Editing – Arma 2
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* [[Weapons settings]] | * [[Weapons settings]] | ||
* [[Face Wound Textures]] | * [[Face Wound Textures]] | ||
* [http://communitybaseddevelopment.webs.com/apps/forums/ Unofficial ArmA 2 Sample Models] | |||
=== Scripting === | === Scripting === |
Revision as of 11:30, 13 June 2010
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
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
- Unofficial ArmA 2 Sample Models
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