Scripting
ArmA Scripting Tutorials: GUI (Part 3)
Continuing GUI tutorial. As I have already mentioned, any dialog in ArmA is a combination of TYPE and STYLE. Type defines the basic functionality of
ArmA Scripting Tutorials: Loops V2
I’d like to update the discussion I started on loops and focus on loops that could run every frame. Why those? Because if you link
ArmA Scripting Tutorials: GUI (Part 2)
So where was I? Let’s start from the top. description.ext The description.ext is kind of abridged version of config.cpp for use in a mission instead of
ArmA 3: A Custom Direction Sign
ArmA 3 has this new object, new as in it is not in ArmA 2, which is a wooden direction sign. Class name is Sign_Direction_F. It
ArmA Scripting Tutorials: GUI (Part 1)
So you probably already know how to output a message on the screen. You can do it with hint command, cutText or even sideChat. All of
ArmA: Building Bridges
Basically we are talking about spawning an object (a section of a bridge) and then repeating it n times moving it further with each iteration.
ArmA: Rotating Weapon Holders
Weapon holders are used to hold small objects like weapons, magazines and other items you normally find on the player. Weapon holders have user actions
ArmA Extension: Ctrl_Tab.dll
Here is a very simple extension I made to work with FRAPS. The idea is that you can send a keystroke from within ArmA script
ArmA Console Extension: debug_console.dll (V2.0)
This new debug console extension v2.0 does pretty much what the version 1.0 does. The main difference is you do not need to spawn call
ArmA Console Extension: debug_console.dll
I think I’ve done enough of .rpt parsing (while monitoring DayZ server we had) to last me a life time, so this time let’s go