R3vo/Sandbox1 – User
Arma 3 comes with a variety of shooting targets. Most of these targets come with a somewhat hidden functionality.
Changing pop-up-behaviour
The pop-up-behaviour can be changed by setting the variable noPop
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
Combining "noPop" and "terc"
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 posess the "terc" animation source and can therefore be animated.
Display Name | Class |
---|---|
Pop-Up Target 1 | TargetP_Inf_F
|
Pop-Up Target 1 (Zones) | TargetP_Inf_Acc1_F
|
Pop-Up Target 1 (Accuracy) | TargetP_Inf_Acc2_F
|
Moving Target 1 (Side) | Target_PopUp_Moving_F
|
Moving Target 1 (Side - Zones) | Target_PopUp_Moving_Acc1_F
|
Moving Target 1 (Side - Accuracy) | Target_PopUp_Moving_Acc2_F
|
Moving Target 1 (Front) | Target_PopUp_Moving_90deg_F
|
Moving Target 1 (Front - Zones) | Target_PopUp_Moving_90deg_Acc1_F
|
Moving Target 1 (Front - Accuracy) | Target_PopUp_Moving_90deg_Acc2_F
|
Pop-Up Target 2 | TargetP_Inf2_F
|
Pop-Up Target 2 (Zones) | TargetP_Inf2_Acc1_F
|
Pop-Up Target 2 (Accuracy) | TargetP_Inf2_Acc2_F
|
Moving Target 2 (Side) | Target_PopUp2_Moving_F
|
Moving Target 2 (Side - Zones) | Target_PopUp2_Moving_Acc1_F
|
Moving Target 2 (Side - Accuracy) | Target_PopUp2_Moving_Acc2_F
|
Moving Target 2 (Front) | Target_PopUp2_Moving_90deg_F
|
Moving Target 2 (Front - Zones) | Target_PopUp2_Moving_90deg_Acc1_F
|
Moving Target 2 (Front - Accuracy) | Target_PopUp2_Moving_90deg_Acc2_F
|
Pop-Up Target 3 | TargetP_Inf3_F
|
Pop-Up Target 3 (Zones) | TargetP_Inf3_Acc1_F
|
Pop-Up Target 3 (Accuracy) | TargetP_Inf3_Acc2_F
|
Moving Target 3 (Side) | Target_PopUp3_Moving_F
|
Moving Target 3 (Side - Zones) | Target_PopUp3_Moving_Acc1_F
|
Moving Target 3 (Side - Accuracy) | Target_PopUp3_Moving_Acc2_F
|
Moving Target 3 (Front) | Target_PopUp3_Moving_90deg_F
|
Moving Target 3 (Front - Zones) | Target_PopUp3_Moving_90deg_Acc1_F
|
Moving Target 3 (Front - Accuracy) | Target_PopUp3_Moving_90deg_Acc2_F
|
Pop-Up Zombie 1 | TargetP_Zom_F
|
Pop-Up Zombie 1 (Zones) | TargetP_Zom_Acc1_F
|
Moving Zombie 1 (Side) | Zombie_PopUp_Moving_F
|
Moving Zombie 1 (Side - Zones) | Zombie_PopUp_Moving_Acc1_F
|
Moving Zombie 1 (Front) | Zombie_PopUp_Moving_90deg_F
|
Moving Zombie 1 (Front - Zones) | Zombie_PopUp_Moving_90deg_Acc1_F
|
Pop-Up Hostage 1 | TargetP_Civ_F
|
Moving Hostage 1 (Side) | Hostage_PopUp_Moving_F
|
Moving Hostage 1 (Front) | Hostage_PopUp_Moving_90deg_F
|
Pop-Up Hostage 2 | TargetP_Civ2_F
|
Moving Hostage 2 (Side) | Hostage_PopUp2_Moving_F
|
Moving Hostage 2 (Front) | Hostage_PopUp2_Moving_90deg_F
|
Pop-Up Hostage 3 | TargetP_Civ3_F
|
Moving Hostage 3 (Side) | Hostage_PopUp3_Moving_F
|
Moving Hostage 3 (Front) | Hostage_PopUp3_Moving_90deg_F
|
Target Human Simple | TargetBootcampHumanSimple_F
|
Target Human | TargetBootcampHuman_F
|
Pop-Up Target 4 | TargetP_Inf4_F
|
Pop-Up Target 4 (Zones) | TargetP_Inf4_Acc1_F
|
Pop-Up Target 4 (Accuracy) | TargetP_Inf4_Acc2_F
|
Moving Target 4 (Side) | Target_PopUp4_Moving_F
|
Moving Target 4 (Side - Zones) | Target_PopUp4_Moving_Acc1_F
|
Moving Target 4 (Side - Accuracy) | Target_PopUp4_Moving_Acc2_F
|
Moving Target 4 (Front) | Target_PopUp4_Moving_90deg_F
|
Moving Target 4 (Front - Zones) | Target_PopUp4_Moving_90deg_Acc1_F
|
Moving Target 4 (Front - Accuracy) | Target_PopUp4_Moving_90deg_Acc2_F
|
Pop-Up Target 5 | TargetP_HVT1_F
|
Moving Target 5 (Side) | Target_PopUp_HVT1_Moving_F
|
Moving Target 5 (Front) | Target_PopUp_HVT1_Moving_90deg_F
|
Pop-Up Target 6 | TargetP_HVT2_F
|
Moving Target 6 (Side) | Target_PopUp_HVT2_Moving_F
|
Moving Target 6 (Front) | Target_PopUp_HVT2_Moving_90deg_F
|
Pop-Up Target 7 | TargetP_Inf7_F
|
Pop-Up Target 7 (Zones) | TargetP_Inf7_Acc1_F
|
Pop-Up Target 7 (Accuracy) | TargetP_Inf7_Acc2_F
|
Moving Target 7 (Side) | Target_PopUp7_Moving_F
|
Moving Target 7 (Side - Zones) | Target_PopUp7_Moving_Acc1_F
|
Moving Target 7 (Side - Accuracy) | Target_PopUp7_Moving_Acc2_F
|
Moving Target 7 (Front) | Target_PopUp7_Moving_90deg_F
|
Moving Target 7 (Front - Zones) | Target_PopUp7_Moving_90deg_Acc1_F
|
Moving Target 7 (Front - Accuracy) | Target_PopUp7_Moving_90deg_Acc2_F
|
Pop-Up Target 8 | TargetP_Inf8_F
|
Pop-Up Target 8 (Zones) | TargetP_Inf8_Acc1_F
|
Pop-Up Target 8 (Accuracy) | TargetP_Inf8_Acc2_F
|
Moving Target 8 (Side) | Target_PopUp8_Moving_F
|
Moving Target 8 (Side - Zones) | Target_PopUp8_Moving_Acc1_F
|
Moving Target 8 (Side - Accuracy) | Target_PopUp8_Moving_Acc2_F
|
Moving Target 8 (Front) | Target_PopUp8_Moving_90deg_F
|
Moving Target 8 (Front - Zones) | Target_PopUp8_Moving_90deg_Acc1_F
|
Moving Target 8 (Front - Accuracy) | Target_PopUp8_Moving_90deg_Acc2_F
|
Pop-Up Target 9 | TargetP_Inf9_F
|
Pop-Up Target 9 (Zones) | TargetP_Inf9_Acc1_F
|
Pop-Up Target 9 (Accuracy) | TargetP_Inf9_Acc2_F
|
Moving Target 9 (Side) | Target_PopUp9_Moving_F
|
Moving Target 9 (Side - Zones) | Target_PopUp9_Moving_Acc1_F
|
Moving Target 9 (Side - Accuracy) | Target_PopUp9_Moving_Acc2_F
|
Moving Target 9 (Front) | Target_PopUp9_Moving_90deg_F
|
Moving Target 9 (Front - Zones) | Target_PopUp9_Moving_90deg_Acc1_F
|
Moving Target 9 (Front - Accuracy) | Target_PopUp9_Moving_90deg_Acc2_F
|
Pop-Up Alien 1 | TargetP_Alien1_F
|
Pop-Up Alien 1 (Zones) | TargetP_Alien1_Acc1_F
|
Moving Alien 1 (Side) | Target_PopUp_Alien1_Moving_F
|
Moving Alien 1 (Side - Zones) | Target_PopUp_Alien1_Moving_Acc1_F
|
Moving Alien 1 (Front) | Target_PopUp_Alien1_Moving_90deg_F
|
Moving Alien 1 (Front - Zones) | Target_PopUp_Alien1_Moving_90deg_Acc1_F
|
popUpTargets = "{| class=""wikitable""
|-
! Display Name !! Class";
{
if (isClass (_x >> "AnimationSources" >> "Terc")) then
{
popUpTargets = popUpTargets + endl + "|-" + endl + "| " + getText (_x >> "displayName") + " || " + "" + configName _x + "
";
};
} forEach ("getNumber (_x >> 'scope') > 1" configClasses (configfile >> "CfgVehicles"));
copyToClipboard (popUpTargets + endl + "|}");