Editing – ArmA: Armed Assault

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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.
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.
The list of major changes since Operation Flashpoint is being compiled at [[Armed Assault: Editing - What Is New]]


== What's new ==
== What's new ==

Revision as of 05:12, 19 December 2006

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Introduction

Information relating to editing functions known to be compatible with ArmA.

Applicability

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.

What's new

World Editing

Terrain Surface

Layered Terrain Surface Representation

Environment

Armed Assault: Ambient Life

Armed Assault: Ambient Sounds

Modelling

In addition to Textures used before, Materials define lighting properties and multiple texture layers

Model Config based animations

Vehicle / Weapon Configuration

HUD in Vehicles

Scripting

Precompilation - Code is now distinct type

Mission Editing

AI Modification

Each unit type can define its own FSM defining how the unit behaves when acting as a part of the formation Armed Assault: FormationFSM

Getting Started

Editing means creating new game missions, 3D objects, scripts, textures, sounds, or re-making current.

How can I start?

Choose things you think you can do and find some tutorials and serials about them, this wiki can be helpful. Try to learn it and practise. Exploring (hacking) existing things from experienced people than you can help too.

What next?