage in the center of a particle.
1 coreDistance Fire Number - Sets how far can unit get damage.
2 damageTime Fire Number - Sets how often

Examples

Simple Smoke (Arma 3)

This copy and paste example generates a smoke source in front of the player. _PS1 = "#particlesource" createVehicleLocal (player modelToWorld [0,2,0]); _PS1 setParticleParams [ ["\A3\data_f\ParticleEffects\Universal\Universal_02", 8, 0, 40, 1], "", "Billboard", 1, 3, [0, 0, 0], [0, 0, 0], 1, 0.045, 0.04, 0.03, [0.3, 1.5, 3.5], [[0.6, 0.6, 0.6, 0.7], [1, 1, 1, 0.25], [1, 1, 1, 0.0]], [1, 0.25], 0, 0, "", "", _PS1, 0, false, -1, [[0, 0, 0, 0]] ]; _PS1 setParticleRandom [ 1, [0.1, 0.1, 0.1], [0.3, 0.3, 0.8], 5, 0.5, [0, 0, 0, 0.3], 0, 0, pi, 0 ]; _PS1 setDropInterval 0.02;

Short power pole

This drop example does spawn a power line pole that keeps sparking. _pole = "Land_PowerPoleWooden_F" createVehicle (player getRelPos [5, 0]); while {!isNull _pole} do { for "_i" from 0 to random [60,100,180] do { drop [ ["\A3\data_f\ParticleEffects\Universal\Universal", 16, 13, 2, 0], "", "Billboard", 1, 1+random 5, [0.1, -1, 6.4], random [-3, 0, 3], random [-3, 0, 3], random [-5, 0, 5]], 1, 0.08, 0.04, 0.01, [0.1+random 0.1,0], [[1, 1, 1, 1]], [1000], 0, 0, "", "", _pole, 0, true, 0.1, [[100, 100, 100, 0]] ]; }; sleep random 5; };

Tutorials



Dictionary (Just an idea)

Type Name Meaning Description/Notes Scope
Abbreviated PID Positive Identification Certainly the target is a hostile/objective IRL
Abbreviated PAC Package military personnel IRL
Abbreviated BLUFOR Blue Forces friendlies, in Arma means Western forces (US, NATO) IRL
Abbreviated OPFOR Opposing Forces enemies, in Arma means Eastern forces (Soviet, CSAT) IRL
Abbreviated CIVPOP Civilian Population IRL
Abbreviated CASEVAC Casualty Evacuation IRL
Abbreviated MEDEVAC Medical Evacuation IRL
Abbreviated MRAP Mine Resistant Ambush Protected Vehicle e.g Hunter, Ifrit IRL
Abbreviated HVT High Value Target IRL
Abbreviated IED Improvised Explosive Device unconventional, usually hidden explosive charge IRL
Abbreviated SITREP Situation Report IRL
Abbreviated BIS Bohemia Interactive Studios expired name - see BI Company
Abbreviated BI Bohemia Interactive (ex Bohemia Interactive Studios) Company
Abbreviated BISim Bohemia Interactive Simulations (ex Bohemia Interactive Australia) Company
Abbreviated RACS Royal Army Corps of Sahrani Arma INDFOR Arma
Abbreviated SLA Sahrani Liberation Army Arma OPFOR Arma
Abbreviated NATO North Atlantic Treaty Organization NATO IRL
Abbreviated CSAT Canton Protocol Strategic Alliance Treaty Arma 3 NATO counterpart mainly composed of Iran and China Arma 3
Abbreviated AAF Altis Armed Forces Altis military Arma 3
Slang Greenbacks AAF soldiers NATO soldiers' derogatory slang Arma 3
Abbreviated LZ Landing Zone An area where a helicopter or similar can land IRL
Abbreviated LDF Livonian Defense Force Livonia military Arma 3
Abbreviated CAS Close Air Support Air strike to support ground forces by fixed/rotory wings IRL
Abbreviated CAP Combat Air Patrol Sentry airspace by fighter jets to protect airspace IRL
Military term Fixed Wings Planes IRL
Military term Rotary Wings Helicopters IRL
Abbreviated HE High Explosive Type of shells; Explosive rounds IRL
Abbreviated AP / APERS Anti Personnel IRL
Abbreviated AP Armor-Piercing Type of shells made to penetrate armored targets IRL
Abbreviated APDS Armor-Piercing Discarding Sabot Type of shells made to penetrate armor - "classical" Sabot ammunition IRL
Abbreviated APFSDS Armor-Piercing Fin-Stabilized Discarding Sabot Type of shells made to penetrate armor - thinner and longer than APDS Sabot, more "dart"-like IRL
Abbreviated ERA Explosive Reactive Armor Type of armor; protect vehicle by explode itself when got hit by a shell IRL
Military term Soft skin Less-protected/armored vehicles IRL
Military term Fast mover Fighter jets IRL
Military term Blue on Blue Friendly fire IRL
Abbreviated FF Friendly Fire IRL
Abbreviated IFF Identification Friend or Foe IRL
Abbreviated FIA Freedom and Independence Army Template:armaSeries
Location Altis A fictional country in Arma 3 Republic of Altis and Stratis, located in Mediterranean Sea Arma 3
Location Horizon Islands A fictional country in Arma 3 Tanoa is the part of this country, located in Southern Pacific Arma 3
Location Livonia A fictional country in Arma 3 Located in Suwałki gap IRL, part of NATO Arma 3
Location Chernarus A fictional country in Arma 2 Located in the coast of fictional sea Green Sea, former Russian Empire Arma 2
Location Takistan A fictional country in Arma 2 Located in the coast of fictional sea Green Sea Arma 2
Location South Zagoria A fictional region in Arma 2 AKA Chernarus (Terrain) Arma 2
Abbreviated UAV Unmanned Air Vehicle AKA Drone IRL
Abbreviated UCAV Unmanned Combat Air Vehicle AKA Combat Drone IRL
Abbreviated UGV Unmanned Ground Vehicle AKA Drone IRL
Abbreviated ATV All Terrain Vehicle IRL
Slang Chedaki ChDKZ Arma 2
Abbreviated ChDKZ Chernarussian Movement of the Red Star Черноруссии движения к красной звездой
(Chernorussii Dvizheniya k Krasnoy Zvezdoy) in Russian
Arma 2
Military Term Alpha Victor Armored Vehicle In phonetic code Arma 3
Abbreviated AA Anti-Air IRL
Abbreviated AAA Anti-Air Artillerly AKA Triple-A IRL
Military Term Fox Two Fired an Infra-red Air to Air missile IRL
Military Term Fox Three Fired an Active radar-guided Air to Air missile IRL
Abbreviated SVBIED Suicide Vehicle Borne Improvised Explosive Device AKA Suicide Car Bomb IRL
Abbreviated FAK First Aid Kit IRL
Location Nadbór A fictional region in Arma 3 AKA Livonia (Terrain) Arma 3
Abbreviated QRF Quick Reaction Force IRL
Abbreviated CDLC Creator DLC AKA Third-Party DLC Arma 3
Abbreviated GM Global Mobilization Arma 3 Creator DLC: Global Mobilization - Cold War Germany Arma 3
Abbreviated RV Rendezvous (point) IRL
Abbreviated RV Real Virtuality Game engine for Arma series, the latest version (v4) being used in Arma 3 BI
Abbreviated OFP:CWC Operation Flashpoint: Cold War Crisis Or simply OFP, AKA OPF. Former name for Arma: Cold War Assault and trademarked by Codemasters Operation Flashpoint
Abbreviated OFP:R Operation Flashpoint: Resistance Operation Flashpoint: Resistance
Alias Arma Arma - means War, or Weapon in latin. Game series name. See The Name Tale blogpost Not to be confused with ArmA, which designates the first title of the series Template:armaSeries
Abbreviated ArmA Armed Assault Not to be confused with Arma, which designates the game series Arma
Abbreviated A1 Arma 1 (Armed Assault, see ArmA) Arma 2
Abbreviated ArmA:QG ArmA: Queen's Gambit Arma
Abbreviated A2 Arma 2 Arma 2
Abbreviated A2OA Arma 2: Operation Arrowhead Or simply OA Arma 2
Abbreviated Arma 2 OA Arma 2: Operation Arrowhead Or simply OA Arma 2
Abbreviated A3 Arma 3 Arma 3
Alias 3DEN Eden Editor New editor introduced with the Eden Update Arma 3
Military Term AAR After Action Review Reviewing past actions to understand potential mistakes and ways of improvement IRL
Abbreviated ASAP As Soon As Possible Quickly, in emergency IRL
Military Term Click Kilometre e.g "enemy, one click, North" IRL
Abbreviated AR Automatic Rifleman IRL
Abbreviated AT Anti Tank IRL
Abbreviated IR Infra-Red IRL

Arma 3 Walkthrough (Idea)

Template:SpoilerWarning

The East Wind

Drawdown 2035

Follow Sergeant Adams' instructions.

Situation Normal

Adams is dead. You're on your own.

Arma 3 FAQ (Idea)

Where do my Steam Workshop items stored on my computer?

  • Scenarios: C:\Users\*your username*\Documents\Arma 3\Saved\steam
    • If not there, C:\Users\*your username*\Documents\Arma 3 - Other Profiles\*your Arma 3 username*\Saved\steam
  • MODs: C:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop

Both are just examples; things are changed if you change paths

Where do my .rpt files stored?

Do DLCs necessary to do X?

  • Depends.
  • No DLCs will separate your multiplayer gameplay.
    • Exception: In order to use/play on the terrains from “Expansions” Tanoa from Arma 3 Apex and Livonia from Arma 3 Contact, you'll need these Expansions.

Premium DLC summaries

This table doesn't contain/explain any “free” contents/DLCs.

DLC Data Included Premium Contents
DLC Name Regular Price Terrain Singleplayer Missions Multiplayer Missions Weapons and gears Vehicles Other
Arma 3 Karts $1.99 N/A Few timetrials N/A 1 Signal pistol, few uniforms and gear 1 Kart N/A
Arma 3 Helicopters $9.99 N/A One Showcase N/A N/A 2 transport helicopters N/A
Arma 3 Marksmen $9.99 N/A One showcase and few firing drills N/A 5 marksman rifles, 2 machineguns and few gears N/A N/A
Arma 3 Apex $24.99 Tanoa Few showcases COOP Multiplayer campaign Apex Protocol 12 weapons, uniforms/vests/helmets and an accessory 10 vehicles N/A
Arma 3 Jets $9.99 N/A One showcase N/A Few vests 3 fighter jets and 1 UCAV N/A
Arma 3 Laws of War $9.99 N/A Two showcases, One singleplayer mini campaign Remnants of War N/A Bunch of uniforms/vests 1 UAV N/A
Arma 3 Tac-Ops Mission Pack $5.99 N/A 3 campaigns N/A N/A N/A N/A
Arma 3 Tanks $9.99 N/A 1 mini campaign Altis Requiem N/A One tank crew coverall 1 MBT, 1 IFV and 1 AWC with their variants N/A
Arma 3 Contact $27.99 Livonia 1 Sci-fi campaign First Contact N/A 5 new weapons and bunch of gears 1 farmer tractor and 1 small UGV N/A
Arma 3 Creator DLC:
Global Mobilization - Cold War Germany
$22.99 Weferlingen (Summer/Winter) 1 campaign State Scarlet Bunch of missions Bunch of weapons and gears Bunch of vehicles N/A

For more info, check Arma 3 DLCs Overview

How do I fix my issue X?

  • You need to make sure if is a MOD-related issue or Arma 3-related issue.
    • If is a MOD issue, please contact the author.
  • If the game crashes and an error screen pops up, this article may help you.

How do I call this game?

“Arma 3” is the official naming. Capital A and a space before 3.

Arma 4?

Arma 4 ¯\_(ツ)_/¯

Is Arma 3 good for me? (idea for Getting Started)

Arma 3 is a massive military sandbox.
It's good if you like a few of them:

  • Military
  • Non-arcade-ish shooter
  • Sandbox
  • Slow-paced infantry combat
  • Large-scale combined-arms firefight
  • Large capable of editing and modding, and its community
  • Bunch of Steam Workshop Items

There're three major ways to play Arma 3:

  • Singleplayer
    • Offers official and unofficial hours and hours long campaigns and many missions
  • Multiplayer
    • Offers many gamemodes, 15k more playerbase community, bunch of servers to play
  • Editing and modding

Assembleable backpacks

className Could assemble this In combination with
B_HMG_01_F
O_HMG_01_F
I_HMG_01_F
B_HMG_01_high_F
O_HMG_01_high_F
I_HMG_01_high_F
B_HMG_01_A_F
O_HMG_01_A_F
I_HMG_01_A_F
B_GMG_01_F
O_GMG_01_F
I_GMG_01_F
B_GMG_01_high_F
O_GMG_01_high_F
I_GMG_01_high_F
B_GMG_01_A_F
O_GMG_01_A_F
I_GMG_01_A_F
B_HMG_01_support_F
O_HMG_01_support_F
I_HMG_01_support_F
B_HMG_01_support_high_F
O_HMG_01_support_high_F
I_HMG_01_support_high_F
B_HMG_01_weapon_F B_HMG_01_F B_HMG_01_support_F
O_HMG_01_support_F
I_HMG_01_support_F
I_E_HMG_01_support_F
B_HMG_01_support_grn_F
O_HMG_01_weapon_F O_HMG_01_F B_HMG_01_support_F
O_HMG_01_support_F
I_HMG_01_support_F
I_E_HMG_01_support_F
B_HMG_01_support_grn_F
I_HMG_01_weapon_F I_HMG_01_F B_HMG_01_support_F
O_HMG_01_support_F
I_HMG_01_support_F
I_E_HMG_01_support_F
B_HMG_01_support_grn_F
B_HMG_01_A_weapon_F B_HMG_01_A_F B_HMG_01_support_F
O_HMG_01_support_F
I_HMG_01_support_F
I_E_HMG_01_support_F
B_HMG_01_support_grn_F
O_HMG_01_A_weapon_F O_HMG_01_A_F B_HMG_01_support_F
O_HMG_01_support_F
I_HMG_01_support_F
I_E_HMG_01_support_F
B_HMG_01_support_grn_F
I_HMG_01_A_weapon_F I_HMG_01_A_F B_HMG_01_support_F
O_HMG_01_support_F
I_HMG_01_support_F
I_E_HMG_01_support_F
B_HMG_01_support_grn_F
B_GMG_01_weapon_F B_GMG_01_F B_HMG_01_support_F
O_HMG_01_support_F
I_HMG_01_support_F
I_E_HMG_01_support_F
B_HMG_01_support_grn_F
O_GMG_01_weapon_F O_GMG_01_F B_HMG_01_support_F
O_HMG_01_support_F
I_HMG_01_support_F
I_E_HMG_01_support_F
B_HMG_01_support_grn_F
I_GMG_01_weapon_F I_GMG_01_F B_HMG_01_support_F
O_HMG_01_support_F
I_HMG_01_support_F
I_E_HMG_01_support_F
B_HMG_01_support_grn_F
B_GMG_01_A_weapon_F B_GMG_01_A_F B_HMG_01_support_F
O_HMG_01_support_F
I_HMG_01_support_F
I_E_HMG_01_support_F
B_HMG_01_support_grn_F
O_GMG_01_A_weapon_F O_GMG_01_A_F B_HMG_01_support_F
O_HMG_01_support_F
I_HMG_01_support_F
I_E_HMG_01_support_F
B_HMG_01_support_grn_F
I_GMG_01_A_weapon_F I_GMG_01_A_F B_HMG_01_support_F
O_HMG_01_support_F
I_HMG_01_support_F
I_E_HMG_01_support_F
B_HMG_01_support_grn_F
B_HMG_01_high_weapon_F B_HMG_01_high_F B_HMG_01_support_high_F
O_HMG_01_support_high_F
I_HMG_01_support_high_F
I_E_HMG_01_support_high_F
O_HMG_01_high_weapon_F O_HMG_01_high_F B_HMG_01_support_high_F
O_HMG_01_support_high_F
I_HMG_01_support_high_F
I_E_HMG_01_support_high_F
I_HMG_01_high_weapon_F I_HMG_01_high_F B_HMG_01_support_high_F
O_HMG_01_support_high_F
I_HMG_01_support_high_F
I_E_HMG_01_support_high_F
B_GMG_01_high_weapon_F B_GMG_01_high_F B_HMG_01_support_high_F
O_HMG_01_support_high_F
I_HMG_01_support_high_F
I_E_HMG_01_support_high_F
O_GMG_01_high_weapon_F O_GMG_01_high_F B_HMG_01_support_high_F
O_HMG_01_support_high_F
I_HMG_01_support_high_F
I_E_HMG_01_support_high_F
I_GMG_01_high_weapon_F I_GMG_01_high_F B_HMG_01_support_high_F
O_HMG_01_support_high_F
I_HMG_01_support_high_F
I_E_HMG_01_support_high_F
I_HMG_02_F
I_E_HMG_02_F
I_G_HMG_02_F
B_G_HMG_02_F
O_G_HMG_02_F
I_C_HMG_02_F
I_HMG_02_high_F
I_E_HMG_02_high_F
I_G_HMG_02_high_F
B_G_HMG_02_high_F
O_G_HMG_02_high_F
I_C_HMG_02_high_F
I_HMG_02_support_F
I_E_HMG_02_support_F
I_C_HMG_02_support_F
I_G_HMG_02_support_F
I_HMG_02_support_high_F
I_E_HMG_02_support_high_F
I_C_HMG_02_support_high_F
I_G_HMG_02_support_high_F
I_HMG_02_weapon_F I_HMG_02_F B_HMG_02_support_F
O_HMG_02_support_F
I_HMG_02_support_F
I_E_HMG_02_support_F
I_C_HMG_02_support_F
I_G_HMG_02_support_F
O_G_HMG_02_support_F
B_G_HMG_02_support_F
I_E_HMG_02_weapon_F I_E_HMG_02_F B_HMG_02_support_F
O_HMG_02_support_F
I_HMG_02_support_F
I_E_HMG_02_support_F
I_C_HMG_02_support_F
I_G_HMG_02_support_F
O_G_HMG_02_support_F
B_G_HMG_02_support_F
I_C_HMG_02_weapon_F I_C_HMG_02_F B_HMG_02_support_F
O_HMG_02_support_F
I_HMG_02_support_F
I_E_HMG_02_support_F
I_C_HMG_02_support_F
I_G_HMG_02_support_F
O_G_HMG_02_support_F
B_G_HMG_02_support_F
I_G_HMG_02_weapon_F B_G_HMG_02_F B_HMG_02_support_F
O_HMG_02_support_F
I_HMG_02_support_F
I_E_HMG_02_support_F
I_C_HMG_02_support_F
I_G_HMG_02_support_F
O_G_HMG_02_support_F
B_G_HMG_02_support_F
I_HMG_02_high_weapon_F I_HMG_02_high_F B_HMG_02_support_high_F
O_HMG_02_support_high_F
I_HMG_02_support_high_F
I_E_HMG_02_support_high_F
I_C_HMG_02_support_high_F
I_G_HMG_02_support_high_F
O_G_HMG_02_support_high_F
B_G_HMG_02_support_high_F
I_E_HMG_02_high_weapon_F I_E_HMG_02_high_F B_HMG_02_support_high_F
O_HMG_02_support_high_F
I_HMG_02_support_high_F
I_E_HMG_02_support_high_F
I_C_HMG_02_support_high_F
I_G_HMG_02_support_high_F
O_G_HMG_02_support_high_F
B_G_HMG_02_support_high_F
I_C_HMG_02_high_weapon_F I_C_HMG_02_high_F B_HMG_02_support_high_F
O_HMG_02_support_high_F
I_HMG_02_support_high_F
I_E_HMG_02_support_high_F
I_C_HMG_02_support_high_F
I_G_HMG_02_support_high_F
O_G_HMG_02_support_high_F
B_G_HMG_02_support_high_F
I_G_HMG_02_high_weapon_F I_G_HMG_02_high_F B_HMG_02_support_high_F
O_HMG_02_support_high_F
I_HMG_02_support_high_F
I_E_HMG_02_support_high_F
I_C_HMG_02_support_high_F
I_G_HMG_02_support_high_F
O_G_HMG_02_support_high_F
B_G_HMG_02_support_high_F
B_Mortar_01_F
O_Mortar_01_F
I_Mortar_01_F
I_G_Mortar_01_F
B_G_Mortar_01_F
O_G_Mortar_01_F
B_Mortar_01_support_F
O_Mortar_01_support_F
I_Mortar_01_support_F
B_Mortar_01_weapon_F B_Mortar_01_F B_Mortar_01_support_F
O_Mortar_01_support_F
I_Mortar_01_support_F
I_E_Mortar_01_support_F
B_Mortar_01_support_grn_F
O_Mortar_01_weapon_F O_Mortar_01_F B_Mortar_01_support_F
O_Mortar_01_support_F
I_Mortar_01_support_F
I_E_Mortar_01_support_F
B_Mortar_01_support_grn_F
I_Mortar_01_weapon_F I_Mortar_01_F B_Mortar_01_support_F
O_Mortar_01_support_F
I_Mortar_01_support_F
I_E_Mortar_01_support_F
B_Mortar_01_support_grn_F
B_static_AA_F
O_static_AA_F
I_static_AA_F
B_AA_01_weapon_F B_static_AA_F B_HMG_01_support_F
O_HMG_01_support_F
I_HMG_01_support_F
I_E_HMG_01_support_F
B_HMG_01_support_grn_F
O_AA_01_weapon_F O_static_AA_F B_HMG_01_support_F
O_HMG_01_support_F
I_HMG_01_support_F
I_E_HMG_01_support_F
B_HMG_01_support_grn_F
I_AA_01_weapon_F I_static_AA_F B_HMG_01_support_F
O_HMG_01_support_F
I_HMG_01_support_F
I_E_HMG_01_support_F
B_HMG_01_support_grn_F
B_static_AT_F
O_static_AT_F
I_static_AT_F
B_AT_01_weapon_F B_static_AT_F B_HMG_01_support_F
O_HMG_01_support_F
I_HMG_01_support_F
I_E_HMG_01_support_F
B_HMG_01_support_grn_F
O_AT_01_weapon_F O_static_AT_F B_HMG_01_support_F
O_HMG_01_support_F
I_HMG_01_support_F
I_E_HMG_01_support_F
B_HMG_01_support_grn_F
I_AT_01_weapon_F I_static_AT_F B_HMG_01_support_F
O_HMG_01_support_F
I_HMG_01_support_F
I_E_HMG_01_support_F
B_HMG_01_support_grn_F
B_UAV_01_F
O_UAV_01_F
I_UAV_01_F
B_UAV_01_backpack_F B_UAV_01_F
O_UAV_01_backpack_F O_UAV_01_F
I_UAV_01_backpack_F I_UAV_01_F
B_Respawn_TentDome_F Respawn_TentDome_F
B_Respawn_TentA_F Respawn_TentA_F
B_Respawn_Sleeping_bag_F Respawn_Sleeping_bag_F
B_Respawn_Sleeping_bag_blue_F Respawn_Sleeping_bag_blue_F
B_Respawn_Sleeping_bag_brown_F Respawn_Sleeping_bag_brown_F
B_Static_Designator_01_F
B_Static_Designator_01_weapon_F B_Static_Designator_01_F
O_Static_Designator_02_F
O_Static_Designator_02_weapon_F O_Static_Designator_02_F
B_T_Static_AA_F
B_T_Static_AT_F
B_T_GMG_01_F
B_T_HMG_01_F
B_T_Mortar_01_F
B_Patrol_Respawn_bag_F B_Patrol_Respawn_tent_F
C_IDAP_UAV_01_backpack_F C_IDAP_UAV_01_F
B_UAV_06_backpack_F B_UAV_06_F
O_UAV_06_backpack_F O_UAV_06_F
I_UAV_06_backpack_F I_UAV_06_F
C_IDAP_UAV_06_backpack_F C_IDAP_UAV_06_F
C_UAV_06_backpack_F C_UAV_06_F
C_IDAP_UAV_06_antimine_backpack_F C_IDAP_UAV_06_antimine_F
B_UAV_06_medical_backpack_F B_UAV_06_medical_F
O_UAV_06_medical_backpack_F O_UAV_06_medical_F
I_UAV_06_medical_backpack_F I_UAV_06_medical_F
C_IDAP_UAV_06_medical_backpack_F C_IDAP_UAV_06_medical_F
C_UAV_06_medical_backpack_F C_UAV_06_medical_F
C_IDAP_UAV_01_F
B_UAV_06_F
O_UAV_06_F
I_UAV_06_F
C_IDAP_UAV_06_F
C_UAV_06_F
C_IDAP_UAV_06_antimine_F
B_UAV_06_medical_F
O_UAV_06_medical_F
I_UAV_06_medical_F
C_IDAP_UAV_06_medical_F
C_UAV_06_medical_F
B_UGV_02_Science_F
B_UGV_02_Demining_F
O_UGV_02_Science_F
O_UGV_02_Demining_F
I_UGV_02_Science_F
I_E_UGV_02_Science_F
I_UGV_02_Demining_F
I_E_UGV_02_Demining_F
C_IDAP_UGV_02_Demining_F
I_E_Static_AA_F
I_E_Static_AT_F
B_W_Static_Designator_01_F
B_W_Static_Designator_01_weapon_F B_W_Static_Designator_01_F
I_E_GMG_01_F
I_E_GMG_01_high_F
I_E_GMG_01_A_F
I_E_HMG_01_F
I_E_HMG_01_high_F
I_E_HMG_01_A_F
I_E_Mortar_01_F
B_UGV_02_Science_backpack_F B_UGV_02_Science_F
B_UGV_02_Demining_backpack_F B_UGV_02_Demining_F
O_UGV_02_Science_backpack_F O_UGV_02_Science_F
O_UGV_02_Demining_backpack_F O_UGV_02_Demining_F
I_UGV_02_Science_backpack_F I_UGV_02_Science_F
I_E_UGV_02_Science_backpack_F I_E_UGV_02_Science_F
I_UGV_02_Demining_backpack_F I_UGV_02_Demining_F
I_E_UGV_02_Demining_backpack_F I_E_UGV_02_Demining_F
C_IDAP_UGV_02_Demining_backpack_F C_IDAP_UGV_02_Demining_F
I_E_UAV_01_backpack_F I_E_UAV_01_F
I_E_UAV_06_backpack_F I_E_UAV_06_F
I_E_UAV_06_medical_backpack_F I_E_UAV_06_medical_F
I_E_HMG_01_support_F
I_E_HMG_01_support_high_F
I_E_Mortar_01_support_F
I_E_GMG_01_Weapon_F I_E_GMG_01_F B_HMG_01_support_F
O_HMG_01_support_F
I_HMG_01_support_F
I_E_HMG_01_support_F
B_HMG_01_support_grn_F
I_E_GMG_01_A_Weapon_F I_E_GMG_01_A_F B_HMG_01_support_F
O_HMG_01_support_F
I_HMG_01_support_F
I_E_HMG_01_support_F
B_HMG_01_support_grn_F
I_E_GMG_01_high_Weapon_F I_E_GMG_01_high_F B_HMG_01_support_high_F
O_HMG_01_support_high_F
I_HMG_01_support_high_F
I_E_HMG_01_support_high_F
I_E_HMG_01_Weapon_F I_E_HMG_01_F B_HMG_01_support_F
O_HMG_01_support_F
I_HMG_01_support_F
I_E_HMG_01_support_F
B_HMG_01_support_grn_F
I_E_HMG_01_high_Weapon_F I_E_HMG_01_high_F B_HMG_01_support_high_F
O_HMG_01_support_high_F
I_HMG_01_support_high_F
I_E_HMG_01_support_high_F
I_E_HMG_01_A_Weapon_F I_E_HMG_01_A_F B_HMG_01_support_F
O_HMG_01_support_F
I_HMG_01_support_F
I_E_HMG_01_support_F
B_HMG_01_support_grn_F
I_E_Mortar_01_Weapon_F I_E_Mortar_01_F B_Mortar_01_support_F
O_Mortar_01_support_F
I_Mortar_01_support_F
I_E_Mortar_01_support_F
B_Mortar_01_support_grn_F
I_E_AT_01_weapon_F I_E_static_AT_F B_HMG_01_support_F
O_HMG_01_support_F
I_HMG_01_support_F
I_E_HMG_01_support_F
B_HMG_01_support_grn_F
I_E_AA_01_weapon_F I_E_static_AA_F B_HMG_01_support_F
O_HMG_01_support_F
I_HMG_01_support_F
I_E_HMG_01_support_F
B_HMG_01_support_grn_F
I_E_UAV_01_F
I_E_UAV_06_F
I_E_UAV_06_medical_F

private _classes = "isClass(_x >> 'assembleInfo') and getNumber (_x >> 'scope') == 2" configClasses (configFile >> "CfgVehicles") ;

private _r = [
	'{| class="wikitable sortable"',
	'|-',
	'! className !! Could assemble this !! In combination with'
] ;

{
	_r pushBack "|-";
	_r pushBack format [
		"| %1 || %2 || %3",
		configName _x,
		getText (_x >> "assembleInfo" >> "assembleTo"),
		getArray (_x >> "assembleInfo" >> "base") joinString "<br> "
	];
} forEach _classes;

_r pushBack "|}";
copyToClipboard (_r joinString endl);