Editing – ArmA: Armed Assault
Armed Assault 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.
Many addon groups have formed and kept alive Operation Flashpoint until the release of Armed Assault. 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.
Armed Assault 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
Although Armed Assault is largely compatible with the original Operation Flashpoint series of games, no editing functions should be assumed to be fully compatible, unless they are specifically linked as Articles or Subcategories to this page.
Forward Compatility
ArmA 2 will be laregerly compatible with Armed Assault. To make porting of content from ArmA as simple as possible, there are few important things:
- using of undefined variable in scripts (nil value) will be in ArmA 2 strictly reported as an error. All variables used in any scripts must be initialized before first used
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
Scripting
- Precompilation - Code is now distinct type
Terrain Editing
- Terrain Surface
- 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