Overview
Information:This guide contains scripts & commands that I actively use when mission editing and Zeusing.I have a previously created guide called Useful Arma 3 Scripts that were posted back in 2019, this is more of a updated version of that and hopefully easier to read.ArmaOps:While taking my time to create this Guide I might as well be cheeky and tell you about the community I run.ArmaOps is a Arma 3 community where anyone is welcome to come and play on our servers & take part in our Zeus missions we host twice a week: Wednesday: (1800 UTC, 2000 CEST, 1900 BST, 1400 EST, 1100 PST) Saturday: (1900 UTC, 2100 CEST, 2000 BST, 1500 EST, 1200 PST) There’s no registration, ranks, trainings or attendance requirements.Our Discord: https://discord.gg/aHjQJ8RHopefully you’ll find my guide useful and if not maybe you’ll pass it on to someone who will.If it is helpful then I a Like would be super appreciated, since it will help others with finding the guide.
Script Execution
I activate my sqf files containing scripts two different ways:
1. Local Execution:
2. Global Execution:
The scripts can generally be executed both in a SQF file and from the debug console/Zeus execute code.
Make sure to turn on show “known file extensions” as shown below: (Win10)
Create a text file:
Name it what you want and end the extension with .sqf:
Text Scripts
Local Hint:
This will give a hint in the top right of the screen but only to the person who triggers the script.
Global Hint:
Will trigger for everyone, should be executed in a script/sqf file.
Screen fading with Text:
Can be done in the following ways: “BLACK OUT”, “BLACK IN”, “BLACK FADED”, “BLACK”, “WHITE OUT”, “WHITE IN”.
Display text in the middle of the screen:
Image Hint:
This shows a image in a hint, I would advise a paa image.
AI writing in chat:
(Place a HQ Entity and name it)
(globalChat, sideChat, vehicleChat, groupChat, commandChat, systemChat)
Map/Marker Scripts
Delete a Map Marker:
This deleted a map marker via it’s variable name.
Create markers on the map via a script:
Creates a marker on the map, the name used in the beginning “bob” does not actually matter.
Icon Marker:
Area Marker:
Hide & show Map markers:
(Should not be executed in init.sqf, makes it fire over and over again)
Hidden:
Show:
Object Scripts
Delete a Object:
Can be used to delete objects place, variable name defines the name of the object.
One Object:
Multiple Objects:
Hide/Unhide a Object:
Hides and unhides a already placed object. (true = hides it, false = unhides it)
Change texture on a flag:
This can be done in both jpg or paa. (1024×512 generally works)
AI Scripts
Disable AI Functions:
If placed directly on ai then use “this” otherwise use the variable name, prevents a Ai from doing the defined action.
Use “_this” if applied in Zeus.
All Functions:
- “TARGET” – stop the unit to watch the assigned target / group commander may not assign targets.
- “AUTOTARGET” – prevent the unit from assigning a target independently and watching unknown objects.
- “MOVE” – disable the AI’s movement. (Allows it to still move it’s head & body but not move)
- “ANIM” – disable ability of AI to change animation.
- “TEAMSWITCH” – AI disabled because of Team Switch.
- “WEAPONAIM” – no weapon aiming.
- “AIMINGERROR” – prevents AI’s aiming from being distracted by its shooting, moving, turning, reloading, hit, injury, fatigue, etc.
- “SUPPRESSION” – prevents AI from being suppressed.
- “CHECKVISIBLE” – disables visibility raycasts.
- “COVER” – disables usage of cover positions by the AI.
- “AUTOCOMBAT” – disables autonomous switching to COMBAT when in danger.
- “PATH” – stops the AI’s movement but not the target alignment.
- “MINEDETECTION” – disable Ai mine detection.
- “ALL” – all of the above. (At this point you might as well turn off Simulation in Eden)
Trigger related
Automatic Bar Gate Opener:
Put a trigger over the bar gate, pref 3×7 square, set the the trigger to activate repeatedly and who you want to trigger it. (“GateName” is the variable name)
On Activation:
On Deactivation:
Trigger only activating if object/AI is alive:
This is set as a trigger condition, and the trigger will only fire once x object(s) are not longer existing/dead.
One Object:
Multiple Objects:
Arsenal (BIS & ACE3)
BIS/Vanilla Arsenal:
AC3 scroll wheel arsenal:
(Can’t be blacklisted/whitelisted as far as I know)
AddAction Scripts
Best AddAction:
(object title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition,)
Add item to gear or person:
(addGoggles, addVest, addBackpack, addWeapon, addHeadgear, forceAddUniform)
AddAction only available to specifc player/variable:
(You change “targetPlayer” to a player slot with a variable name)
Teleport Script:
(Object is where you will end up. Can be a flag pole, vehicle, bottle etc)
Misc Scripts
3D Audio:
Plays 3D audio on the given object, this one can be tricky sometimes when it comes to volume. (smallRadio = the object)
Set Damage:
1 = destroyed/dead
Disable/Enable Damage:
Can be done easily in Eden, but you never know when you need this.
Unlimited Ammo:
Gives a vehicle or player unlimted ammo.
Unlimted Ammo with delay:
40 in this case is how often it triggers the rearm. (Seconds)
Create a big explosion on a map marker.
This spawns said explosive and detonates it on the marker. Should technically work with anything from
CfgMagazines[community.bistudio.com].
ACE3 Specifc (Zeus)
Increase ACE cargo space in Zeus:
(3 stands for the size of the Cargo space, useful when it comes to re-spawned vehicles)
Singleplayer
Spawn a dog next to the player:
(Submitted by reader, not tested)