POLPOX – User

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(actionKeys list)
(→‎inputAction Keys: Used code, if anyone interested you can modify)
Line 2,380: Line 2,380:
| Editor Camera || <tt>editorCameraReset</tt> || {{n/a}} || 5 [NUM] || 5 [NUM] || 5 [NUM] || 5 [NUM] || 5 [NUM] || 5 [NUM]  
| Editor Camera || <tt>editorCameraReset</tt> || {{n/a}} || 5 [NUM] || 5 [NUM] || 5 [NUM] || 5 [NUM] || 5 [NUM] || 5 [NUM]  
|}
|}
<spoiler><pre><nowiki>_actionsStrings = [
"CLOSE_CONTEXT",
"COMMANDING_MENU_0",
"COMMANDING_MENU_1",
"COMMANDING_MENU_2",
"COMMANDING_MENU_3",
"COMMANDING_MENU_4",
"COMMANDING_MENU_5",
"COMMANDING_MENU_6",
"COMMANDING_MENU_7",
"COMMANDING_MENU_8",
"COMMANDING_MENU_9",
"COMMANDING_MENU_SELECT_0",
"COMMANDING_MENU_SELECT_1",
"COMMANDING_MENU_SELECT_2",
"COMMANDING_MENU_SELECT_3",
"COMMANDING_MENU_SELECT_4",
"COMMANDING_MENU_SELECT_5",
"COMMANDING_MENU_SELECT_6",
"COMMANDING_MENU_SELECT_7",
"COMMANDING_MENU_SELECT_8",
"SELECT_GROUP_UNIT_1",
"SELECT_GROUP_UNIT_2",
"SELECT_GROUP_UNIT_3",
"SELECT_GROUP_UNIT_4",
"SELECT_GROUP_UNIT_5",
"SELECT_GROUP_UNIT_6",
"SELECT_GROUP_UNIT_7",
"SELECT_GROUP_UNIT_8",
"SELECT_GROUP_UNIT_9",
"COMMANDING_MENU_SELECT_9",
"GROUP_PAGE_NEXT",
"GROUP_PAGE_PREV",
"SELECT_GROUP_UNIT_0",
"SELECT_TEAM_BLUE",
"SELECT_TEAM_GREEN",
"SELECT_TEAM_RED",
"SELECT_TEAM_WHITE",
"SELECT_TEAM_YELLOW",
"SET_TEAM_BLUE",
"SET_TEAM_GREEN",
"SET_TEAM_RED",
"SET_TEAM_WHITE",
"SET_TEAM_YELLOW",
"VOICE_OVER_NET",
"SWIM_UP",
"CHAT",
"SWIM_DOWN",
"ACTION",
"NEXT_CHANNEL",
"SLOW_FORWARD",
"ACTION_CONTEXT",
"PREV_CHANNEL",
"PUSH_TO_TALK",
"ACTION_FREELOOK",
"PUSH_TO_TALK_ALL",
"ACTION_IN_MAP",
"PUSH_TO_TALK_SIDE",
"ADJUST",
"LOOK_UP_CONT",
"PUSH_TO_TALK_COMMAND",
"ADJUST_DOWN",
"PUSH_TO_TALK_GROUP",
"PUSH_TO_TALK_VEHICLE",
"ADJUST_LEFT",
"LOOK_DOWN_CONT",
"ADJUST_RIGHT",
"LOOK_RIGHT_CONT",
"PUSH_TO_TALK_DIRECT",
"ADJUST_UP",
"AIM_DOWN",
"SELECT_ALL",
"TURBO",
"LOOK_LEFT_CONT",
"TURBO_TOGGLE",
"AIM_LEFT",
"VEHICLE_TURBO",
"AIM_RIGHT",
"LOOK_RIGHT_UP",
"AIM_UP",
"NETWORK_STATS",
"FAST_FORWARD",
"BINOCULAR",
"NETWORK_PLAYERS",
"brake_analogue",
"CANCEL_ACTION",
"LOOK_LEFT_UP",
"SALUTE",
"SITDOWN",
"SURRENDER",
"CAR_BACK",
"MOVE_LEFT",
"ZEROING_DOWN",
"CAR_FAST_FORWARD",
"ZEROING_UP",
"CAR_FORWARD",
"ZOOM_CONT_OUT",
"CAR_LEFT",
"CAR_LINEAR_LEFT",
"ZOOM_CONT_IN",
"ZOOM_OUT_TOGGLE",
"CAR_LINEAR_RIGHT",
"LOOK_RIGHT_DOWN",
"LOOK_CENTER",
"CAR_RIGHT",
"ZOOM_OUT",
"CAR_WHEEL_LEFT",
"CAR_WHEEL_RIGHT",
"ZOOM_IN_TOGGLE",
"CHANGE_GUNNER_WEAPON",
"MOVE_DOWN",
"ZOOM_IN",
"COMMAND_BACK",
"LOOK_LEFT_DOWN",
"COMMAND_FAST",
"COMMAND_FORWARD",
"COMMANDING_MENU",
"COMMANDING_MODE",
"HOLD_BREATH",
"LOOK_ARROUND_TOGGLE",
"COMMAND_LEFT",
"MOVE_RIGHT",
"TACTICAL_VIEW",
"COMMAND_RIGHT",
"COMMAND_SLOW",
"COMPASS",
"LOOK_ARROUND",
"COMPASS_TOGGLE",
"CROUCH",
"CYCLE_THROWN_ITEMS",
"GUN_ELEV_AUTO",
"CYCLE_WEAPON1",
"TIME_DEC",
"LOOK_UP",
"TURN_RIGHT",
"TIME_INC",
"MOVE_UP",
"GUN_ELEV_SLOW",
"GET_OVER",
"CYCLE_WEAPON2",
"GUN_ELEV_DOWN",
"GUN_ELEV_UP",
"CYCLE_WEAPON3",
"PERSON_VIEW",
"WATCH_TOGGLE",
"CYCLE_WEAPON4",
"CYCLIC_LEFT",
"WATCH",
"OPTICS_MODE",
"MENU_SELECT",
"OPTICS_TEMP",
"CYCLIC_RIGHT",
"LOOK_RIGHT",
"SHOW_MAP",
"MENU_BACK",
"RUDDER_LEFT",
"OPTICS",
"RUDDER_RIGHT",
"LOOK_DOWN",
"TURN_LEFT",
"LOOK_LEFT",
"DEFAULT_ACTION",
"DEPLOY_WEAPON_AUTO",
"DEPLOY_WEAPON_MANUAL",
"DLC_SCREEN",
"EJECT",
"ZOOM_TEMP",
"ENGINE",
"EVASIVE_LEFT",
"EVASIVE_RIGHT",
"FLAPS_DOWN",
"INGAME_PAUSE",
"FLAPS_UP",
"GEAR",
"GEAR_DOWN",
"GEAR_UP",
"GETOUT",
"GPS",
"GPS_TOGGLE",
"TOGGLE_RAISE_WEAPON",
"HANDGUN",
"STAND",
"HEADLIGHTS",
"HELI_BACK",
"TEMP_RAISE_WEAPON",
"HELI_BRAKE",
"SUBMARINE_UP",
"HELI_COLLECTIVE_LOWER",
"HELI_COLLECTIVE_RAISE",
"SUBMARINE_DOWN",
"HELI_UP",
"SUBMARINE_LEFT",
"HELICOPTERCYCLICTRIMOFF",
"TARGET_EMPTY_NEXT_INFANTRY",
"SUBMARINE_RIGHT",
"HELICOPTERCYCLICTRIMON",
"HELI_DOWN",
"HELI_CYCLIC_BACK",
"SUBMARINE_FORWARD",
"HELI_LEFT",
"HELI_CYCLIC_FORWARD",
"NIGHT_VISION",
"SUBMARINE_BACK",
"HELI_RIGHT",
"SUBMARINE_CYCLIC_FORWARD",
"HELI_CYCLIC_LEFT_NEW",
"HELP",
"WALK_RUN_TEMP",
"SWITCH_WEAPON",
"WALK_RUN_TOGGLE",
"SUBMARINE_CYCLIC_BACK",
"HELI_CYCLIC_RIGHT_NEW",
"HIDE_MAP",
"REVEAL_TARGET",
"TACT_SHORT",
"PREV_ACTION",
"TACT_TEMP",
"HELI_FAST_FORWARD",
"TACT_TOGGLE",
"HELI_FORWARD",
"HELI_MANUAL_FIRE",
"user_defined",
"HELI_ROPE_ACTION",
"VEH_LOCK_TARGETS",
"NEXT_ACTION",
"HOVER",
"HOVER_CANCEL",
"RELOAD_MAGAZINE",
"LAUNCHCM",
"LEAN_LEFT",
"LEAN_LEFT_TOGGLE",
"LEAN_RIGHT",
"LEAN_RIGHT_TOGGLE",
"LOCK_OR_ZOOM",
"LOCK_TARGETS",
"LOCK_TURRET_VIEW",
"NAVIGATE_MENU",
"TARGET_EMPTY_NEXT",
"TURN_IN",
"TURN_OUT",
"NEXTCM",
"NEXT_WEAPON",
"PILOTCAMERA",
"PREV_WEAPON",
"PRONE",
"SENSORS",
"SPEEDBRAKE",
"SWAP_GUNNER",
"SWITCH_WPN_GRP1",
"SWITCH_WPN_GRP2",
"SWITCH_WPN_GRP3",
"SWITCH_WPN_GRP4",
"TURRET_ELEVATION_UP",
"TEAM_SWITCH_PREV",
"TURRET_ELEVATION_DOWN",
"TACTICAL_PING",
"TEAM_SWITCH_NEXT",
"thrust_analogue",
"TRANSPORT_NIGHT_VISION",
"VEHICLE_CLOSE_PRIMARY_DISPLAYS",
"VEHICLE_CLOSE_SECONDARY_DISPLAYS",
"VEHICLE_NEXT_MODE_PRIMARY_DISPLAYS",
"VEHICLE_NEXT_MODE_SECONDARY_DISPLAYS",
"VEHICLE_PREVIOUS_PRIMARY_DISPLAYS",
"VEHICLE_PREVIOUS_SECONDARY_DISPLAYS",
"VEHICLE_PRIMARY_DISPLAYS",
"VEHICLE_SECONDARY_DISPLAYS",
"CAMERA_ZOOM_OUT",
"CAMERA_FLASHLIGHT",
"CAMERA_ZOOM_IN",
"CAMERA_INTERFACE",
"CAMERA_VISION_MODE",
"CAMERA_LOOK_DOWN",
"CAMERA_TARGET",
"CAMERA_LOOK_LEFT",
"CAMERA_RESET",
"CAMERA_LOOK_RIGHT",
"CAMERA_MOVE_UP",
"CAMERA_LOOK_UP",
"CAMERA_MOVE_TURBO2",
"CAMERA_MOVE_BACKWARD",
"CAMERA_MOVE_TURBO1",
"CAMERA_MOVE_DOWN",
"CAMERA_MOVE_RIGHT",
"CAMERA_MOVE_FORWARD",
"CAMERA_MOVE_LEFT",
"EDITOR_CAMERA_LOOK_DOWN",
"EDITOR_CAMERA_MOVE_UP",
"EDITOR_CAMERA_LOOK_LEFT",
"EDITOR_CAMERA_MOVE_TURBO",
"EDITOR_CAMERA_LOOK_RIGHT",
"EDITOR_CAMERA_MOVE_RIGHT",
"EDITOR_CAMERA_LOOK_UP",
"EDITOR_CAMERA_MOVE_LEFT",
"EDITOR_CAMERA_MOVE_BACKWARD",
"EDITOR_CAMERA_MOVE_FORWARD",
"EDITOR_CAMERA_MOVE_DOWN",
"VECTORING_DOWN",
"VECTORING_OFF",
"VECTORING_ON",
"VECTORING_UP",
"SWITCH_HANDGUN",
"SWITCH_PRIMARY",
"SWITCH_SECONDARY",
"curator_watch",
"curator_toggle_interface",
"curator_toggle_edit",
"curator_toggle_create",
"curator_special",
"curator_rotate",
"curator_ping_view",
"curator_person_view",
"curator_night_vision",
"curator_multiple",
"curator_move_y",
"curator_move_cam",
"curator_map_textures",
"curator_lock_cam",
"curator_level_obj",
"curator_interface",
"curator_group",
"curator_get_out",
"curator_destroy",
"curator_delete",
"curator_content_wayp",
"curator_compass",
"curator_collapse_parent",
"HELI_SLING_LOAD_MANAGER",
"diary",
"task_overview",
"task_overview_toggle",
"uav_view",
"uav_view_toggle"
] ;
_r = [] ;
{
_r pushBack [getText (_x >> "name"),[]] ;
_index = _forEachIndex ;
{
private _actionName = actionName _x ;
private _tooltipname = "" ;
/*private _tooltip = "" ;
{
if (_x isEqualTo "ActiveSensorsToggle") exitWith {_tooltipname = "SENSORS"} ;
if (_x isEqualTo "switchCommand") exitWith {_tooltipname = "COMMANDING_MENU"} ;
if (localize ("STR_USRACT_"+_x) isEqualTo _actionName) exitWith {
_tooltipName = _x ;
} ;
if (localize ("STR_USERACT_"+_x) isEqualTo _actionName) exitWith {
_tooltipName = _x ;
} ;
if (localize ("STR_ACTION_"+_x) isEqualTo _actionName) exitWith {
_tooltipName = _x ;
} ;
if (localize ("STR_"+_x) isEqualTo _actionName) exitWith {
_tooltipName = _x ;
} ;
} forEach _actionsStrings ;
if !(_tooltipName isEqualTo "") then {
{
if !(localize (_x+_tooltipName) isEqualTo "") exitWith {
systemchat "a" ;
_tooltip = localize (_x+_tooltipName) ;
} ;
} forEach ["str_controls_tooltips_"] ;
} ;*/
(_r#_index#1) pushBack [_x,_actionName/*,_tooltip*/] ;
} forEach getArray (_x >> "group") ;
} forEach ("true" configClasses (configFile >> "UserActionGroups")) ;
_rFinal = [
'{| class="sortable wikitable"'
] ;
_presets = ("configName _x != 'Empty'" configClasses (configFile >> "CfgDefaultKeysPresets")) ;
//_str = '! Type !! actionName !! Name !! Description' ;
_str = '! Type !! actionName !! Name' ;
{
_str = _str + " !! " + getText (_x >> "displayName") ;
if (getNumber (_x >> "default") == 1) then {
_str = _str + "<br/>(Default)" ;
} ;
} forEach _presets ;
_rFinal pushBack format ['! colspan="3"| Action information !! colspan="%1"| Presets',count _presets] ;
_rFinal pushBack "|-" ;
_rFinal pushBack _str ;
{
_type = _x#0 ;
{
_rFinal pushBack "|-" ;
_x params ["_actionName","_name"/*,"_tooltip"*/] ;
if (_name isEqualTo "") then {
_name = "{{n/a}}" ;
} ;
/*if (_tooltip isEqualTo "") then {
_tooltip = "{{n/a}}" ;
} ;*/
//_str = format ["| %1 || <tt>%2</tt> || %3 || %4",_type,_actionName,_name,_tooltip] ;
_str = format ["| %1 || <tt>%2</tt> || %3 ",_type,_actionName,_name] ;
{
_keys = getArray (_x >> "Mappings" >> _actionName) ;
if (count _keys != 0) then {
_keys = _keys apply {
call {
if (typeName _x == "STRING") exitWith {
keyName call compile _x ;
} ;
if (typeName _x == "ARRAY") exitWith {
_r = [] ;
{
if (typeName _x == "STRING") then {
_r pushBack ((keyName call compile _x) splitString """")#0 ;
} ;
_r pushBack ((keyName _x) splitString """")#0 ;
} forEach _x ;
_r = (_r joinString "+") ;
_r
} ;
keyName _x
} ;
} ;
_str = _str + format ["|| %1 ",(_keys joinString ", " splitString """")#0] ;
} else {
_str = _str + "|| " ;
} ;
} forEach _presets ;
_rFinal pushBack _str ;
} forEach (_x#1) ;
} forEach _r ;
_rFinal pushBack "|}" ;
copyToClipboard (_rFinal joinString endl) ;</nowiki></pre></spoiler>

Revision as of 18:00, 28 April 2020

Template:User ja
Template:User en-2
Where I live
Steam Twitter(JA/EN) Forums
Also cursed biography on my blog

My very own sandbox (aka Idea for contribute to the wiki)

April Fool things by Bohemia Interactive

2009 fArma 2
... ...
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™
... ...
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

Easter eggs in BI games

Category:Easter Eggs

Is DLC Restricted?

->Arma_3_DLC_Restrictions¯\_(ツ)_/¯

Obsolete → Outdated template

Template:outdated

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) ;

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

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.

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

inputAction Keys

Action information Presets
Type actionName Name Arma 2 Arma 3 Arma 3 Apex
(Default)
Arma 3 Alternative Buldozer Industry Standard
Common gear Inventory G I I I I I
Common showMap Map M M M M M M
Common hideMap Hide Map M M M M M M
Common diary Diary J J 2xJ J J J
Common tasks Task Overview J
Common MiniMap GPS
Common MiniMapToggle GPS (Toggle) Right Ctrl+M Right Ctrl+M Right Ctrl+M Right Ctrl+M Right Ctrl+M Right Ctrl+M
Common uavView AV Camera Tab Tab Tab Tab Tab
Common uavViewToggle AV Camera (Toggle) 2xTab 2xTab 2xTab 2xTab 2xTab
Common pilotCamera Targeting Camera Left Ctrl+ Left Ctrl+ Left Ctrl+ Left Ctrl+ Left Ctrl+
Common openDlcScreen Open DLC Screen Left Shift+P Left Shift+P Left Shift+P Left Shift+P Left Shift+P Left Shift+P
Common compass Compass K K K K K
Common compassToggle Compass (Toggle) 2xK 2xK 2xK K 2xK 2xK
Common watch Watch O O O O O
Common watchToggle Watch (Toggle) 2xO 2xO 2xO O 2xO 2xO
Common ListLeftVehicleDisplay Left Panel Next [ [ [ [ [
Common ListRightVehicleDisplay Right Panel Next ] ] ] ] ]
Common ListPrevLeftVehicleDisplay Left Panel Previous
Common ListPrevRightVehicleDisplay Right Panel Previous
Common CloseLeftVehicleDisplay Close Left Panel
Common CloseRightVehicleDisplay Close Right Panel
Common NextModeLeftVehicleDisplay Left Panel Mode Right Ctrl+[ Right Ctrl+[ Right Ctrl+[ Right Ctrl+[ Right Ctrl+[
Common NextModeRightVehicleDisplay Right Panel Mode Right Ctrl+] Right Ctrl+] Right Ctrl+] Right Ctrl+] Right Ctrl+]
Common nightVision Night Vision N N N N N N
Common TransportNightVision Vision Mode (Vehicle) Right Ctrl+N Right Ctrl+N Right Ctrl+N Right Ctrl+N Right Ctrl+N Right Ctrl+N
Common binocular Binoculars B B B B B B
Common headlights Headlights On/Off L L L L L L
Common prevAction Previous Mouse wheel up Mouse wheel up Mouse wheel up Mouse wheel up Mouse wheel up Mouse wheel up
Common nextAction Next Mouse wheel down Mouse wheel down Mouse wheel down Mouse wheel down Mouse wheel down Mouse wheel down
Common Action Use Default Action Enter Space Space Enter Space F
Common ActionContext Use Selected Action Middle Mouse Btn. Middle Mouse Btn. Middle Mouse Btn. F Middle Mouse Btn. Middle Mouse Btn.
Common ActionInMap Use Command Action (Map) Prim. Mouse Btn. Prim. Mouse Btn. Prim. Mouse Btn. Prim. Mouse Btn. Prim. Mouse Btn.
Common navigateMenu Navigate Menu Backspace Backspace Backspace Backspace Backspace Backspace
Common closeContext Close Context Menu Sec. Mouse Btn. Sec. Mouse Btn. Sec. Mouse Btn. Sec. Mouse Btn. Sec. Mouse Btn. Sec. Mouse Btn.
Common LiteUnitInfoToggle N/A Right Ctrl+H Right Ctrl+H Right Ctrl+H Right Ctrl+H Right Ctrl+H Right Ctrl+H
Common help Last Help H H H H H H
Common engineToggle Engine On/Off
Common vehicleTurbo Vehicle Turbo Left Shift Left Shift Left Shift Left Shift Left Shift Left Shift
Common GetOut Get Out V V V V V
Common Eject Eject 2xV 2xV 2xV 2xV 2xV
Common swapGunner Swap Gunner
Common teamSwitch Team Switch U U U U U U
Common teamSwitchPrev Team Switch to Previous
Common teamSwitchNext Team Switch to Next
Common timeDec Time Deceleration - - - - - -
Common timeInc Time Acceleration = = = = = =
Common copyVersion Copy Version to Clipboard Left Ctrl+/ Left Ctrl+/ Left Ctrl+/ Left Ctrl+/ Left Ctrl+/
Common ingamePause Pause Escape Escape Escape Escape Escape Escape
Weapons defaultAction Fire Prim. Mouse Btn. Prim. Mouse Btn. Prim. Mouse Btn. Prim. Mouse Btn. Prim. Mouse Btn. Prim. Mouse Btn.
Weapons fire Command Fire Left Ctrl+Prim. Mouse Btn. Left Ctrl+Prim. Mouse Btn. Left Ctrl+Prim. Mouse Btn. Left Ctrl+Prim. Mouse Btn. Left Ctrl+Prim. Mouse Btn. Left Ctrl+Prim. Mouse Btn.
Weapons reloadMagazine Reload R R R R R R
Weapons SwitchPrimary Switch to Primary Weapon 1
Weapons SwitchHandgun Switch to Handgun 2
Weapons SwitchSecondary Switch to Secondary Weapon 3
Weapons SwitchWeaponGrp1 Switch to Weapons Group 1 1
Weapons SwitchWeaponGrp2 Switch to Weapons Group 2 2
Weapons SwitchWeaponGrp3 Switch to Weapons Group 3 3
Weapons SwitchWeaponGrp4 Switch to Weapons Group 4 4
Weapons nextWeapon Next Weapon F F F C F Z
Weapons prevWeapon Previous Weapon
Weapons switchWeapon Switch Gun/Launcher Right Ctrl+; Right Ctrl+; Right Ctrl+; Right Ctrl+; Right Ctrl+;
Weapons handgun Switch Gun/Handgun ; ; ; ; ; ;
Weapons optics Optics Sec. Mouse Btn. Sec. Mouse Btn. Sec. Mouse Btn. 0 [NUM] Sec. Mouse Btn.
Weapons opticsTemp Optics Temporary Sec. Mouse Btn. Sec. Mouse Btn. Sec. Mouse Btn. Hold Sec. Mouse Btn. Sec. Mouse Btn. Hold Sec. Mouse Btn.
Weapons opticsMode Optics Mode / [NUM] Left Ctrl+ Left Ctrl+ Left Ctrl+ Left Ctrl+ X
Weapons holdBreath Hold Breath Hold Sec. Mouse Btn. Hold Sec. Mouse Btn. Left Shift Left Shift Hold Sec. Mouse Btn. Left Shift
Weapons deployWeaponAuto Deploy Weapon Left Ctrl+C C C Left Ctrl+C C C
Weapons tempRaiseWeapon Raise Weapon
Weapons toggleRaiseWeapon Toggle Raise Weapon 2xLeft Ctrl 2xLeft Ctrl 2xLeft Ctrl 2xLeft Ctrl 2xLeft Ctrl 2xC
Weapons throw Throw T G G G G G
Weapons cycleThrownItems Cycle Throw Items Left Ctrl+T Left Ctrl+G Left Ctrl+G Left Ctrl+G Left Ctrl+G Left Shift+G
Weapons zeroingUp Zeroing Up Page Up Page Up Page Up Page Up Page Up Page Up
Weapons zeroingDown Zeroing Down Page Down Page Down Page Down Page Down Page Down Page Down
Weapons gunElevUp Gun Elevation Up Page Up Page Up Page Up Page Up Page Up Page Up
Weapons gunElevDown Gun Elevation Down Page Down Page Down Page Down Page Down Page Down Page Down
Weapons gunElevSlow Slow Gun Elevation Left Shift Left Shift Left Shift Left Shift Left Shift Left Shift
Weapons gunElevAuto Lase Range \ T T T T T
Weapons ActiveSensorsToggle Radar On/Off Left Ctrl+R Left Ctrl+R Left Ctrl+R Left Ctrl+R Left Ctrl+R
Weapons lockTarget Lock Target Hold Sec. Mouse Btn. T T T T T
Weapons lockTargetToggle N/A
Weapons revealTarget Reveal Target Hold Sec. Mouse Btn. T T T T T
Weapons lockTargets Next Target Tab
Weapons lockEmptyTargets Next Empty Target Left Ctrl+Tab
Weapons vehLockTargets Next Target (Vehicle) Tab R R R R R
Weapons vehLockEmptyTargets Next Empty Target (Vehicle) Left Ctrl+Tab
Weapons vehLockTurretView Stabilize Turret Left Ctrl+T Left Ctrl+T Left Ctrl+T Left Ctrl+T Left Ctrl+T
Weapons switchGunnerWeapon Change Gunner Weapon Left Ctrl+F Left Ctrl+F Left Ctrl+F Left Ctrl+F Left Ctrl+F Left Ctrl+Z
Weapons heliManualFire Toggle Manual Fire ' ' ' ' ' '
Weapons launchCM Countermeasures R C C C C C
Weapons nextCM Countermeasures Mode Left Ctrl+R Left Ctrl+C Left Ctrl+C Left Ctrl+C Left Ctrl+C Left Ctrl+C
View AimUp Aim Up Mouse up Mouse up Mouse up Mouse up Mouse up Mouse up
View AimDown Aim Down Mouse down Mouse down Mouse down Mouse down Mouse down Mouse down
View AimLeft Aim Left Mouse left Mouse left Mouse left Mouse left Mouse left Mouse left
View AimRight Aim Right Mouse right Mouse right Mouse right Mouse right Mouse right Mouse right
View AimHeadUp Look Up Mouse up Mouse up Mouse up Mouse up Mouse up Mouse up
View AimHeadDown Look Down Mouse down Mouse down Mouse down Mouse down Mouse down Mouse down
View AimHeadLeft Look Left Mouse left Mouse left Mouse left Mouse left Mouse left Mouse left
View AimHeadRight Look Right Mouse right Mouse right Mouse right Mouse right Mouse right Mouse right
View personView Toggle View Enter [NUM] Enter [NUM] Enter [NUM] Enter [NUM] Enter [NUM] Enter [NUM]
View tacticalView Tactical View . [NUM] . [NUM] . [NUM] . [NUM] . [NUM] . [NUM]
View zoomTemp Zoom Temporary Hold Sec. Mouse Btn. Hold Sec. Mouse Btn. Hold Sec. Mouse Btn. Hold Sec. Mouse Btn. Hold Sec. Mouse Btn. Hold Sec. Mouse Btn.
View lookAround Look Left Alt Left Alt Left Alt Left Alt Left Alt Left Alt
View commandWatch Command Watch Left Alt Left Alt Left Alt Left Alt Left Alt Left Alt
View lookAroundToggle Freelook 2xLeft Alt 2xLeft Alt 2xLeft Alt 2xLeft Alt 2xLeft Alt 2xLeft Alt
View lookLeftUp Look Left Up 7 [NUM] 7 [NUM] 7 [NUM] 7 [NUM] 7 [NUM] 7 [NUM]
View lookUp Look Up 8 [NUM] 8 [NUM] 8 [NUM] 8 [NUM] 8 [NUM] 8 [NUM]
View lookRightUp Look Right Up 9 [NUM] 9 [NUM] 9 [NUM] 9 [NUM] 9 [NUM] 9 [NUM]
View lookLeft Look Left 4 [NUM] 4 [NUM] 4 [NUM] 4 [NUM] 4 [NUM] 4 [NUM]
View lookCenter Center Look 5 [NUM] 5 [NUM] 5 [NUM] 5 [NUM] 5 [NUM] 5 [NUM]
View lookRight Look Right 6 [NUM] 6 [NUM] 6 [NUM] 6 [NUM] 6 [NUM] 6 [NUM]
View lookLeftDown Look Left Down 1 [NUM] 1 [NUM] 1 [NUM] 1 [NUM] 1 [NUM] 1 [NUM]
View lookDown Look Down 2 [NUM] 2 [NUM] 2 [NUM] 2 [NUM] 2 [NUM] 2 [NUM]
View lookRightDown Look Right Down 3 [NUM] 3 [NUM] 3 [NUM] 3 [NUM] 3 [NUM] 3 [NUM]
View zoomIn Zoom In + [NUM] + [NUM] + [NUM] + [NUM] + [NUM] + [NUM]
View zoomInToggle Zoom In (Toggle) 2x+ [NUM] 2x+ [NUM] 2x+ [NUM] 2x+ [NUM] 2x+ [NUM] 2x+ [NUM]
View zoomOut Zoom Out - [NUM] - [NUM] - [NUM] - [NUM] - [NUM] - [NUM]
View zoomOutToggle Zoom Out (Toggle) 2x- [NUM] 2x- [NUM] 2x- [NUM] 2x- [NUM] 2x- [NUM] 2x- [NUM]
View lookShiftUp Move Head Up Left Ctrl+Page Up Left Ctrl+Page Up Left Ctrl+Page Up Left Ctrl+Page Up Left Ctrl+Page Up
View lookShiftDown Move Head Down Left Ctrl+Page Down Left Ctrl+Page Down Left Ctrl+Page Down Left Ctrl+Page Down Left Ctrl+Page Down
View lookShiftForward Move Head Forward Left Ctrl+8 [NUM] Left Ctrl+8 [NUM] Left Ctrl+8 [NUM] Left Ctrl+8 [NUM]
View lookShiftLeft Move Head Left Left Ctrl+4 [NUM] Left Ctrl+4 [NUM] Left Ctrl+4 [NUM] Left Ctrl+4 [NUM]
View lookShiftCenter Center Head Move Left Ctrl+5 [NUM] Left Ctrl+5 [NUM] Left Ctrl+5 [NUM] Left Ctrl+5 [NUM] Left Ctrl+5 [NUM]
View lookShiftRight Move Head Right Left Ctrl+6 [NUM] Left Ctrl+6 [NUM] Left Ctrl+6 [NUM] Left Ctrl+6 [NUM]
View lookShiftBack Move Head Back Left Ctrl+2 [NUM] Left Ctrl+2 [NUM] Left Ctrl+2 [NUM] Left Ctrl+2 [NUM]
View lookRollLeft Head Roll Left Left Ctrl+7 [NUM] Left Ctrl+7 [NUM] Left Ctrl+7 [NUM] Left Ctrl+7 [NUM] Left Ctrl+7 [NUM]
View lookRollRight Head Roll Right Left Ctrl+9 [NUM] Left Ctrl+9 [NUM] Left Ctrl+9 [NUM] Left Ctrl+9 [NUM] Left Ctrl+9 [NUM]
View lookLeftCont Look Left (Analog) Tracking device Rot Left Tracking device Rot Left Tracking device Rot Left Tracking device Rot Left Tracking device Rot Left Tracking device Rot Left
View lookRightCont Look Right (Analog) Tracking device Rot Right Tracking device Rot Right Tracking device Rot Right Tracking device Rot Right Tracking device Rot Right Tracking device Rot Right
View lookDownCont Look Down (Analog) Tracking device Rot Down Tracking device Rot Down Tracking device Rot Down Tracking device Rot Down Tracking device Rot Down Tracking device Rot Down
View lookUpCont Look Up (Analog) Tracking device Rot Up Tracking device Rot Up Tracking device Rot Up Tracking device Rot Up Tracking device Rot Up Tracking device Rot Up
View zoomContIn Zoom In (Continuous) Tracking device -tZ Tracking device -tZ Tracking device -tZ Tracking device -tZ Tracking device -tZ Tracking device -tZ
View zoomContOut Zoom Out (Continuous) Tracking device +tZ Tracking device +tZ Tracking device +tZ Tracking device +tZ Tracking device +tZ Tracking device +tZ
View lookShiftLeftCont Head Left (Analog) Tracking device Left Tracking device Left Tracking device Left Tracking device Left Tracking device Left Tracking device Left
View lookShiftRightCont Head Right (Analog) Tracking device Right Tracking device Right Tracking device Right Tracking device Right Tracking device Right Tracking device Right
View lookShiftUpCont Head Up (Analog)
View lookShiftDownCont Head Down (Analog)
View lookShiftForwardCont Head Forward (Analog)
View lookShiftBackCont Head Back (Analog)
View lookRollLeftCont Head Roll Left (Analog) Tracking device +rZ Tracking device +rZ Tracking device +rZ Tracking device +rZ Tracking device +rZ Tracking device +rZ
View lookRollRightCont Head Roll Right (Analog) Tracking device -rZ Tracking device -rZ Tracking device -rZ Tracking device -rZ Tracking device -rZ Tracking device -rZ
View turretElevationUp Raise Turret Left Ctrl+Q E E E E E
View turretElevationDown Lower turret Left Ctrl+Z Q Q Q Q Q
Command selectAll Select All Units ` ` ` 2x` ` `
Command switchCommand Switch Command Menu Left Ctrl+Space, Left Ctrl+Space, Left Ctrl+Space, Left Ctrl+Space, Left Ctrl+Space, Left Shift+F,
Command SelectGroupUnit1 Select Unit 1 F1 F1 F1 F1 F1 F1
Command SelectGroupUnit2 Select Unit 2 F2 F2 F2 F2 F2 F2
Command SelectGroupUnit3 Select Unit 3 F3 F3 F3 F3 F3 F3
Command SelectGroupUnit4 Select Unit 4 F4 F4 F4 F4 F4 F4
Command SelectGroupUnit5 Select Unit 5 F5 F5 F5 F5 F5 F5
Command SelectGroupUnit6 Select Unit 6 F6 F6 F6 F6 F6 F6
Command SelectGroupUnit7 Select Unit 7 F7 F7 F7 F7 F7 F7
Command SelectGroupUnit8 Select Unit 8 F8 F8 F8 F8 F8 F8
Command SelectGroupUnit9 Select Unit 9 F9 F9 F9 F9 F9 F9
Command SelectGroupUnit0 Select Unit 10 F10 F10 F10 F10 F10 F10
Command GroupPagePrev Previous Unit Page F11 F11 F11 F11 F11 F11
Command GroupPageNext Next Unit Page F12 F12 F12 F12 F12 F12
Command SetTeamRed Set Team Red Left Ctrl+F1, Right Ctrl+F1 Left Ctrl+F1, Right Ctrl+F1 Left Ctrl+F1, Right Ctrl+F1 Left Ctrl+F1, Right Ctrl+F1 Left Ctrl+F1, Right Ctrl+F1 Left Ctrl+F1, Right Ctrl+F1
Command SetTeamGreen Set Team Green Left Ctrl+F2, Right Ctrl+F2 Left Ctrl+F2, Right Ctrl+F2 Left Ctrl+F2, Right Ctrl+F2 Left Ctrl+F2, Right Ctrl+F2 Left Ctrl+F2, Right Ctrl+F2 Left Ctrl+F2, Right Ctrl+F2
Command SetTeamBlue Set Team Blue Left Ctrl+F3, Right Ctrl+F3 Left Ctrl+F3, Right Ctrl+F3 Left Ctrl+F3, Right Ctrl+F3 Left Ctrl+F3, Right Ctrl+F3 Left Ctrl+F3, Right Ctrl+F3 Left Ctrl+F3, Right Ctrl+F3
Command SetTeamYellow Set Team Yellow Left Ctrl+F4, Right Ctrl+F4 Left Ctrl+F4, Right Ctrl+F4 Left Ctrl+F4, Right Ctrl+F4 Left Ctrl+F4, Right Ctrl+F4 Left Ctrl+F4, Right Ctrl+F4 Left Ctrl+F4, Right Ctrl+F4
Command SetTeamWhite Set Team White Left Ctrl+F5, Right Ctrl+F5 Left Ctrl+F5, Right Ctrl+F5 Left Ctrl+F5, Right Ctrl+F5 Left Ctrl+F5, Right Ctrl+F5 Left Ctrl+F5, Right Ctrl+F5 Left Ctrl+F5, Right Ctrl+F5
Command SelectTeamRed Select Team Red Left Shift+F1, Right Shift+F1 Left Shift+F1, Right Shift+F1 Left Shift+F1, Right Shift+F1 Left Shift+F1, Right Shift+F1 Left Shift+F1, Right Shift+F1 Left Shift+F1, Right Shift+F1
Command SelectTeamGreen Select Team Green Left Shift+F2, Right Shift+F2 Left Shift+F2, Right Shift+F2 Left Shift+F2, Right Shift+F2 Left Shift+F2, Right Shift+F2 Left Shift+F2, Right Shift+F2 Left Shift+F2, Right Shift+F2
Command SelectTeamBlue Select Team Blue Left Shift+F3, Right Shift+F3 Left Shift+F3, Right Shift+F3 Left Shift+F3, Right Shift+F3 Left Shift+F3, Right Shift+F3 Left Shift+F3, Right Shift+F3 Left Shift+F3, Right Shift+F3
Command SelectTeamYellow Select Team Yellow Left Shift+F4, Right Shift+F4 Left Shift+F4, Right Shift+F4 Left Shift+F4, Right Shift+F4 Left Shift+F4, Right Shift+F4 Left Shift+F4, Right Shift+F4 Left Shift+F4, Right Shift+F4
Command SelectTeamWhite Select Team White Left Shift+F5, Right Shift+F5 Left Shift+F5, Right Shift+F5 Left Shift+F5, Right Shift+F5 Left Shift+F5, Right Shift+F5 Left Shift+F5, Right Shift+F5 Left Shift+F5, Right Shift+F5
Command CommandingMenu1 Open Menu (Move) 1 1 1 1 1
Command CommandingMenu2 Open Menu (Target) 2 2 2 2 2
Command CommandingMenu3 Open Menu (Engage) 3 3 3 3 3
Command CommandingMenu4 Open Menu (Mount) 4 4 4 4 4
Command CommandingMenu5 Open Menu (Status) 5 5 5 5 5
Command CommandingMenu6 Open Menu (Action) 6 6 6 6 6
Command CommandingMenu7 Open Menu (Combat Mode) 7 7 7 7 7
Command CommandingMenu8 Open Menu (Formation) 8 8 8 8 8
Command CommandingMenu9 Open Menu (Team) 9 9 9 9 9
Command CommandingMenu0 Open Menu (Reply) 0 0 0 0 0 0
Command CommandingMenuSelect1 Select Menu 1 1 1 1 1 1 1
Command CommandingMenuSelect2 Select Menu 2 2 2 2 2 2 2
Command CommandingMenuSelect3 Select Menu 3 3 3 3 3 3 3
Command CommandingMenuSelect4 Select Menu 4 4 4 4 4 4 4
Command CommandingMenuSelect5 Select Menu 5 5 5 5 5 5 5
Command CommandingMenuSelect6 Select Menu 6 6 6 6 6 6 6
Command CommandingMenuSelect7 Select Menu 7 7 7 7 7 7 7
Command CommandingMenuSelect8 Select Menu 8 8 8 8 8 8 8
Command CommandingMenuSelect9 Select Menu 9 9 9 9 9 9 9
Command CommandingMenuSelect0 Select Menu 10 0 0 0 0 0 0
Command commandWatch Command Watch Left Alt Left Alt Left Alt Left Alt Left Alt Left Alt
Command commandLeft Command Left A A A A A A
Command commandRight Command Right D D D D D D
Command commandForward Command Forward W W W W W W
Command commandBack Command Back S S S S S S
Command commandFast Command Fast E W+Left Shift W+Left Shift W+Left Shift W+Left Shift W+Left Shift
Command commandSlow Command Slow Q W+Left Ctrl, Left Ctrl+W W+Left Ctrl, Left Ctrl+W W+Left Ctrl, Left Ctrl+W W+Left Ctrl, Left Ctrl+W W+Left Ctrl, Left Ctrl+W
Multiplayer networkStats Multiplayer Statistics I P P P P P
Multiplayer networkPlayers List Of Players P Right Ctrl+P Right Ctrl+P Right Ctrl+P Right Ctrl+P Right Ctrl+P
Multiplayer prevChannel Previous Channel , , , , , ,
Multiplayer nextChannel Next Channel . . . . . .
Multiplayer chat Chat / / / / / Enter
Multiplayer pushToTalk Push To Talk Caps Lock Caps Lock Caps Lock Caps Lock Caps Lock Caps Lock
Multiplayer voiceOverNet Voice Over Net
Multiplayer PushToTalkAll Talk On Global Channel
Multiplayer PushToTalkSide Talk On Side Channel
Multiplayer PushToTalkCommand Talk On Command Channel
Multiplayer PushToTalkGroup Talk On Group Channel
Multiplayer PushToTalkVehicle Talk on Vehicle channel
Multiplayer PushToTalkDirect Talk on Direct channel
Multiplayer TacticalPing Tactical Ping Left Shift+T Left Shift+T Left Shift+T Left Shift+T Left Shift+T
Infantry Movement MoveForward Move Forward W W W W UP W
Infantry Movement MoveBack Move Back S S S S DOWN S
Infantry Movement TurnLeft Strafe Left A A A A LEFT A
Infantry Movement TurnRight Strafe Right D D D D RIGHT D
Infantry Movement MoveFastForward Fast Forward 2xW W+S, S+W
Infantry Movement MoveSlowForward Slow forward
Infantry Movement turbo Sprint Left Shift Left Shift Left Shift Left Shift
Infantry Movement TurboToggle Sprint (Toggle)
Infantry Movement MoveLeft Turn Left Left Shift+Q
Infantry Movement MoveRight Turn Right Left Shift+E
Infantry Movement TactTemp Combat Pace Left Shift
Infantry Movement TactToggle Combat Pace Toggle Y C 2xC C C
Infantry Movement TactShort Combat Pace 3 Sec. Prim. Mouse Btn. Prim. Mouse Btn. Prim. Mouse Btn. Prim. Mouse Btn. Prim. Mouse Btn.
Infantry Movement WalkRunTemp Walk/Run (Temporary) Left Shift Space
Infantry Movement WalkRunToggle Walk/Run (Toggle) 2xLeft Shift W+S, S+W Left Ctrl+C W+S, S+W W+S, S+W
Infantry Movement AdjustUp Adjust Stance Up Left Ctrl+W Left Ctrl+W Left Ctrl+W Left Ctrl+W Left Ctrl+W UP
Infantry Movement AdjustDown Adjust Stance Down Left Ctrl+S Left Ctrl+S Left Ctrl+S Left Ctrl+S Left Ctrl+S DOWN
Infantry Movement AdjustLeft Adjust Stance Left Left Ctrl+A Left Ctrl+A Left Ctrl+A Left Ctrl+A Left Ctrl+A LEFT
Infantry Movement AdjustRight Adjust Stance Right Left Ctrl+D Left Ctrl+D Left Ctrl+D Left Ctrl+D Left Ctrl+D RIGHT
Infantry Movement Stand Stand Up (Toggle) C
Infantry Movement Crouch Crouch (Toggle)
Infantry Movement Prone Prone (Toggle)
Infantry Movement MoveUp Crouch / Stand Up X X X X X Left Ctrl
Infantry Movement MoveDown Go Prone / Stand Up Z Z Z Z Z Space
Infantry Movement SwimUp Swim Up Q X X X X Left Shift
Infantry Movement SwimDown Swim Down Z Z Z Z Z Space
Infantry Movement EvasiveLeft Evasive Left Q Q Q Q Q
Infantry Movement EvasiveRight Evasive Right E E E E E E
Infantry Movement LeanLeft Lean Left Q Q Q Q Tracking device Left Q
Infantry Movement LeanLeftToggle Lean Left Toggle 2xQ 2xQ 2xQ 2xQ 2xQ 2xQ
Infantry Movement LeanRight Lean Right E E E E E E
Infantry Movement LeanRightToggle Lean Right Toggle 2xE 2xE 2xE 2xE 2xE 2xE
Infantry Movement GetOver Step Over V V V V V V
Infantry Movement Salute Salute \ \ \ \ \ \
Infantry Movement SitDown Sit Down ' ' ' ' ' '
Vehicle Movement CarForward Car Forward W W W UP W W
Vehicle Movement CarBack Car Back S S S S S S
Vehicle Movement CarLeft Car Left A A A A A A
Vehicle Movement CarRight Car Right D D D D D D
Vehicle Movement CarLinearLeft Car Left (Analog)
Vehicle Movement CarLinearRight Car Right (Analog)
Vehicle Movement CarFastForward Car Fast Forward E Left Shift+W Left Shift+W W Left Shift+W Left Shift+W
Vehicle Movement CarSlowForward Car Slow Forward Q Left Ctrl+W Left Ctrl+W W+S, S+W Left Ctrl+W Left Ctrl+W
Vehicle Movement CarHandBrake Hand Brake X X Space X Space
Vehicle Movement CarWheelLeft Car More Left Mouse left Mouse left Mouse left Mouse left Mouse left Mouse left
Vehicle Movement CarWheelRight Car More Right Mouse right Mouse right Mouse right Mouse right Mouse right Mouse right
Vehicle Movement CarAimUp Aim Up Mouse up Mouse up Mouse up Mouse up Mouse up Mouse up
Vehicle Movement CarAimDown Aim Down Mouse down Mouse down Mouse down Mouse down Mouse down Mouse down
Vehicle Movement CarAimLeft Aim Left Mouse left Mouse left Mouse left Mouse left Mouse left Mouse left
Vehicle Movement CarAimRight Aim Right Mouse right Mouse right Mouse right Mouse right Mouse right Mouse right
Vehicle Movement TurnIn Turn In X Left Ctrl+Q Left Ctrl+Q Z Left Ctrl+Q Left Ctrl+Q
Vehicle Movement TurnOut Turn out Z Left Ctrl+E Left Ctrl+E X Left Ctrl+E Left Ctrl+E
Helicopter Movement HeliCyclicForward Cyclic Forward W W W W W W
Helicopter Movement HeliCyclicBack Cyclic Backward S S S S S S
Helicopter Movement HeliCyclicLeft Cyclic Left A A A A A A
Helicopter Movement HeliCyclicRight Cyclic Right D D D D D D
Helicopter Movement HeliCollectiveRaise Collective Raise Q Left Shift Left Shift Left Shift Left Shift Left Shift
Helicopter Movement HeliCollectiveLower Collective Lower Z Z Z Space Z Space
Helicopter Movement HeliRudderLeft Left Pedal X Q Q Q Q Q
Helicopter Movement HeliRudderRight Right Pedal C E E E E E
Helicopter Movement HeliLeft Left Turn Mouse left Mouse left Mouse left Mouse left Mouse left Mouse left
Helicopter Movement HeliRight Right Turn Mouse right Mouse right Mouse right Mouse right Mouse right Mouse right
Helicopter Movement AutoHover Auto-Hover On 2x\ X X X X
Helicopter Movement AutoHoverCancel Auto-Hover Off \ X X X X
Helicopter Movement LandGear Gear Down Right Ctrl+G G G G G G
Helicopter Movement LandGearUp Gear Up Right Ctrl+G G G G G G
Helicopter Movement HeliCollectiveRaiseCont Collective Raise (Analog)
Helicopter Movement HeliCollectiveLowerCont Collective Lower (Analog)
Helicopter Movement HeliWheelsBrake Wheel Brake Hold/Release Right Ctrl+W Right Ctrl+W Right Ctrl+W Right Ctrl+W Right Ctrl+W Right Ctrl+W
Helicopter Movement HelicopterTrimOn Manual Trim Set Right Ctrl+5 [NUM] Right Ctrl+5 [NUM] Right Ctrl+5 [NUM] Right Ctrl+5 [NUM] Right Ctrl+5 [NUM] Right Ctrl+5 [NUM]
Helicopter Movement HelicopterTrimOff Manual Trim Release Right Ctrl+. [NUM] Right Ctrl+. [NUM] Right Ctrl+. [NUM] Right Ctrl+. [NUM] Right Ctrl+. [NUM] Right Ctrl+. [NUM]
Helicopter Movement HeliTrimLeft Manual Trim (Left) Right Ctrl+4 [NUM] Right Ctrl+4 [NUM] Right Ctrl+4 [NUM] Right Ctrl+4 [NUM] Right Ctrl+4 [NUM] Right Ctrl+4 [NUM]
Helicopter Movement HeliTrimRight Manual Trim (Right) Right Ctrl+6 [NUM] Right Ctrl+6 [NUM] Right Ctrl+6 [NUM] Right Ctrl+6 [NUM] Right Ctrl+6 [NUM] Right Ctrl+6 [NUM]
Helicopter Movement HeliTrimForward Manual Trim (Forward) Right Ctrl+8 [NUM] Right Ctrl+8 [NUM] Right Ctrl+8 [NUM] Right Ctrl+8 [NUM] Right Ctrl+8 [NUM] Right Ctrl+8 [NUM]
Helicopter Movement HeliTrimBackward Manual Trim (Backward) Right Ctrl+2 [NUM] Right Ctrl+2 [NUM] Right Ctrl+2 [NUM] Right Ctrl+2 [NUM] Right Ctrl+2 [NUM] Right Ctrl+2 [NUM]
Helicopter Movement HeliTrimRudderLeft Manual Trim (Pedals Left) Right Ctrl+1 [NUM] Right Ctrl+1 [NUM] Right Ctrl+1 [NUM] Right Ctrl+1 [NUM] Right Ctrl+1 [NUM] Right Ctrl+1 [NUM]
Helicopter Movement HeliTrimRudderRight Manual Trim (Pedals Right) Right Ctrl+3 [NUM] Right Ctrl+3 [NUM] Right Ctrl+3 [NUM] Right Ctrl+3 [NUM] Right Ctrl+3 [NUM] Right Ctrl+3 [NUM]
Helicopter Movement HeliRopeAction Rope Interaction B B B B B B
Helicopter Movement HeliSlingLoadManager Sling Load Assistant Right Ctrl+B Right Ctrl+B Right Ctrl+B Right Ctrl+B Right Ctrl+B Right Ctrl+B
Plane Movement HeliForward Nose Down W W W W W W
Plane Movement HeliBack Nose Up S S S S S S
Plane Movement AirBankLeft Bank Left A A A A A A
Plane Movement AirBankRight Bank Right D D D D D D
Plane Movement HeliFastForward Fast Forward E
Plane Movement HeliUp Increase Thrust Q Left Shift Left Shift Left Shift Left Shift Left Shift
Plane Movement HeliDown Decrease Thrust Z Z Z Space Z Space
Plane Movement HeliThrottlePos Thrust (Analog)
Plane Movement AirPlaneBrake Speedbrake X X X X X
Plane Movement HeliRudderLeft Left Pedal X Q Q Q Q Q
Plane Movement HeliRudderRight Right Pedal C E E E E E
Plane Movement HeliLeft Left Turn Mouse left Mouse left Mouse left Mouse left Mouse left Mouse left
Plane Movement HeliRight Right Turn Mouse right Mouse right Mouse right Mouse right Mouse right Mouse right
Plane Movement vtolVectoring Auto-Vectoring On 2x\ Left Ctrl+X Left Ctrl+X Left Ctrl+X Left Ctrl+X X
Plane Movement vtolVectoringCancel Auto-Vectoring Off \ Left Ctrl+X Left Ctrl+X Left Ctrl+X Left Ctrl+X X
Plane Movement LandGear Gear Down Right Ctrl+G G G G G G
Plane Movement LandGearUp Gear Up Right Ctrl+G G G G G G
Plane Movement FlapsDown Flaps Down Right Ctrl+K Left Ctrl+Mouse left Left Ctrl+Mouse left Right Ctrl+L Left Ctrl+Mouse left Left Ctrl+Mouse left
Plane Movement FlapsUp Flaps Up Right Ctrl+L Left Ctrl+Mouse left Left Ctrl+Mouse left Left Ctrl+Mouse left Left Ctrl+Mouse left Left Ctrl+Mouse left
Plane Movement HeliThrottleNeg Speedbrake (Analog)
Submarine Movement submarineUp Surface Q X X Left Shift X Left Shift
Submarine Movement submarineDown Dive Z Z Z Space Z Space
Submarine Movement submarineLeft Turn Left A A A A A A
Submarine Movement submarineRight Turn Right D D D D D D
Submarine Movement submarineForward Move Forward W W W W W W
Submarine Movement submarineBack Move Backward S S S S S S
Submarine Movement submarineCyclicForward Nose Up Mouse up Mouse up Mouse up Mouse up Mouse up Mouse up
Submarine Movement submarineCyclicBack Nose Down Mouse down Mouse down Mouse down Mouse down Mouse down Mouse down
Development BuldSwitchCamera Buldozer Switch Camera Insert Insert Insert Insert Insert Insert
Development BuldFreeLook Buldozer Free Look 5 [NUM] 5 [NUM] 5 [NUM] 5 [NUM] 5 [NUM] 5 [NUM]
Development BuldSelect Buldozer Select Space Space Space Space Space Space
Development BuldResetCamera Buldozer Reset Camera 0 [NUM] 0 [NUM] 0 [NUM] 0 [NUM] 0 [NUM] 0 [NUM]
Development BuldMagnetizePoints Buldozer Magnetize Points F5 F5 F5 F5 F5 F5
Development BuldMagnetizePlanes Buldozer Magnetize Planes F6 F6 F6 F6 F6 F6
Development BuldMagnetizeYFixed Buldozer Magnetize Fixed Y F7 F7 F7 F7 F7 F7
Development BuldTerrainRaise1m Buldozer Raise Terrain 1 m O O O O O O
Development BuldTerrainRaise10cm Buldozer Raise Terrain 10 cm U U U U U U
Development BuldTerrainLower1m Buldozer Lower Terrain 1 m L L L L L L
Development BuldTerrainLower10cm Buldozer Lower Terrain 10 cm J J J J J J
Development BuldTerrainRaise5m Buldozer Raise Terrain 5 m P P P P P P
Development BuldTerrainRaise50cm Buldozer Raise Terrain 50 cm I I I I I I
Development BuldTerrainLower5m Buldozer Lower Terrain 5 m ; ; ; ; ; ;
Development BuldTerrainLower50cm Buldozer Lower Terrain 50 cm K K K K K K
Development BuldTerrainShowNode Buldozer Show Terrain Node H H H H H H
Development BuldSelectionType Buldozer Selection Type S S S S S S
Development BuldLeft Buldozer Left LEFT LEFT LEFT LEFT LEFT LEFT
Development BuldRight Buldozer Right RIGHT RIGHT RIGHT RIGHT RIGHT RIGHT
Development BuldForward Buldozer Forward UP UP UP UP UP UP
Development BuldBack Buldozer Back DOWN DOWN DOWN DOWN DOWN DOWN
Development BuldMoveLeft Buldozer Move Left Mouse left Mouse left Mouse left Mouse left Mouse left Mouse left
Development BuldMoveRight Buldozer Move Right Mouse right Mouse right Mouse right Mouse right Mouse right Mouse right
Development BuldMoveForward Buldozer Move Forward Mouse up Mouse up Mouse up Mouse up Mouse up Mouse up
Development BuldMoveBack Buldozer Move Back Mouse down Mouse down Mouse down Mouse down Mouse down Mouse down
Development BuldTurbo Buldozer Turbo Left Shift Left Shift Left Shift Left Shift Left Shift Left Shift
Development BuldUp Buldozer Up Page Up Page Up Page Up Page Up Page Up Page Up
Development BuldDown Buldozer Down Page Down Page Down Page Down Page Down Page Down Page Down
Development BuldLookLeft Buldozer Look Left 4 [NUM] 4 [NUM] 4 [NUM] 4 [NUM] 4 [NUM] 4 [NUM]
Development BuldLookRight Buldozer Look Right 6 [NUM] 6 [NUM] 6 [NUM] 6 [NUM] 6 [NUM] 6 [NUM]
Development BuldLookUp Buldozer Look Up 8 [NUM] 8 [NUM] 8 [NUM] 8 [NUM] 8 [NUM] 8 [NUM]
Development BuldLookDown Buldozer Look Down 2 [NUM] 2 [NUM] 2 [NUM] 2 [NUM] 2 [NUM] 2 [NUM]
Development BuldZoomIn Buldozer Zoom In + [NUM] + [NUM] + [NUM] + [NUM] + [NUM] + [NUM]
Development BuldZoomOut Buldozer Zoom Out - [NUM] - [NUM] - [NUM] - [NUM] - [NUM] - [NUM]
Development BuldTextureInfo Buldozer Show Texture Info T T T T T T
Development BuldBrushRatio Brush Ratio B B B B B B
Development BuldBrushStrength Brush Strength M M M M F M
Development BuldBrushSmooth Brush Smooth Left Shift Left Shift Left Shift Left Shift Left Shift Left Shift
Development BuldBrushRandomize Randomize R R R R R R
Development BuldBrushSetHeight Set Height Brush C C C C C C
Development BuldBrushOuter Brush Outer N N N N N N
Development BuldUndo Undo Left Ctrl+Z Left Ctrl+Z Left Ctrl+Z Left Ctrl+Z Left Ctrl+Z Left Ctrl+Z
Development BuldRedo Redo Left Ctrl+R Left Ctrl+R Left Ctrl+R Left Ctrl+R Left Ctrl+R Left Ctrl+R
Development BuldCreateObj Create Object V V V V V V
Development BuldDuplicateSel Duplicate Selection C C C C C C
Development BuldRemoveSel Remove Selection D D D D D D
Development BuldRotateSelX Rotate X X X X X X X
Development BuldRotateSelZ Rotate Y Z Z Z Z Z Z
Development BuldScaleSel Scale E E E E E E
Development BuldElevateSel Elevate W W W W W W
Development BuldKeepAbsoluteElevationSel Lock Object Elevation M M M M M M
Development BuldClearAllElevationLocks Unlock Object Elevation Left Shift+M, Right Shift+M Left Shift+M, Right Shift+M Left Shift+M, Right Shift+M Left Shift+M, Right Shift+M Left Shift+M, Right Shift+M Left Shift+M, Right Shift+M
Development SeagullUp Seagull Up Q Q Q Q Q Q
Development SeagullDown Seagull Down Z Z Z Z Z Z
Development SeagullForward Seagull Forward W W W W W W
Development SeagullBack Seagull Back S S S S S S
Development SeagullFastForward Seagull Fast Forward E E E E E E
Development cheat1 N/A Right Windows Right Windows Right Windows Right Windows Right Windows Right Windows
Development cheat2 N/A Right Alt Right Alt Right Alt Right Alt Right Alt Right Alt
Custom controls User1 Use Action 1
Custom controls User2 Use Action 2
Custom controls User3 Use Action 3
Custom controls User4 Use Action 4
Custom controls User5 Use Action 5
Custom controls User6 Use Action 6
Custom controls User7 Use Action 7
Custom controls User8 Use Action 8
Custom controls User9 Use Action 9
Custom controls User10 Use Action 10
Custom controls User11 Use Action 11
Custom controls User12 Use Action 12
Custom controls User13 Use Action 13
Custom controls User14 Use Action 14
Custom controls User15 Use Action 15
Custom controls User16 Use Action 16
Custom controls User17 Use Action 17
Custom controls User18 Use Action 18
Custom controls User19 Use Action 19
Custom controls User20 Use Action 20
Zeus curatorInterface Zeus Y Y Y Y Y Y
Zeus curatorRotateMod Rotate entity Left Shift Left Shift Left Shift Left Shift Left Shift Left Shift
Zeus curatorMoveY Raise entity Left Alt Left Alt Left Alt Left Alt Left Alt Left Alt
Zeus curatorDelete Delete entity Delete Delete Delete Delete Delete Delete
Zeus curatorDestroy Destroy entity End End End End End End
Zeus curatorGetOut Order units to get out G G G G G G
Zeus curatorContentWaypoint Place 'cycle' waypoint Left Alt Left Alt Left Alt Left Alt Left Alt Left Alt
Zeus curatorMoveCamTo Move camera to selected entity F F F F F F
Zeus curatorLockCameraTo Lock camera on selected entity Left Ctrl+F Left Ctrl+F Left Ctrl+F Left Ctrl+F Left Ctrl+F Left Ctrl+F
Zeus curatorLevelObject Adjust object to sea level X X X X X X
Zeus curatorGroupMod Group units together Left Ctrl Left Ctrl Left Ctrl Left Ctrl Left Ctrl Left Ctrl
Zeus curatorMultipleMod Select multiple entities Left Ctrl Left Ctrl Left Ctrl Left Ctrl Left Ctrl Left Ctrl
Zeus CuratorCollapseParent Collapse / Expand Section C C C C C C
Zeus curatorNightvision Toggle vision mode N N N N N N
Zeus curatorPersonView Toggle View Enter [NUM] Enter [NUM] Enter [NUM] Enter [NUM] Enter [NUM] Enter [NUM]
Zeus curatorPingView Move to pinged player Space Space Space Space Space Space
Zeus curatorToggleInterface Toggle interface Backspace Backspace Backspace Backspace Backspace Backspace
Zeus curatorToggleEdit Toggle EDIT list E E E E E E
Zeus curatorToggleCreate Toggle CREATE list R R R R R R
Zeus curatorMapTextures Toggle map textures T T T T T T
Zeus curatorCompass Compass K K K K K K
Zeus curatorWatch Toggle time information O O O O O O
Camera cameraMoveForward Move Forward W W W W W W
Camera cameraMoveBackward Move Backward S S S S S S
Camera cameraMoveLeft Move Left A A A A A A
Camera cameraMoveRight Move Right D D D D D D
Camera cameraMoveUp Move Up Q Q Q Q Q Q
Camera cameraMoveDown Move Down Z Z Z Z Z Z
Camera cameraMoveTurbo1 Speed Modifier Left Shift Left Shift Left Shift Left Shift Left Shift Left Shift
Camera cameraMoveTurbo2 Extreme Speed Modifier Left Alt Left Alt Left Alt Left Alt Left Alt Left Alt
Camera cameraZoomIn Zoom In + [NUM] + [NUM] + [NUM] + [NUM] + [NUM] + [NUM]
Camera cameraZoomOut Zoom Out - [NUM] - [NUM] - [NUM] - [NUM] - [NUM] - [NUM]
Camera cameraLookUp Look Up 8 [NUM] 8 [NUM] 8 [NUM] 8 [NUM] 8 [NUM] 8 [NUM]
Camera cameraLookDown Look Down 2 [NUM] 2 [NUM] 2 [NUM] 2 [NUM] 2 [NUM] 2 [NUM]
Camera cameraLookLeft Look Left 4 [NUM] 4 [NUM] 4 [NUM] 4 [NUM] 4 [NUM] 4 [NUM]
Camera cameraLookRight Look Right 6 [NUM] 6 [NUM] 6 [NUM] 6 [NUM] 6 [NUM] 6 [NUM]
Camera cameraReset Reset View 5 [NUM] 5 [NUM] 5 [NUM] 5 [NUM] 5 [NUM] 5 [NUM]
Camera cameraTarget Move to Target F F F F F F
Camera cameraVisionMode Toggle Vision Mode N N N N N N
Camera cameraFlashlight Toggle Flashlight L L L L L L
Camera cameraInterface Toggle Interface Backspace Backspace Backspace Backspace Backspace Backspace
Editor Camera editorCameraMoveForward Move Forward W W W W W W
Editor Camera editorCameraMoveBackward Move Backward S S S S S S
Editor Camera editorCameraMoveLeft Move Left A A A A A A
Editor Camera editorCameraMoveRight Move Right D D D D D D
Editor Camera editorCameraMoveUp Move Up Q Q Q Q Q Q
Editor Camera editorCameraMoveDown Move Down Z Z Z Z Z Z
Editor Camera editorCameraMoveTurbo Speed Modifier Left Shift Left Shift Left Shift Left Shift Left Shift Left Shift
Editor Camera editorCameraLookUp Look Up 8 [NUM] 8 [NUM] 8 [NUM] 8 [NUM] 8 [NUM] 8 [NUM]
Editor Camera editorCameraLookDown Look Down 2 [NUM] 2 [NUM] 2 [NUM] 2 [NUM] 2 [NUM] 2 [NUM]
Editor Camera editorCameraLookLeft Look Left 4 [NUM] 4 [NUM] 4 [NUM] 4 [NUM] 4 [NUM] 4 [NUM]
Editor Camera editorCameraLookRight Look Right 6 [NUM] 6 [NUM] 6 [NUM] 6 [NUM] 6 [NUM] 6 [NUM]
Editor Camera editorCameraReset N/A 5 [NUM] 5 [NUM] 5 [NUM] 5 [NUM] 5 [NUM] 5 [NUM]

_actionsStrings = [
	"CLOSE_CONTEXT",
	"COMMANDING_MENU_0",
	"COMMANDING_MENU_1",
	"COMMANDING_MENU_2",
	"COMMANDING_MENU_3",
	"COMMANDING_MENU_4",
	"COMMANDING_MENU_5",
	"COMMANDING_MENU_6",
	"COMMANDING_MENU_7",
	"COMMANDING_MENU_8",
	"COMMANDING_MENU_9",
	"COMMANDING_MENU_SELECT_0",
	"COMMANDING_MENU_SELECT_1",
	"COMMANDING_MENU_SELECT_2",
	"COMMANDING_MENU_SELECT_3",
	"COMMANDING_MENU_SELECT_4",
	"COMMANDING_MENU_SELECT_5",
	"COMMANDING_MENU_SELECT_6",
	"COMMANDING_MENU_SELECT_7",
	"COMMANDING_MENU_SELECT_8",
	"SELECT_GROUP_UNIT_1",
	"SELECT_GROUP_UNIT_2",
	"SELECT_GROUP_UNIT_3",
	"SELECT_GROUP_UNIT_4",
	"SELECT_GROUP_UNIT_5",
	"SELECT_GROUP_UNIT_6",
	"SELECT_GROUP_UNIT_7",
	"SELECT_GROUP_UNIT_8",
	"SELECT_GROUP_UNIT_9",
	"COMMANDING_MENU_SELECT_9",
	"GROUP_PAGE_NEXT",
	"GROUP_PAGE_PREV",
	"SELECT_GROUP_UNIT_0",
	"SELECT_TEAM_BLUE",
	"SELECT_TEAM_GREEN",
	"SELECT_TEAM_RED",
	"SELECT_TEAM_WHITE",
	"SELECT_TEAM_YELLOW",
	"SET_TEAM_BLUE",
	"SET_TEAM_GREEN",
	"SET_TEAM_RED",
	"SET_TEAM_WHITE",
	"SET_TEAM_YELLOW",
	"VOICE_OVER_NET",
	"SWIM_UP",
	"CHAT",
	"SWIM_DOWN",
	"ACTION",
	"NEXT_CHANNEL",
	"SLOW_FORWARD",
	"ACTION_CONTEXT",
	"PREV_CHANNEL",
	"PUSH_TO_TALK",
	"ACTION_FREELOOK",
	"PUSH_TO_TALK_ALL",
	"ACTION_IN_MAP",
	"PUSH_TO_TALK_SIDE",
	"ADJUST",
	"LOOK_UP_CONT",
	"PUSH_TO_TALK_COMMAND",
	"ADJUST_DOWN",
	"PUSH_TO_TALK_GROUP",
	"PUSH_TO_TALK_VEHICLE",
	"ADJUST_LEFT",
	"LOOK_DOWN_CONT",
	"ADJUST_RIGHT",
	"LOOK_RIGHT_CONT",
	"PUSH_TO_TALK_DIRECT",
	"ADJUST_UP",
	"AIM_DOWN",
	"SELECT_ALL",
	"TURBO",
	"LOOK_LEFT_CONT",
	"TURBO_TOGGLE",
	"AIM_LEFT",
	"VEHICLE_TURBO",
	"AIM_RIGHT",
	"LOOK_RIGHT_UP",
	"AIM_UP",
	"NETWORK_STATS",
	"FAST_FORWARD",
	"BINOCULAR",
	"NETWORK_PLAYERS",
	"brake_analogue",
	"CANCEL_ACTION",
	"LOOK_LEFT_UP",
	"SALUTE",
	"SITDOWN",
	"SURRENDER",
	"CAR_BACK",
	"MOVE_LEFT",
	"ZEROING_DOWN",
	"CAR_FAST_FORWARD",
	"ZEROING_UP",
	"CAR_FORWARD",
	"ZOOM_CONT_OUT",
	"CAR_LEFT",
	"CAR_LINEAR_LEFT",
	"ZOOM_CONT_IN",
	"ZOOM_OUT_TOGGLE",
	"CAR_LINEAR_RIGHT",
	"LOOK_RIGHT_DOWN",
	"LOOK_CENTER",
	"CAR_RIGHT",
	"ZOOM_OUT",
	"CAR_WHEEL_LEFT",
	"CAR_WHEEL_RIGHT",
	"ZOOM_IN_TOGGLE",
	"CHANGE_GUNNER_WEAPON",
	"MOVE_DOWN",
	"ZOOM_IN",
	"COMMAND_BACK",
	"LOOK_LEFT_DOWN",
	"COMMAND_FAST",
	"COMMAND_FORWARD",
	"COMMANDING_MENU",
	"COMMANDING_MODE",
	"HOLD_BREATH",
	"LOOK_ARROUND_TOGGLE",
	"COMMAND_LEFT",
	"MOVE_RIGHT",
	"TACTICAL_VIEW",
	"COMMAND_RIGHT",
	"COMMAND_SLOW",
	"COMPASS",
	"LOOK_ARROUND",
	"COMPASS_TOGGLE",
	"CROUCH",
	"CYCLE_THROWN_ITEMS",
	"GUN_ELEV_AUTO",
	"CYCLE_WEAPON1",
	"TIME_DEC",
	"LOOK_UP",
	"TURN_RIGHT",
	"TIME_INC",
	"MOVE_UP",
	"GUN_ELEV_SLOW",
	"GET_OVER",
	"CYCLE_WEAPON2",
	"GUN_ELEV_DOWN",
	"GUN_ELEV_UP",
	"CYCLE_WEAPON3",
	"PERSON_VIEW",
	"WATCH_TOGGLE",
	"CYCLE_WEAPON4",
	"CYCLIC_LEFT",
	"WATCH",
	"OPTICS_MODE",
	"MENU_SELECT",
	"OPTICS_TEMP",
	"CYCLIC_RIGHT",
	"LOOK_RIGHT",
	"SHOW_MAP",
	"MENU_BACK",
	"RUDDER_LEFT",
	"OPTICS",
	"RUDDER_RIGHT",
	"LOOK_DOWN",
	"TURN_LEFT",
	"LOOK_LEFT",
	"DEFAULT_ACTION",
	"DEPLOY_WEAPON_AUTO",
	"DEPLOY_WEAPON_MANUAL",
	"DLC_SCREEN",
	"EJECT",
	"ZOOM_TEMP",
	"ENGINE",
	"EVASIVE_LEFT",
	"EVASIVE_RIGHT",
	"FLAPS_DOWN",
	"INGAME_PAUSE",
	"FLAPS_UP",
	"GEAR",
	"GEAR_DOWN",
	"GEAR_UP",
	"GETOUT",
	"GPS",
	"GPS_TOGGLE",
	"TOGGLE_RAISE_WEAPON",
	"HANDGUN",
	"STAND",
	"HEADLIGHTS",
	"HELI_BACK",
	"TEMP_RAISE_WEAPON",
	"HELI_BRAKE",
	"SUBMARINE_UP",
	"HELI_COLLECTIVE_LOWER",
	"HELI_COLLECTIVE_RAISE",
	"SUBMARINE_DOWN",
	"HELI_UP",
	"SUBMARINE_LEFT",
	"HELICOPTERCYCLICTRIMOFF",
	"TARGET_EMPTY_NEXT_INFANTRY",
	"SUBMARINE_RIGHT",
	"HELICOPTERCYCLICTRIMON",
	"HELI_DOWN",
	"HELI_CYCLIC_BACK",
	"SUBMARINE_FORWARD",
	"HELI_LEFT",
	"HELI_CYCLIC_FORWARD",
	"NIGHT_VISION",
	"SUBMARINE_BACK",
	"HELI_RIGHT",
	"SUBMARINE_CYCLIC_FORWARD",
	"HELI_CYCLIC_LEFT_NEW",
	"HELP",
	"WALK_RUN_TEMP",
	"SWITCH_WEAPON",
	"WALK_RUN_TOGGLE",
	"SUBMARINE_CYCLIC_BACK",
	"HELI_CYCLIC_RIGHT_NEW",
	"HIDE_MAP",
	"REVEAL_TARGET",
	"TACT_SHORT",
	"PREV_ACTION",
	"TACT_TEMP",
	"HELI_FAST_FORWARD",
	"TACT_TOGGLE",
	"HELI_FORWARD",
	"HELI_MANUAL_FIRE",
	"user_defined",
	"HELI_ROPE_ACTION",
	"VEH_LOCK_TARGETS",
	"NEXT_ACTION",
	"HOVER",
	"HOVER_CANCEL",
	"RELOAD_MAGAZINE",
	"LAUNCHCM",
	"LEAN_LEFT",
	"LEAN_LEFT_TOGGLE",
	"LEAN_RIGHT",
	"LEAN_RIGHT_TOGGLE",
	"LOCK_OR_ZOOM",
	"LOCK_TARGETS",
	"LOCK_TURRET_VIEW",
	"NAVIGATE_MENU",
	"TARGET_EMPTY_NEXT",
	"TURN_IN",
	"TURN_OUT",
	"NEXTCM",
	"NEXT_WEAPON",
	"PILOTCAMERA",
	"PREV_WEAPON",
	"PRONE",
	"SENSORS",
	"SPEEDBRAKE",
	"SWAP_GUNNER",
	"SWITCH_WPN_GRP1",
	"SWITCH_WPN_GRP2",
	"SWITCH_WPN_GRP3",
	"SWITCH_WPN_GRP4",
	"TURRET_ELEVATION_UP",
	"TEAM_SWITCH_PREV",
	"TURRET_ELEVATION_DOWN",
	"TACTICAL_PING",
	"TEAM_SWITCH_NEXT",
	"thrust_analogue",
	"TRANSPORT_NIGHT_VISION",
	"VEHICLE_CLOSE_PRIMARY_DISPLAYS",
	"VEHICLE_CLOSE_SECONDARY_DISPLAYS",
	"VEHICLE_NEXT_MODE_PRIMARY_DISPLAYS",
	"VEHICLE_NEXT_MODE_SECONDARY_DISPLAYS",
	"VEHICLE_PREVIOUS_PRIMARY_DISPLAYS",
	"VEHICLE_PREVIOUS_SECONDARY_DISPLAYS",
	"VEHICLE_PRIMARY_DISPLAYS",
	"VEHICLE_SECONDARY_DISPLAYS",
	"CAMERA_ZOOM_OUT",
	"CAMERA_FLASHLIGHT",
	"CAMERA_ZOOM_IN",
	"CAMERA_INTERFACE",
	"CAMERA_VISION_MODE",
	"CAMERA_LOOK_DOWN",
	"CAMERA_TARGET",
	"CAMERA_LOOK_LEFT",
	"CAMERA_RESET",
	"CAMERA_LOOK_RIGHT",
	"CAMERA_MOVE_UP",
	"CAMERA_LOOK_UP",
	"CAMERA_MOVE_TURBO2",
	"CAMERA_MOVE_BACKWARD",
	"CAMERA_MOVE_TURBO1",
	"CAMERA_MOVE_DOWN",
	"CAMERA_MOVE_RIGHT",
	"CAMERA_MOVE_FORWARD",
	"CAMERA_MOVE_LEFT",
	"EDITOR_CAMERA_LOOK_DOWN",
	"EDITOR_CAMERA_MOVE_UP",
	"EDITOR_CAMERA_LOOK_LEFT",
	"EDITOR_CAMERA_MOVE_TURBO",
	"EDITOR_CAMERA_LOOK_RIGHT",
	"EDITOR_CAMERA_MOVE_RIGHT",
	"EDITOR_CAMERA_LOOK_UP",
	"EDITOR_CAMERA_MOVE_LEFT",
	"EDITOR_CAMERA_MOVE_BACKWARD",
	"EDITOR_CAMERA_MOVE_FORWARD",
	"EDITOR_CAMERA_MOVE_DOWN",
	"VECTORING_DOWN",
	"VECTORING_OFF",
	"VECTORING_ON",
	"VECTORING_UP",
	"SWITCH_HANDGUN",
	"SWITCH_PRIMARY",
	"SWITCH_SECONDARY",
	"curator_watch",
	"curator_toggle_interface",
	"curator_toggle_edit",
	"curator_toggle_create",
	"curator_special",
	"curator_rotate",
	"curator_ping_view",
	"curator_person_view",
	"curator_night_vision",
	"curator_multiple",
	"curator_move_y",
	"curator_move_cam",
	"curator_map_textures",
	"curator_lock_cam",
	"curator_level_obj",
	"curator_interface",
	"curator_group",
	"curator_get_out",
	"curator_destroy",
	"curator_delete",
	"curator_content_wayp",
	"curator_compass",
	"curator_collapse_parent",
	"HELI_SLING_LOAD_MANAGER",
	"diary",
	"task_overview",
	"task_overview_toggle",
	"uav_view",
	"uav_view_toggle"
] ;

_r = [] ;
{
	_r pushBack [getText (_x >> "name"),[]] ;
	_index = _forEachIndex ;
	{
		private _actionName = actionName _x ;
		private _tooltipname = "" ;
		/*private _tooltip = "" ;
		{
			if (_x isEqualTo "ActiveSensorsToggle") exitWith {_tooltipname = "SENSORS"} ;
			if (_x isEqualTo "switchCommand") exitWith {_tooltipname = "COMMANDING_MENU"} ;
			if (localize ("STR_USRACT_"+_x) isEqualTo _actionName) exitWith {
				_tooltipName = _x ;
			} ;
			if (localize ("STR_USERACT_"+_x) isEqualTo _actionName) exitWith {
				_tooltipName = _x ;
			} ;
			if (localize ("STR_ACTION_"+_x) isEqualTo _actionName) exitWith {
				_tooltipName = _x ;
			} ;
			if (localize ("STR_"+_x) isEqualTo _actionName) exitWith {
				_tooltipName = _x ;
			} ;
		} forEach _actionsStrings ;
		if !(_tooltipName isEqualTo "") then {
			{
				if !(localize (_x+_tooltipName) isEqualTo "") exitWith {
					systemchat "a" ;
					_tooltip = localize (_x+_tooltipName) ;
				} ;
			} forEach ["str_controls_tooltips_"] ;
		} ;*/
		(_r#_index#1) pushBack [_x,_actionName/*,_tooltip*/] ;
	} forEach getArray (_x >> "group") ;
} forEach ("true" configClasses (configFile >> "UserActionGroups")) ;

_rFinal = [
	'{| class="sortable wikitable"'
] ;

_presets = ("configName _x != 'Empty'" configClasses (configFile >> "CfgDefaultKeysPresets")) ;
//_str = '! Type !! actionName !! Name !! Description' ;
_str = '! Type !! actionName !! Name' ;

{
	_str = _str + " !! " + getText (_x >> "displayName") ;
	if (getNumber (_x >> "default") == 1) then {
		_str = _str + "<br/>(Default)" ;
	} ;
} forEach _presets ;


_rFinal pushBack format ['! colspan="3"| Action information !! colspan="%1"| Presets',count _presets] ;
_rFinal pushBack "|-" ;
_rFinal pushBack _str ;

{
	_type = _x#0 ;
	{
		_rFinal pushBack "|-" ;
		_x params ["_actionName","_name"/*,"_tooltip"*/] ;
		if (_name isEqualTo "") then {
			_name = "{{n/a}}" ;
		} ;
		/*if (_tooltip isEqualTo "") then {
			_tooltip = "{{n/a}}" ;
		} ;*/
		//_str = format ["| %1 || <tt>%2</tt> || %3 || %4",_type,_actionName,_name,_tooltip] ;
		_str = format ["| %1 || <tt>%2</tt> || %3 ",_type,_actionName,_name] ;
		{
			_keys = getArray (_x >> "Mappings" >> _actionName) ;
			if (count _keys != 0) then {
				_keys = _keys apply {
					call {
						if (typeName _x == "STRING") exitWith {
							keyName call compile _x ;
						} ;
						if (typeName _x == "ARRAY") exitWith {
							_r = [] ;
							{
								if (typeName _x == "STRING") then {
									_r pushBack ((keyName call compile _x) splitString """")#0 ;
								} ;
								_r pushBack ((keyName _x) splitString """")#0 ;
							} forEach _x ;
							_r = (_r joinString "+") ;
							_r
						} ;
						keyName _x
					} ;
				} ;
				_str = _str + format ["|| %1 ",(_keys joinString ", " splitString """")#0] ;
			} else {
				_str = _str + "|| " ;
			} ;
		} forEach _presets ;
		_rFinal pushBack _str ;
	} forEach (_x#1) ;
} forEach _r ;

_rFinal pushBack "|}" ;

copyToClipboard (_rFinal joinString endl) ;
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