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- -
- Left Argument: a
- Description: "unary minus: zero minus a"
- Example: - - 3
- Example Return: 3
- Category: Default
- @e
- -
- Left Argument: a
- Right Argument: b
- Description: "a minus b"
- Example: counter - 1
- Category: Default
- @e
- -
- Left Argument: a
- Description: "unary minus: zero minus a"
- Example: - - 3
- Example Return: 3
- Category: Default
- @e
- -
- Left Argument: a
- Right Argument: b
- Description: "a minus b"
- Example: counter - 1
- Category: Default
- @e
- !
- Left Argument: a
- Description: "not a"
- Example: !true
- Example Return: false
- Category: Default
- @e
- !
- Left Argument: a
- Description: "not a"
- Example: !true
- Example Return: false
- Category: Default
- @e
- !=
- Left Argument: a
- Right Argument: b
- Description: "a is not equal to b"
- Example: counter != 4
- Category: Default
- @e
- !=
- Left Argument: a
- Right Argument: b
- Description: "a is not equal to b"
- Example: counter != 4
- Category: Default
- @e
- %
- Left Argument: a
- Right Argument: b
- Description: "The remainder of a divided by b. Note that the remainder is calculated in the real domain."
- Example: 4.5 % 3
- Example Return: 1.5
- Category: Default
- @e
- %
- Left Argument: a
- Right Argument: b
- Description: "The remainder of a divided by b. Note that the remainder is calculated in the real domain."
- Example: 4.5 % 3
- Example Return: 1.5
- Category: Default
- @e
- &&
- Left Argument: a
- Right Argument: b
- Description: "a and b"
- Example: alive player && alive leader player
- Category: Default
- @e
- &&
- Left Argument: a
- Right Argument: b
- Description: "a and b"
- Example: alive player && alive leader player
- Category: Default
- @e
- *
- Left Argument: a
- Right Argument: b
- Description: "a multiplied by b"
- Example: iCounter*3
- Category: Default
- @e
- *
- Left Argument: a
- Right Argument: b
- Description: "a multiplied by b"
- Example: iCounter*3
- Category: Default
- @e
- /
- Left Argument: a
- Right Argument: b
- Description: "a divided by b"
- Example: enemyStrenght/3
- Category: Default
- @e
- /
- Left Argument: a
- Right Argument: b
- Description: "a divided by b"
- Example: enemyStrenght/3
- Category: Default
- @e
- :
- Left Argument: a
- Right Argument: b
- Description: "see switch"
- Category: Default
- @e
- :
- Left Argument: a
- Right Argument: b
- Description: "see switch"
- Category: Default
- @e
- ^
- Left Argument: a
- Right Argument: b
- Description: "a raised to the power of b"
- Example: count^4
- Category: Default
- @e
- ^
- Left Argument: a
- Right Argument: b
- Description: "a raised to the power of b"
- Example: count^4
- Category: Default
- @e
- ||
- Left Argument: a
- Right Argument: b
- Description: "a or b"
- Example: !alive player || !alive leader player
- Category: Default
- @e
- ||
- Left Argument: a
- Right Argument: b
- Description: "a or b"
- Example: !alive player || !alive leader player
- Category: Default
- @e
- +
- Left Argument: a
- Right Argument: b
- Description: "a plus b"
- Example: counter + 1
- Category: Default
- @e
- +
- Left Argument: a
- Right Argument: b
- Description: "a plus b"
- Example: counter + 1
- Category: Default
- @e
- +
- Left Argument: a
- Description: "unary plus: returns a"
- Example: +4
- Example Return: 4
- Category: Default
- @e
- +
- Left Argument: a
- Description: "unary plus: returns a"
- Example: +4
- Example Return: 4
- Category: Default
- @e
- <
- Left Argument: a
- Right Argument: b
- Description: "a lesser than b"
- Example: counter < 4
- Category: Default
- @e
- <
- Left Argument: a
- Right Argument: b
- Description: "a lesser than b"
- Example: counter < 4
- Category: Default
- @e
- <=
- Left Argument: a
- Right Argument: b
- Description: "a lesser or equal than b"
- Example: player distance redCar <= 100
- Category: Default
- @e
- <=
- Left Argument: a
- Right Argument: b
- Description: "a lesser or equal than b"
- Example: player distance redCar <= 100
- Category: Default
- @e
- ==
- Left Argument: a
- Right Argument: b
- Description: "a equal to b"
- Example: counter == 4
- Category: Default
- @e
- ==
- Left Argument: a
- Right Argument: b
- Description: "a equal to b"
- Example: counter == 4
- Category: Default
- @e
- >
- Left Argument: a
- Right Argument: b
- Description: "a greater than b"
- Example: counter > 4
- Category: Default
- @e
- >
- Left Argument: a
- Right Argument: b
- Description: "a greater than b"
- Example: counter > 4
- Category: Default
- @e
- >=
- Left Argument: a
- Right Argument: b
- Description: "a greater or equal than b"
- Example: player distance redCar < 100
- Category: Default
- @e
- >=
- Left Argument: a
- Right Argument: b
- Description: "a greater or equal than b"
- Example: player distance redCar < 100
- Category: Default
- @e
- >>
- Left Argument: config
- Right Argument: name
- Description: "Returns subentry of config entry with given name."
- Example: configFile >> "CfgVehicles"
- Category: General
- @e
- abs
- Left Argument: x
- Description: "The absolute value of x."
- Example: abs -3
- Example Return: 3
- Category: Default
- @e
- abs
- Left Argument: x
- Description: "The absolute value of x."
- Example: abs -3
- Example Return: 3
- Category: Default
- @e
- accTime
- Description: "Returns the current time acceleration factor."
- Category: General
- @e
- acos
- Left Argument: x
- Description: "The arccosine of x, the result is in degrees."
- Example: acos 0.5
- Example Return: 60
- Category: Default
- @e
- acos
- Left Argument: x
- Description: "The arccosine of x, the result is in degrees."
- Example: acos 0.5
- Example Return: 60
- Category: Default
- @e
- action
- Left Argument: unit
- Right Argument: action
- Description: "Makes the unit peform an action. The format of action can be [type, target, param1, param2, param3]. Only type is required, target defaults to unit and param1, param2, param3 are type specific."
- Example: soldierOne action ["eject", vehicle soldierOne]
- Category: General
- @e
- actionKeys
- Left Argument: action
- Description: "Returns a list of dikCodes of buttons assigned to the given user action."
- Example: array = actionKeys "ReloadMagazine"
- Category: General
- @e
- actionKeysImages
- Left Argument: action or [action, maxKeys]
- Description: "Returns a list of button images or names assigned to the given user action. A maximum of maxKeys keys is listed. You can find the action names in config class ControllerSchemes."
- Example: text = actionKeysImages "ReloadMagazine"
- Category: General
- @e
- actionKeysNames
- Left Argument: action or [action, maxKeys] or [action, maxKeys, inputDevicePriority]
- Description: "Returns a string of button names assigned to the given user action. A maximum of maxKeys keys is listed, 0=maximum possible. Sorted by inputDevicePriority with values 'Mouse','Keyboard','Stick','Gamepad','Trackir','Combo' (mouse and keyboard combinations),'Controler' (any controller other then mouse or keyboard). Other values are considered as 'Unsorted'. You can find the action names in config class ControllerSchemes."
- Example: list = actionKeysNames "ReloadMagazine"
- Category: General
- @e
- actionKeysNamesArray
- Left Argument: action or [action, maxKeys] or [action, maxKeys, inputDevicePriority]
- Description: "Returns a list of button names assigned to the given user action. A maximum of maxKeys keys is listed, 0=maximum possible. Sorted by inputDevicePriority with values 'Mouse','Keyboard','Stick','Gamepad','Trackir','Combo' (mouse and keyboard combinations),'Controler' (any controller other then mouse or keyboard). Other values are considered as 'Unsorted'. You can find the action names in config class ControllerSchemes."
- Example: list = actionKeysNames "ReloadMagazine"
- Category: General
- @e
- actionName
- Left Argument: action
- Description: "Returns localized name of action."
- Example: name = actionName "ReloadMagazine"
- Category: General
- @e
- activateAddons
- Left Argument: [addon1, ...]
- Description: "Activates the listed addons. The list of active addons is reinitialized during this function."
- Example: activateAddons ["BISOFP"]
- Category: General
- @e
- activatedAddons
- Category: General
- @e
- activateKey
- Left Argument: keyName
- Description: "Activates the given key for the current user profile. The keys are used to unlock missions or campaigns. See keys, keysLimit and doneKeys in the description.ext file of the missions."
- Example: activateKey "M04"
- Category: General
- @e
- addAction
- Left Argument: unit
- Right Argument: [action, script filename or code(, arguments, priority, showWindow, hideOnUse, shortcut, condition)]
- Description: "Creates an action and returns its ID. It uses the following algorithm: the first action added to the given vehicle has ID zero, the next vehicle has ID one, etc."
- Example: player addAction ["Hello", "hello.sqs"]; player addAction ["Hello2", { hint "Hello!"} ]
- Category: General
- @e
- addBackpack
- Left Argument: unit
- Right Argument: backpackName
- Description: "Adds the backpack to the unit. "
- Example: player addBackpack "usbackpack"
- Category: General
- @e
- addBackpackCargo
- Left Argument: unit
- Right Argument: backpacks
- Description: "Adds bacpacks to the cargo space. The format of backpacks is [backpacksName, count].
- For backpacksName values see <cl>CfgWeapons</cl>."
- Example: rearmTruckOne addBackpackCargo ["DSHKM_TK_GUE_Bag_EP1", 2]
- Category: General
- @e
- addBackpackCargoGlobal
- Left Argument: unit
- Right Argument: backpacks
- Description: "Adds bacpacks to the cargo space. MP synchronized. The format of backpacks is [backpacksName, count].
- For backpacksName values see <cl>CfgWeapons</cl>."
- Example: rearmTruckOne addBackpackCargo ["DSHKM_TK_GUE_Bag_EP1", 2]
- Category: General
- @e
- addBackpackGlobal
- Left Argument: unit
- Right Argument: backpackName
- Description: "Adds the backpack to the unit(even non-local) "
- Example: player addBackpackGlobal "usbackpack"
- Category: General
- @e
- addCamShake
- Left Argument: [power, duration, frquency]
- Description: "Adds camera shake source."
- Category: General
- @e
- addCuratorAddons
- Left Argument: curatorObj
- Right Argument: [addons]
- Description: "Allow curator use of given addon."
- Example: curator addCuratorAddons [addon1, addon2]
- Category: General
- @e
- addCuratorCameraArea
- Left Argument: curatorObj
- Right Argument: [cameraAreaID, [position],radius]
- Description: "Adds or changes curator camera area (depends on if ID is allready used)"
- Category: General
- @e
- addCuratorEditableObjects
- Left Argument: curatorObj
- Right Argument: [[objects],addCrew = true]
- Description: "Register objects which can be edited by a curator."
- Example: 0 addCuratorEditableObjects [cursorTarget, true]
- Category: General
- @e
- addCuratorEditingArea
- Left Argument: curatorObj
- Right Argument: [editAreaID, [position], radius]
- Description: "Adds or changes curator edit area (depends on if ID is allready used)"
- Category: General
- @e
- addCuratorPoints
- Left Argument: curatorObj
- Right Argument: number of points
- Description: "Adds or removes curator points."
- Example: 0 addCuratorPoints 0.5
- Category: General
- @e
- addEditorObject
- Left Argument: map
- Right Argument: [type, [name1, value1, ...], subtype class]
- Description: "Add an object to the editor and assign arguments. Create script is called with _new equal to true. Returns the ID of the new EditorObject. Subtype class is optional."
- Category: Editor
- @e
- addEventHandler
- Left Argument: object
- Right Argument: handler
- Description: "The format of handler is [type,command]. Check scripting topic Event handlers for more information. The index of the currently added handler is returned."
- Example: player addEventHandler ["killed",{_this exec "playerKilled.sqs"}]
- Category: General
- @e
- addForceGeneratorRTD
- Left Argument: [bool enabled, int type, vec3 strengh, vec3 position, vec3 radius, vec3 orientation, object AttachTo]
- Description: "Add force generator to world. Returns force index."
- Category: General
- @e
- addGoggles
- Left Argument: unit
- Right Argument: type
- Description: "Create a new item and try to link them into goggles slot."
- Category: General
- @e
- addGroupIcon
- Left Argument: group
- Right Argument: properties
- Description: "Add icon to a group. Returns icon ID"
- Example: id = group addGroupIcon["b_inf",[offsetX,ofsetY]]
- Category: General
- @e
- addHandgunItem
- Left Argument: unit
- Right Argument: item
- Description: "Adds item to the weapon cargo space. This is used for infantry weapons."
- Example: player addHandgunItem "ItemClassName"
- Category: General
- @e
- addHeadgear
- Left Argument: unit
- Right Argument: weapons
- Description: "Create a new item and try to link them into headgear slot"
- Category: General
- @e
- addItem
- Left Argument: unit
- Right Argument: item
- Description: "Create new item and store it to to the inventory. "
- Category: General
- @e
- addItemCargo
- Left Argument: unit
- Right Argument: [item, count]
- Description: "Create new items and store them to the weapon holder."
- Example: rearmTruckOne addItemCargo ["optic_ARCO", 10]
- Category: General
- @e
- addItemCargoGlobal
- Left Argument: unit
- Right Argument: [item, count]
- Description: "Create new items and store them to the weapon holder."
- Example: rearmTruckOne addItemCargo ["optic_ARCO", 10]
- Category: General
- @e
- addItemPool
- Description: "Adds count items of type name into the weapon pool (used in the campaign to transfer weapons to the next mission)."
- Category: General
- @e
- addItemToBackpack
- Left Argument: unit
- Right Argument: item
- Description: "Create new item and store it to soldier's backpack"
- Category: General
- @e
- addItemToUniform
- Left Argument: unit
- Right Argument: item
- Description: "Create new item and store it to soldier's uniform"
- Category: General
- @e
- addItemToVest
- Left Argument: unit
- Right Argument: item
- Description: "Create new item and store it to soldier's vest"
- Category: General
- @e
- addLiveStats
- Left Argument: unit
- Right Argument: score
- Description: "Xbox Live MP only: adds score to the Xbox Live Statistics score for the given unit (or the commander unit of the given vehicle)."
- Example: player addLiveStats 10
- Category: General
- @e
- addMagazine
- Left Argument: unit
- Right Argument: magazineName
- Description: "Adds a magazine to the unit. Note: you may create invalid combinations by using this function, for example by adding 20 grenades. When doing so, application behaviour is undefined."
- Example: player addMagazine "M16"
- Category: General
- @e
- AddMagazineAmmoCargo
- Left Argument: unit
- Right Argument: magazines
- Description: "Adds magazines to the weapon cargo space. This is used for infantry weapons. MP synchronized. The format of magazines is [magazineName, count, ammo].
- For magazineName values see <cl>CfgWeapons</cl>."
- Example: rearmTruckOne AddMagazineAmmoCargo ["M16", 2,12]
- Category: General
- @e
- addMagazineCargo
- Left Argument: unit
- Right Argument: magazines
- Description: "Adds magazines to the weapon cargo space. This is used for infantry weapons. The format of magazines is [magazineName, count].
- For magazineName values see <cl>CfgWeapons</cl>."
- Example: rearmTruckOne addMagazineCargo ["M16", 10]
- Category: General
- @e
- addMagazineCargoGlobal
- Left Argument: unit
- Right Argument: magazines
- Description: "Adds magazines to the weapon cargo space. This is used for infantry weapons. MP synchronized. The format of magazines is [magazineName, count].
- For magazineName values see <cl>CfgWeapons</cl>."
- Example: rearmTruckOne addMagazineCargo ["M16", 10]
- Category: General
- @e
- addMagazineGlobal
- Left Argument: unit
- Right Argument: magazineName
- Description: "Adds a magazine to the unit. Note: you may create invalid combinations by using this function, for example by adding 20 grenades. When doing so, application behaviour is undefined."
- Example: player addMagazineGlobal "M16"
- Category: General
- @e
- addMagazinePool
- Description: "Adds count magazines of type name into the weapon pool (used in the campaign to transfer weapons to the next mission)."
- Category: General
- @e
- addMagazines
- Left Argument: unit
- Right Argument: [magazineName, count]
- Description: "Adds magazines to the unit."
- Example: player addMagazines ["magazine name",count]
- Category: General
- @e
- addMagazineTurret
- Left Argument: transport
- Right Argument: [weaponName, turret path]
- Description: "Adds a magazine to the turret. Use turret path [-1] for driver's turret. Note: you may create invalid combinations by using this function, for example by adding 20 grenades. When doing so, application behaviour is undefined."
- Example: player addMagazine "M16"
- Category: General
- @e
- addMenu
- Left Argument: map
- Right Argument: [text,priority]
- Description: "Adds a new menu button. Priority is optional."
- Category: Editor
- @e
- addMenuItem
- Left Argument: map
- Right Argument: [menu or index,text,command,priority]
- Description: "Creates a new menu item. Menu can be "file" or "view", index is index as returned from addMenu command. priority is optional and determines where in the menu the item will reside (higher priority items first)."
- Category: Editor
- @e
- addMissionEventHandler
- Left Argument: [type, command]
- Description: "Adds mission event handler. Every event will create an array named _this, which contains specific information about the particular event. The index of the currently added handler is returned."
- Example: _id = addMissionEventHandler ["ended",{_this exec "missionEnded.sqs"}]
- Category: General
- @e
- addMPEventHandler
- Left Argument: object
- Right Argument: handler
- Description: "The format of handler is [type,command]. Check scripting topic Event handlers for more information. The index of the currently added handler is returned."
- Example: player addMPEventHandler ["mpkilled",{_this exec "playerKilled.sqs"}]
- Category: General
- @e
- addMusicEventHandler
- Left Argument: [type, function]
- Description: "Add an music track event handler. Returns id of the handler or -1 when failed."
- Example: _id = addMusicEventHandler ["MusicStart", "hint format['Sample %1 start', _this select 0]"]
- Category: General
- @e
- addPrimaryWeaponItem
- Left Argument: unit
- Right Argument: item
- Description: "Adds item to the weapon cargo space of primary weapon."
- Example: player addPrimaryWeaponItem "ItemClassName"
- Category: General
- @e
- addPublicVariableEventHandler
- Left Argument: name
- Right Argument: code
- Description: "Create an event handler for given variable. The event handler will be executed when some client in MP exports a variable using publicVariable on all clients except the publishing one."
- Example: "alarm" addPublicVariableEventHandler {_this execVM "alarm.sqf"}
- Category: General
- @e
- addRating
- Left Argument: unit
- Right Argument: number
- Description: "Adds number to the unit rating. This is usually used to reward for completed mission objectives. The rating for killed enemies and killed friendlies is adjusted automatically. When the rating is lower than zero, a unit is considered "renegade" and is an enemy to everyone."
- Example: player addRating 1000
- Category: General
- @e
- addResources
- Left Argument: teamMember
- Right Argument: [resource1, resource2, ...]
- Description: "Add (register) resources to the team member."
- Example: teamMember _agent addResources ["Arms", "Legs"]
- Category: Agents
- @e
- addScore
- Left Argument: unit
- Right Argument: score
- Description: "MP only: adds unit score. This is shown in the "I" MP screen as the total score."
- Example: player addScore 10
- Category: General
- @e
- addScoreSide
- Left Argument: side
- Right Argument: score
- Description: "MP only: adds side score. This is shown in the "I" MP screen as the total score."
- Example: side addScore 10
- Category: General
- @e
- addSecondaryWeaponItem
- Left Argument: unit
- Right Argument: item
- Description: "Adds item to the weapon cargo space of secondary weapon."
- Example: player addSecondaryWeaponItem "ItemClassName"
- Category: General
- @e
- addSwitchableUnit
- Left Argument: person
- Description: "Add a unit into the list of units available for team switch."
- Category: General
- @e
- addTeamMember
- Left Argument: team
- Right Argument: member
- Description: "Add given member to given team."
- Example: _team addTeamMember _teamMember
- Category: Agents
- @e
- addToRemainsCollector
- Left Argument: array
- Description: "Flags given objects to me managed by unitRemove manager"
- Example: addToRemainsCollector [unit1, unit2]
- Category: General
- @e
- addUniform
- Left Argument: unit
- Right Argument: type
- Description: "Create a new uniform and try to link it into uniform slot(given uniform has to be supported by allowedUniforms list of target soldier)."
- Category: General
- @e
- addVehicle
- Left Argument: group
- Right Argument: vehicle
- Description: "Tells the group it owns the vehicle now."
- Category: General
- @e
- addVest
- Left Argument: unit
- Right Argument: type
- Description: "Create a new vest and try to link it into vest slot."
- Category: General
- @e
- addWaypoint
- Left Argument: group
- Right Argument: [center, radius] or [center, radius, index] or [center, radius, index, name]
- Description: "Adds (or inserts when index is given) a new waypoint to a group. The waypoint is placed randomly in a circle with the given center and radius. The function returns a waypoint with format [group, index]."
- Example: grp addWaypoint [position player, 0]
- Category: General
- @e
- addWeapon
- Left Argument: unit
- Right Argument: weaponName
- Description: "Adds the weapon to the unit. Note: you may create invalid combinations by using this function, for example by adding two rifles. When doing so, application behaviour is undefined."
- Example: player addWeapon "AK74"
- Category: General
- @e
- addWeaponCargo
- Left Argument: unit
- Right Argument: weapons
- Description: "Adds weapons to the weapon cargo space. This is used for infantry weapons. The format of weapons is [weaponName, count].
- For weaponName values see <cl>CfgWeapons</cl>."
- Example: rearmTruckOne addWeaponCargo ["M16", 10]
- Category: General
- @e
- addWeaponCargoGlobal
- Left Argument: unit
- Right Argument: weapons
- Description: "Adds weapons to the weapon cargo space. This is used for infantry weapons. MP synchronized. The format of weapons is [weaponName, count].
- For weaponName values see <cl>CfgWeapons</cl>."
- Example: rearmTruckOne addWeaponCargo ["M16", 10]
- Category: General
- @e
- addWeaponGlobal
- Left Argument: unit
- Right Argument: weaponName
- Description: "Adds the weapon to the unit. Note: you may create invalid combinations by using this function, for example by adding two rifles. When doing so, application behaviour is undefined."
- Example: player addWeaponGlobal "AK74"
- Category: General
- @e
- addWeaponItem
- Left Argument: unit
- Right Argument: [weapon,item]
- Description: "Adds item to the weapon cargo space of a given weapon."
- Example: player addWeaponItem ["WeaponClassName","ItemClassName"]
- Category: General
- @e
- addWeaponPool
- Left Argument: [name, count]
- Description: "Adds count weapons of type name into the weapon pool (used in campaigns to transfer weapons to the next mission)."
- Category: General
- @e
- addWeaponTurret
- Left Argument: vehicle
- Right Argument: [weaponName,turret array]
- Description: "Adds the weapon to the given vehicle's turret. "
- Example: vehicle player addWeaponTurret ["Horn",[0,0]]
- Category: General
- @e
- agent
- Left Argument: agent
- Description: "Return a person for given agent."
- Example: _person = agent _agent
- Category: Agents
- @e
- agents
- Description: "Return a list of agents in the current mission."
- Example: _agents = agents
- Category: Agents
- @e
- aimedAtTarget
- Left Argument: vehicle
- Right Argument: [target, weapon]
- Description: "Returns how good is weapon aimed to target."
- Example: bool = vehicle AimedAtTarget [target]; bool = vehicle AimedAtTarget [target,1]
- Category: General
- @e
- aimPos
- Left Argument: obj
- Description: "Returns the position of the object other units can aim to in format <ar>PositionASL</ar>."
- Example: aimPos player
- Category: General
- @e
- airDensityCurveRTD
- Description: "Returns air density curve graph."
- Category: General
- @e
- airDensityRTD
- Left Argument: altitude
- Description: "Returns air density in given altitude."
- Category: General
- @e
- airportSide
- Left Argument: airportId
- Description: "Checks a side of the airport."
- Example: airportSide 0
- Example Return: west
- Category: General
- @e
- AISFinishHeal
- Left Argument: [unit,unit,bool]
- Description: "AIS end state."
- Example: AISFinishHeal [wounded,medic,true]
- Category: General
- @e
- alive
- Left Argument: obj
- Description: "Checks whether the given person, vehicle or building is't dead / destroyed."
- Example: alive player
- Category: General
- @e
- allControls
- Left Argument: display
- Description: "Returns a list of all controls from given display."
- Category: General
- @e
- allCurators
- Description: "Returns list of all curators."
- Category: General
- @e
- allDead
- Description: "Return a list of dead units and destroyed vehicles. Dead unit might be inside vehicle.,"
- Category: General
- @e
- allDeadMen
- Description: "Return a list of dead units. Dead unit might be inside vehicle.,"
- Category: General
- @e
- allDisplays
- Description: "Returns list of all displays registered in engine."
- Category: General
- @e
- allGroups
- Description: "Return a list of all groups."
- Category: General
- @e
- allMapMarkers
- Description: "Return all markers in map."
- Category: General
- @e
- allMines
- Description: "Returns an array of all mines in game."
- Example: allMines
- Example Return: [listOfAllMines]
- Category: General
- @e
- allMissionObjects
- Left Argument: type
- Description: "Returns all mission objects with given type. "
- Example: allMissionObjects "Air"
- Category: General
- @e
- allow3DMode
- Left Argument: map
- Right Argument: bool
- Description: "Allow/dissallow 3D mode."
- Category: Editor
- @e
- allowCrewInImmobile
- Left Argument: vehicle
- Right Argument: bool
- Description: "If true, units can be in vehicle with broken tracks/wheels."
- Example: vehicle allowCrewInImmobile true
- Category: General
- @e
- allowCuratorLogicIgnoreAreas
- Left Argument: curatorObj
- Right Argument: allow?
- Description: "Allow curator placing and working with modules outside of edit areas."
- Example: curator allowCuratorLogicIgnoreAreas true
- Category: General
- @e
- allowDamage
- Left Argument: obj
- Right Argument: allow
- Description: "Obsolete."
- Category: General
- @e
- allowDammage
- Left Argument: obj
- Right Argument: allow
- Description: "Obsolete."
- Category: General
- @e
- allowFileOperations
- Left Argument: map
- Right Argument: bool
- Description: "Allow/dissallow file ops (load/save etc)."
- Category: Editor
- @e
- allowFleeing
- Left Argument: unit
- Right Argument: courage
- Description: "Sets the group courage. The less courage, the sooner the group will start fleeing. 0 means maximum courage, while 1 means always fleeing."
- Example: soldierOne allowFleeing 0
- Category: General
- @e
- allowGetIn
- Left Argument: unitArray
- Right Argument: allow
- Description: "Allows the getting in of vehicles of all units in the list."
- Example: [unitOne, unitTwo] allowGetIn false
- Category: General
- @e
- allSites
- Description: "Return a list of all sites."
- Category: General
- @e
- allTurrets
- Left Argument: [vehicle, includePersonTurrets]
- Description: "Returns array with turrets in given vehicle. TRUE FALSE stands for return person turrets"
- Example: allTurrets [vehicle player, true]
- Category: General
- @e
- allUnits
- Description: "Return a list of all units (all persons except agents)."
- Category: General
- @e
- allUnitsUAV
- Description: "Return a list of all UAV units."
- Category: General
- @e
- allVariables
- Left Argument: map
- Description: "Returns a list of all variables stored in given map."
- Category: Editor
- @e
- ammo
- Left Argument: gunner or vehicle
- Right Argument: magazine
- Description: "Counts how many shots the unit has left for the given magazine type."
- Example: player ammo "M16"
- Category: General
- @e
- and
- Left Argument: a
- Right Argument: b
- Description: "a and b"
- Example: alive player and alive leader player
- Category: Default
- @e
- and
- Left Argument: a
- Right Argument: b
- Description: "a and b"
- Example: alive player and alive leader player
- Category: Default
- @e
- animate
- Left Argument: object
- Right Argument: [animation, phase]
- Description: "Process animation on object. Animation is defined in config file. Wanted animation phase is set to phase."
- Example: house animate ["doors1", 1]
- Category: General
- @e
- animateDoor
- Left Argument: object
- Right Argument: [doorname, phase, now]
- Description: "Process animation of door on vehicle. Animation is defined in config file. Wanted animation phase is set to phase."
- Example: heli animateDoor ["doors1", 1, false]
- Category: General
- @e
- animationPhase
- Left Argument: object
- Right Argument: animation
- Description: "Return animation phase of animation on object."
- Example: house animationPhase "doors1"
- Category: General
- @e
- animationState
- Left Argument: man
- Description: "Return the name of the current primary animation."
- Category: General
- @e
- append
- Left Argument: arrayA
- Right Argument: arrayB
- Description: "Appends arrayB to arrayA"
- Example: arrayA=[0, 1]; arrayA append [2, 3]
- Example Return: [0, 1, 2, 3] in arrayA
- Category: Default
- @e
- append
- Left Argument: arrayA
- Right Argument: arrayB
- Description: "Appends arrayB to arrayA"
- Example: arrayA=[0, 1]; arrayA append [2, 3]
- Example Return: [0, 1, 2, 3] in arrayA
- Category: Default
- @e
- armoryPoints
- Description: "Return the stored value of armory points."
- Category: General
- @e
- asin
- Left Argument: x
- Description: "The arcsine of x, the result is in degrees."
- Example: asin 0.5
- Example Return: 30
- Category: Default
- @e
- asin
- Left Argument: x
- Description: "The arcsine of x, the result is in degrees."
- Example: asin 0.5
- Example Return: 30
- Category: Default
- @e
- ASLToATL
- Left Argument: pos
- Description: "Converts a position from <ar>PositionASL</ar> to <ar>Position</ar> format."
- Example: ASLToATL getPosASL player
- Category: General
- @e
- assert
- Left Argument: codition
- Description: "Tests a condition and if the condition is false, halts the program."
- Example: assert (_x>0)
- Category: Default
- @e
- assert
- Left Argument: codition
- Description: "Tests a condition and if the condition is false, halts the program."
- Example: assert (_x>0)
- Category: Default
- @e
- assignAsCargo
- Left Argument: soldier
- Right Argument: vehicle
- Description: "Assigns the soldier to the cargo / passenger space of the given vehicle."
- Example: player assignAsCargo tankOne
- Category: General
- @e
- assignAsCargoIndex
- Left Argument: soldier
- Right Argument: [vehicle, index]
- Description: "Assigns the character to a specific cargo / passenger index of the given vehicle."
- Example: player assignAsCargoIndex [tankOne,1]
- Category: General
- @e
- assignAsCommander
- Left Argument: soldier
- Right Argument: vehicle
- Description: "Assigns the soldier as commander of the given vehicle."
- Example: player assignAsCommander tankOne
- Category: General
- @e
- assignAsDriver
- Left Argument: soldier
- Right Argument: vehicle
- Description: "Assigns the soldier as driver of the given vehicle."
- Example: player assignAsDriver tankOne
- Category: General
- @e
- assignAsGunner
- Left Argument: soldier
- Right Argument: vehicle
- Description: "Assigns the soldier as gunner of the given vehicle."
- Example: player assignAsGunner tankOne
- Category: General
- @e
- assignAsTurret
- Left Argument: unit
- Right Argument: [vehicle, [turretPath]]
- Description: "Assigns the soldier to turret."
- Example: player assignAsTurret [tankOne, [0,0]]
- Category: General
- @e
- assignCurator
- Left Argument: player
- Right Argument: curatorObj
- Description: "Assign player as curator. 2 players cannot act as one Zeus."
- Example: player assignCurator curator
- Category: General
- @e
- assignedCargo
- Left Argument: vehicle
- Description: "Returns the list of soldiers assigned to the given vehicle as a cargo."
- Category: General
- @e
- assignedCommander
- Left Argument: vehicle
- Description: "Returns the soldier assigned to the given vehicle as a commander."
- Category: General
- @e
- assignedDriver
- Left Argument: vehicle
- Description: "Returns the soldier assigned to the given vehicle as a driver."
- Category: General
- @e
- assignedGunner
- Left Argument: vehicle
- Description: "Returns the soldier assigned to the given vehicle as a gunner."
- Category: General
- @e
- assignedItems
- Left Argument: unit
- Description: "Get array with all assigned items."
- Category: General
- @e
- assignedTarget
- Left Argument: vehicle
- Description: "Return the target assigned to the vehicle."
- Category: General
- @e
- assignedTeam
- Left Argument: vehicle
- Description: "Checks which team does the vehicle (its commander unit) belong to."
- Example: assignedTeam soldier2
- Example Return: MAIN
- Category: General
- @e
- assignedVehicle
- Left Argument: person
- Description: "Return the vehicle person is assigned to."
- Category: General
- @e
- assignedVehicleRole
- Left Argument: person
- Description: "Return the position in vehicle person is assigned to."
- Category: General
- @e
- assignItem
- Left Argument: unit
- Right Argument: item
- Description: "Assigns existing item from inventory (uniform, vest, backpack) to a correct slot."
- Category: General
- @e
- assignTeam
- Left Argument: vehicle
- Right Argument: team
- Description: "Assigns the vehicle (specifically its commander unit) to the given team. The possible team values are: "MAIN", "RED", "GREEN", "BLUE" and "YELLOW"."
- Example: soldier2 assignTeam "RED"
- Category: General
- @e
- assignToAirport
- Left Argument: airplane
- Right Argument: airportId
- Description: "Set airport to be used by AI on getout"
- Example: plane assignToAirport 0
- Category: General
- @e
- atan
- Left Argument: x
- Description: "The arctangens of x, the result is in degrees."
- Example: atan 1
- Example Return: 45
- Category: Default
- @e
- atan
- Left Argument: x
- Description: "The arctangens of x, the result is in degrees."
- Example: atan 1
- Example Return: 45
- Category: Default
- @e
- atan2
- Left Argument: x
- Right Argument: y
- Description: "Returns the arctangens of x/y. The returned value is in degrees, in the range from -180 to +180, using the signs of both parameters to determine the quadrant of the returned value."
- Example: 5 atan2 3
- Example Return: 59.0362
- Category: Default
- @e
- atan2
- Left Argument: x
- Right Argument: y
- Description: "Returns the arctangens of x/y. The returned value is in degrees, in the range from -180 to +180, using the signs of both parameters to determine the quadrant of the returned value."
- Example: 5 atan2 3
- Example Return: 59.0362
- Category: Default
- @e
- atg
- Left Argument: x
- Description: "The arctangens of x, the result is in degrees."
- Example: atg 1
- Example Return: 45
- Category: Default
- @e
- atg
- Left Argument: x
- Description: "The arctangens of x, the result is in degrees."
- Example: atg 1
- Example Return: 45
- Category: Default
- @e
- ATLToASL
- Left Argument: pos
- Description: "Converts a position from <ar>Position</ar> to <ar>PositionASL</ar> format."
- Example: ATLToASL getPosATL player
- Category: General
- @e
- attachedObject
- Left Argument: location
- Description: "Return object attached to given location."
- Category: Location
- @e
- attachedObjects
- Left Argument: Unit
- Description: "Returns list of attached objects."
- Example: attachedObjects player
- Category: General
- @e
- attachedTo
- Left Argument: Unit
- Description: "Returns the object it is attach to."
- Example: attachedTo player
- Category: General
- @e
- attachObject
- Left Argument: location
- Right Argument: object
- Description: "Attach a object to given location."
- Category: Location
- @e
- attachTo
- Left Argument: obj
- Right Argument: [obj,offset,MemPoint]
- Description: "Attaches an object to another object. The offset is applied to the object center unless a memory point is provided."
- Example: player attachTo [car, [0,2,0],hatch1]
- Category: General
- @e
- attackEnabled
- Left Argument: group
- Description: "Return whether leader can issue attack commands."
- Category: General
- @e
- backpack
- Left Argument: unit
- Description: "Returns a class of a backpack."
- Category: General
- @e
- backpackCargo
- Left Argument: box
- Description: "Get array with backpacks from ammo box (or any general weapon holder container)."
- Category: General
- @e
- backpackContainer
- Left Argument: unit
- Description: "Returns container of a backpack."
- Category: General
- @e
- backpackItems
- Left Argument: unit
- Description: "Get array with all items from backpack."
- Category: General
- @e
- backpackMagazines
- Left Argument: unit
- Description: "Get array with all magazines from vest."
- Category: General
- @e
- backpackSpaceFor
- Left Argument: backpack
- Right Argument: weapon or magazine type
- Description: "Returns how much space is in backpack for given weapon or magazine."
- Example: [weapons, magazines] = backpack backpackSpaceFor "m16"
- Category: General
- @e
- behaviour
- Left Argument: unit
- Description: "Returns the behaviour mode of the given unit ("CARELESS","SAFE","AWARE","COMBAT" or "STEALTH")."
- Example: behaviour player
- Category: General
- @e
- benchmark
- Description: "Returns the value of "3D performance" as it is in OFP preferences. This can be used to estimate computer performance. The function can be used to create missions that are able to adapt to computer peformance."
- Example: ? benchmark>2000 : setviewdistance 2000
- Category: General
- @e
- binocular
- Left Argument: unit
- Description: "Returns name of currently used binocular."
- Category: General
- @e
- blufor
- Description: "Pre-defined variable for the blufor side."
- Category: General
- @e
- boundingBox
- Left Argument: object
- Description: "Returns a bounding box of given object in model coordinates space with size adjusted according to animation and destruction. The result is in format [[minX, minZ, minY], [maxX, maxZ, maxY]]."
- Category: General
- @e
- boundingBoxReal
- Left Argument: obj
- Description: "Returns a bounding box of given object in model coordinates space. The result is in format [[minX, minZ, minY], [maxX, maxZ, maxY]]."
- Example: boundingBoxReal cursorTarget
- Category: General
- @e
- boundingCenter
- Left Argument: object
- Description: "Returns the position of original (loaded) center of object in model coordinates. The result is in format [x, z, y]"
- Category: General
- @e
- breakOut
- Left Argument: name
- Description: "Breaks block out scope named 'name'. Nil is returned."
- Category: Default
- @e
- breakOut
- Left Argument: name
- Description: "Breaks block out scope named 'name'. Nil is returned."
- Category: Default
- @e
- breakTo
- Left Argument: name
- Description: "Breaks block to scope named 'name'. Nil is returned."
- Category: Default
- @e
- breakTo
- Left Argument: name
- Description: "Breaks block to scope named 'name'. Nil is returned."
- Category: Default
- @e
- briefingName
- Description: "Returns the name of the current briefing."
- Category: General
- @e
- buildingExit
- Left Argument: building
- Right Argument: index
- Description: "Returns the given indexed exit in a building. The returned value is in format <ar>Position</ar>."
- Example: buildingExit [building, 1]
- Category: General
- @e
- buildingPos
- Left Argument: building
- Right Argument: index
- Description: "Returns the given indexed position in a building. The returned value is in format <ar>Position</ar>."
- Example: building buildingPos 1
- Category: General
- @e
- buldozer_EnableRoadDiag
- Left Argument: enable
- Category: General
- @e
- buldozer_IsEnabledRoadDiag
- Description: "Is enabled road diag in buldozer?"
- Example: true/false
- Category: General
- @e
- buldozer_LoadNewRoads
- Left Argument: path
- Category: General
- @e
- buldozer_reloadOperMap
- Description: "Reload oper map visible in costMap diag tool."
- Category: General
- @e
- buttonAction
- Left Argument: control
- Description: "Returns the action assigned to the given button or active text. The action is any expression in this scripting language."
- Example: _action = buttonAction _button
- Category: General
- @e
- buttonSetAction
- Left Argument: control
- Right Argument: action
- Description: "Assigns an action to the given button or active text. Action is any expression in this scripting language."
- Example: _control buttonSetAction "player exec ""reply.sqs"""
- Category: General
- @e
- buttonSetAction
- Left Argument: [idc, action]
- Description: "Assigns an action to the control with id idc of the topmost user dialog. Action is any expression in this scripting language. The function can be used for buttons and active texts."
- Example: buttonSetAction [100, "player exec ""reply.sqs"""]
- Category: General
- @e
- cadetMode
- Description: "Returns true if the mission is played in cadet mode and false in veteran mode."
- Category: General
- @e
- call
- Left Argument: pars
- Right Argument: body
- Description: "Executes the function body. Argument pars is passed as _this."
- Example: [1,2] call {(_this select 0)+(_this select 1)}
- Example Return: 3
- Category: Default
- @e
- call
- Left Argument: code
- Description: "Executes the given code."
- Example: call {"x=2"}
- Category: Default
- @e
- call
- Left Argument: pars
- Right Argument: body
- Description: "Executes the function body. Argument pars is passed as _this."
- Example: [1,2] call {(_this select 0)+(_this select 1)}
- Example Return: 3
- Category: Default
- @e
- call
- Left Argument: code
- Description: "Executes the given code."
- Example: call {"x=2"}
- Category: Default
- @e
- callExtension
- Left Argument: extension
- Right Argument: functionWithArguments
- Description: "Execute an extension function"
- Example: handle = "pipes" callExtension "openPipe(pipe)"
- Category: General
- @e
- camCommand
- Left Argument: camera
- Right Argument: command
- Description: "Executes a command on the given camera / actor object. The "manual on" and "manual off" commands are recognized for all types. For the "camera" type, the following commands can be used: "inertia on" and "inertia off". For the "seagull" type it's one of: "landed" and "airborne"."
- Example: _camera camCommand "Manual on"
- Category: General
- @e
- camCommit
- Left Argument: camera
- Right Argument: time
- Description: "Commits the camera changes smoothly over time. A time of zero results in an immediate change."
- Example: _camera camCommit 5
- Category: General
- @e
- camCommitPrepared
- Left Argument: camera
- Right Argument: time
- Description: "Commits the prepared camera changes smoothly over time. A time of zero results in an immediate change."
- Example: _camera camCommit 5
- Category: General
- @e
- camCommitted
- Left Argument: camera
- Description: "Checks whether the camera has finished committing."
- Example: camCommitted _camera
- Category: General
- @e
- camConstuctionSetParams
- Left Argument: camera
- Right Argument: [[x,y,z],radius, max above land]
- Description: "Sets construction camera parameters."
- Example: _camera camConstuctionSetParams [getpos player,50,20]
- Category: General
- @e
- camCreate
- Left Argument: type
- Right Argument: position
- Description: "Creates a camera or an actor of the given type on the given initial position (format <ar>Position</ar>). Its type is one of "CAMERA" or "SEAGULL"."
- Example: _camera = camCreate getPos player
- Category: General
- @e
- camDestroy
- Left Argument: camera
- Description: "Destroys the camera."
- Category: General
- @e
- cameraEffect
- Left Argument: camera
- Right Argument: effect
- Description: "Switches the camera to the given vehicle / camera. The format of effect is [name, position]. Name is one of: "Internal", "External", "Fixed" or "FixedWithZoom". Position is one of: "TOP", "LEFT", "RIGHT", "FRONT" or "BACK" ("BACK" is normally used)."
- Example: cameraEffect ["External", "Back"]
- Category: General
- @e
- cameraEffectEnableHUD
- Left Argument: enable
- Description: "Enable / disable showing of in-game UI during currently active camera effect."
- Category: General
- @e
- cameraInterest
- Left Argument: entity
- Description: "Return camera interest for given entity."
- Category: General
- @e
- cameraOn
- Description: "Returns the vehicle to which the camera is attached."
- Category: General
- @e
- cameraView
- Description: "Return type of camera."
- Category: General
- @e
- campaignConfigFile
- Description: "Return root of campaign description.ext entries hierarchy."
- Category: General
- @e
- camPreload
- Left Argument: camera
- Right Argument: time
- Description: "Preload the scene for he prepared camera. Time gives timeout, zero means no (infinite) timeout."
- Example: _camera camCommit 5
- Category: General
- @e
- camPreloaded
- Left Argument: camera
- Description: "Checks whether the camera has finished preloading."
- Example: camPreloaded _camera
- Category: General
- @e
- camPrepareBank
- Left Argument: camera
- Right Argument: bank
- Description: "Prepares the camera bank angle. See also <f>camPreload</f> and <f>camCommitPrepared</f>."
- Example: _camera camPrepareBank -0.1
- Category: General
- @e
- camPrepareDir
- Left Argument: camera
- Right Argument: direction
- Description: "Prepares the camera heading. See also <f>camPreload</f> and <f>camCommitPrepared</f>."
- Example: _camera camPrepareDir 150
- Category: General
- @e
- camPrepareDive
- Left Argument: camera
- Right Argument: dive
- Description: "Prepares the camera dive angle. See also <f>camPreload</f> and <f>camCommitPrepared</f>."
- Example: _camera camPrepareDive -0.1
- Category: General
- @e
- camPrepareFocus
- Left Argument: camera
- Right Argument: focusRange
- Description: "focusRange is in format [distance,blur].
- Prepares the camera focus blur. See also <f>camPreload</f> and <f>camCommitPrepared</f>."
- Example: _camera camPrepareFocus [50, 1]
- Category: General
- @e
- camPrepareFov
- Left Argument: camera
- Right Argument: fieldOfView
- Description: "Prepares the camera field of view (zoom). See also <f>camPreload</f> and <f>camCommitPrepared</f>."
- Example: _camera camPrepareFov 0.1
- Category: General
- @e
- camPrepareFovRange
- Left Argument: camera
- Right Argument: fovRange
- Description: "Prepares the camera field of view range for auto zooming. See also <f>camPreload</f> and <f>camCommitPrepared</f>."
- Example: _camera camPrepareFovRange [0.1, 0.5]
- Category: General
- @e
- camPreparePos
- Left Argument: camera
- Right Argument: position
- Description: "Prepares the camera position (format <ar>Position</ar>). See also <f>camPreload</f> and <f>camCommitPrepared</f>."
- Example: _camera camPreparePos getPos player
- Category: General
- @e
- camPrepareRelPos
- Left Argument: camera
- Right Argument: position
- Description: "Prepares the camera position relative to the current position of the currect target (see <f>camPrepareTarget</f>). See also <f>camPreload</f> and <f>camCommitPrepared</f>."
- Example: _camera camPrepareRelPos [10,5]
- Category: General
- @e
- camPrepareTarget
- Left Argument: camera
- Right Argument: target
- Description: "Prepares the camera target. See also <f>camPreload</f> and <f>camCommitPrepared</f>."
- Example: _camera camPrepareTarget player
- Category: General
- @e
- camSetBank
- Left Argument: camera
- Right Argument: bank
- Description: "Sets the camera bank angle. It does not automatically commit changes."
- Example: _camera camSetBank -0.1
- Category: General
- @e
- camSetDir
- Left Argument: camera
- Right Argument: direction
- Description: "Sets the camera heading. It does not automatically commit changes."
- Example: _camera camSetDir 150
- Category: General
- @e
- camSetDive
- Left Argument: camera
- Right Argument: dive
- Description: "Sets the camera dive angle. It does not automatically commit changes."
- Example: _camera camSetDive -0.1
- Category: General
- @e
- camSetFocus
- Left Argument: camera
- Right Argument: focusRange
- Description: "focusRange is in format [distance,blur].
- Sets the camera focus blur. It does not automatically commit changes."
- Example: _camera camSetFocus [50, 1]
- Category: General
- @e
- camSetFov
- Left Argument: camera
- Right Argument: fieldOfView
- Description: "Sets the camera field of view (zoom). It does not automatically commit changes."
- Example: _camera camSetFov 0.1
- Category: General
- @e
- camSetFovRange
- Left Argument: camera
- Right Argument: fovRange
- Description: "Sets the camera field of view range for auto zooming. It does not automatically commit changes."
- Example: _camera camSetFovRange [0.1, 0.5]
- Category: General
- @e
- camSetPos
- Left Argument: camera
- Right Argument: position
- Description: "Sets the camera position (format <ar>Position</ar>). It does not automatically commit changes."
- Example: _camera camSetPos getPos player
- Category: General
- @e
- camSetRelPos
- Left Argument: camera
- Right Argument: position
- Description: "Sets the camera position relative to the current position of the currect target (see <f>camSetTarget</f>). It does not automatically commit changes."
- Example: _camera camSetRelPos [10,5]
- Category: General
- @e
- camSetTarget
- Left Argument: camera
- Right Argument: target
- Description: "Sets the camera target. It does not automatically commit changes."
- Example: _camera camSetTarget player
- Category: General
- @e
- camTarget
- Left Argument: camera
- Description: "Returns camera's target."
- Example: camTarget _camera
- Category: General
- @e
- camUseNVG
- Left Argument: set
- Description: "Set / clear using of night vision during cutscenes."
- Category: General
- @e
- canAdd
- Left Argument: unit
- Right Argument: item
- Description: "Check if given object can be stored into target entity"
- Category: General
- @e
- canAddItemToBackpack
- Left Argument: unit
- Right Argument: item
- Description: "Check if given object can be stored into soldier's uniform"
- Category: General
- @e
- canAddItemToUniform
- Left Argument: unit
- Right Argument: item
- Description: "Check if given object can be stored into soldier's uniform"
- Category: General
- @e
- canAddItemToVest
- Left Argument: unit
- Right Argument: item
- Description: "Check if given object can be stored into soldier's uniform"
- Category: General
- @e
- cancelSimpleTaskDestination
- Left Argument: task
- Description: "Cancels a simple task destination"
- Category: Identity
- @e
- canFire
- Left Argument: vehicle
- Description: "Checks whether the given vehicle is able to fire. It does not check for ammo, only for damage."
- Example: canFire vehicle player
- Category: General
- @e
- canMove
- Left Argument: vehicle
- Description: "Checks whether the given vehicle is able to move. It does not test for fuel, only the damage status is checked."
- Example: canMove vehicle player
- Category: General
- @e
- canSlingLoad
- Left Argument: vehicle
- Right Argument: cargo
- Description: "Returns true if it is possible to sling load cargo"
- Example: veh1 canSlingLoad veh2
- Category: General
- @e
- canStand
- Left Argument: soldier
- Description: "Checks whether the given soldier is able to stand up."
- Example: canStand player
- Category: General
- @e
- canUnloadInCombat
- Left Argument: vehicle
- Description: "Check if cargo of this vehicle want to get out when in combat."
- Category: General
- @e
- captive
- Left Argument: unit
- Description: "Checks whether the unit is a captive. If the unit is a vehicle, its commander is checked instead."
- Example: captive player
- Category: General
- @e
- captiveNum
- Left Argument: unit
- Description: "Checks whether the unit is a captive. If the unit is a vehicle, its commander is checked instead."
- Example: captive player
- Category: General
- @e
- case
- Left Argument: b
- Description: "see switch"
- Category: Default
- @e
- case
- Left Argument: b
- Description: "see switch"
- Category: Default
- @e
- catch
- Left Argument: try-Block
- Right Argument: code
- Description: "processes code, when exception is thrown in <f>try</f> block"
- Category: Default
- @e
- catch
- Left Argument: try-Block
- Right Argument: code
- Description: "processes code, when exception is thrown in <f>try</f> block"
- Category: Default
- @e
- cbChecked
- Left Argument: control
- Description: "Returns the current state of CheckBox."
- Example: _checked = cbChecked _myCheckBox
- Category: General
- @e
- cbSetChecked
- Left Argument: control
- Right Argument: enabled
- Description: "Sets the current state of CheckBox."
- Example: _myCheckBox cbSetChecked true;
- Category: General
- @e
- ceil
- Left Argument: x
- Description: "The ceil value of x."
- Example: ceil 5.25
- Example Return: 6
- Category: Default
- @e
- ceil
- Left Argument: x
- Description: "The ceil value of x."
- Example: ceil 5.25
- Example Return: 6
- Category: Default
- @e
- cheatsEnabled
- Description: "Checks whether cheats are enabled (whether the designers' version is running)."
- Category: General
- @e
- checkAIFeature
- Left Argument: feature
- Description: "Check if given AI feature is currently enabled."
- Category: General
- @e
- civilian
- Description: "The Civilian side."
- Category: General
- @e
- className
- Left Argument: location
- Description: "Return short name of location. (used for scripting)"
- Category: Location
- @e
- clearAllItemsFromBackpack
- Left Argument: unit
- Description: "Removes all items from the backpack."
- Category: General
- @e
- clearBackpackCargo
- Left Argument: box
- Description: "Removes all backpacks from ammo box (or any general weapon holder container)."
- Example: clearBackpackCargo jeepOne
- Category: General
- @e
- clearBackpackCargoGlobal
- Left Argument: unit
- Description: "Removes all magazines from the vehicle cargo space. MP synchronized."
- Example: clearMagazineCargoGlobal jeepOne
- Category: General
- @e
- clearForcesRTD
- Description: "Remove all force generators from wolrd."
- Category: General
- @e
- clearGroupIcons
- Left Argument: group
- Description: "Removes all icon from group."
- Example: clearGroupIcons group
- Category: General
- @e
- clearItemCargo
- Left Argument: box
- Description: "Removes all items from ammo box (or any general weapon holder container)."
- Example: clearItemCargo jeepOne
- Category: General
- @e
- clearItemCargoGlobal
- Left Argument: box
- Description: "Removes all items from ammo box (or any general weapon holder container)."
- Example: clearItemCargoGlobal jeepOne
- Category: General
- @e
- clearItemPool
- Description: "Removes all magazines from the weapon pool (this is used in campaigns to transfer weapons to the next mission)."
- Category: General
- @e
- clearMagazineCargo
- Left Argument: unit
- Description: "Removes all magazines from the vehicle cargo space."
- Example: clearMagazineCargo jeepOne
- Category: General
- @e
- clearMagazineCargoGlobal
- Left Argument: unit
- Description: "Removes all magazines from the vehicle cargo space. MP synchronized."
- Example: clearMagazineCargoGlobal jeepOne
- Category: General
- @e
- clearMagazinePool
- Description: "Removes all magazines from the weapon pool (this is used in campaigns to transfer weapons to the next mission)."
- Category: General
- @e
- clearOverlay
- Left Argument: map
- Description: "Clear the current overlay."
- Example: clearOverlay _map
- Category: Editor
- @e
- clearRadio
- Description: "Clean up the content of radio protocol history."
- Category: General
- @e
- clearWeaponCargo
- Left Argument: unit
- Description: "Removes all weapons from the vehicle cargo space."
- Example: clearWeaponCargo jeepOne
- Category: General
- @e
- clearWeaponCargoGlobal
- Left Argument: unit
- Description: "Removes all weapons from the vehicle cargo space. MP synchronized."
- Example: clearWeaponCargoGlobal jeepOne
- Category: General
- @e
- clearWeaponPool
- Description: "Removes all weapons from the weapon pool (this is used in campaigns to transfer weapons to the next mission)."
- Category: General
- @e
- closeDialog
- Left Argument: idc
- Description: "Closes the topmost user dialog as if a button with id idc was pressed."
- Example: closeDialog 1
- Category: General
- @e
- closeDisplay
- Left Argument: display
- Right Argument: exitcode
- Description: "Close given display."
- Example: _display closeDisplay IDC_OK
- Category: General
- @e
- closeOverlay
- Left Argument: map
- Description: "Closes the current overlay without committing."
- Category: Editor
- @e
- collapseObjectTree
- Left Argument: map
- Description: "Collapse the object tree."
- Example: collapseObjectTree _map
- Category: Editor
- @e
- collectiveRTD
- Left Argument: RTD_helicopter
- Description: "Returns collective."
- Category: General
- @e
- combatMode
- Left Argument: grp
- Description: "Returns the combat mode of the given unit ("BLUE","GREEN","YELLOW" or "RED")."
- Example: combatMode group player
- Category: General
- @e
- commandArtilleryFire
- Left Argument: unit
- Right Argument: [position, type, rounds]
- Description: "Orders a unit to reaload defined magazine commence fire burst on the given position (via the radio)."
- Example: mortar1 commandArtilleryFire [[3000, 120, 1000], "8Rnd_82mm_Mo_shells", 3]
- Category: General
- @e
- commandChat
- Left Argument: unit
- Right Argument: chatText
- Description: "Types text to the command radio channel.
- Note: this function only types text to the list, it does not broadcast the message. If you want the message to show on all computers, you have to execute it on all of them."
- Example: soldierOne commandChat "Show this text"
- Category: General
- @e
- commander
- Left Argument: vehicle
- Description: "Returns the commander of the vehicle. If the vehicle is not a vehicle, but a person, the person is returned instead."
- Example: commander vehicle player
- Category: General
- @e
- commandFire
- Left Argument: unit
- Right Argument: target
- Description: "Orders a unit to commence firing on the given target (via the radio). If the target is objNull, the unit is ordered to commence firing on its current target (set using doTarget or commandTarget)."
- Example: soldierOne commandFire player
- Category: General
- @e
- commandFollow
- Left Argument: unit
- Right Argument: formationLeader
- Description: "Orders a unit to follow the given unit (via the radio)."
- Example: soldierOne commandFollow player
- Category: General
- @e
- commandFSM
- Left Argument: unit(s)
- Right Argument: [fsm name, position, target]
- Description: "Orders a unit to process command defined by FSM file (via the radio)."
- Example: soldierOne commandFSM ["move.fsm", position player, player]
- Category: General
- @e
- commandGetOut
- Left Argument: unit
- Description: "Orders the unit to get out from the vehicle (via the radio)."
- Example: commandGetOut unitOne
- Category: General
- @e
- commandingMenu
- Description: "Return the name of the topmost commanding menu."
- Category: General
- @e
- commandMove
- Left Argument: unit
- Right Argument: position
- Description: "Orders the unit to move to the given position (format <ar>Position</ar>) (via the radio)."
- Example: soldierOne commandMove getMarkerPos "MarkerMoveOne"
- Category: General
- @e
- commandRadio
- Left Argument: unit
- Right Argument: radioName
- Description: "Sends the message to the command radio channel. The message is defined in the description.ext file or radio protocol."
- Example: soldierOne commandRadio "messageOne"
- Category: General
- @e
- commandStop
- Left Argument: unit
- Description: "Orders the unit to stop (via the radio).
- Note: the stop command is never finished; the unit will never be ready."
- Example: commandStop unitOne
- Category: General
- @e
- commandTarget
- Left Argument: unit
- Right Argument: position
- Description: "Orders the unit to target the given target (via the radio)."
- Example: soldierOne commandTarget player
- Category: General
- @e
- commandWatch
- Left Argument: unit
- Right Argument: position
- Description: "Orders the unit to watch the given position (format <ar>Position</ar>) (via the radio)."
- Example: soldierOne commandWatch getMarkerPos "MarkerMoveOne"
- Category: General
- @e
- comment
- Left Argument: comment
- Description: "This function does nothing. It's used to create comments."
- Example: comment "This is a comment."
- Category: Default
- @e
- comment
- Left Argument: comment
- Description: "This function does nothing. It's used to create comments."
- Example: comment "This is a comment."
- Category: Default
- @e
- commitOverlay
- Left Argument: map
- Description: "Commit the current overlay."
- Example: commitOverlay _map
- Category: Editor
- @e
- compile
- Left Argument: expression
- Description: "Compile expression."
- Example: _function = "a = a + 1"; _compiled = compile _function; call _compiled;
- Category: Default
- @e
- compile
- Left Argument: expression
- Description: "Compile expression."
- Example: _function = "a = a + 1"; _compiled = compile _function; call _compiled;
- Category: Default
- @e
- compileFinal
- Left Argument: expression
- Description: "Compile expression. Expression cannot be ovverriden."
- Example: _function = "a = a + 1"; _compiled = compile _function; call _compiled;
- Category: Default
- @e
- compileFinal
- Left Argument: expression
- Description: "Compile expression. Expression cannot be ovverriden."
- Example: _function = "a = a + 1"; _compiled = compile _function; call _compiled;
- Category: Default
- @e
- completedFSM
- Left Argument: FSM handle
- Description: "Check whether the given FSM completes. The FSM handle is the number returned by the execFSM command."
- Category: General
- @e
- composeText
- Left Argument: [text1, text2, ...]
- Description: "Creates a structured text by joining the given structured or plain texts."
- Example: txt = composeText ["First line", image "data\isniper.paa", lineBreak, "Second line"]
- Category: General
- @e
- configClasses
- Left Argument: condition
- Right Argument: config
- Description: "Returns an array of config entries which meet the criteria in the code."
- Example: (getnumber _x >> vbs_entity) == 1 configClasses (configfile >> CfgWeapons)
- Category: General
- @e
- configFile
- Description: "Return root of config entries hierarchy."
- Category: General
- @e
- configName
- Left Argument: config
- Description: "Returns name of config entry."
- Example: _name = configName (configFile >> "CfgVehicles")
- Example Return: "CfgVehicles"
- Category: General
- @e
- configProperties
- Left Argument: [config, condition, includeInherited]
- Description: "Returns a list of all properties of the given class. Parameter is an array where first item is a target config class, second is string with condition (similar to configClasses), third is a bool: when set to true, the inherited properties are also included."
- Category: General
- @e
- configSourceMod
- Left Argument: config
- Description: "Returns modDir of the mod that given config class was loaded from."
- Example: configSourceMod (configFile >> "CfgVehicles" >> "Car")
- Category: General
- @e
- configSourceModList
- Left Argument: config
- Description: "Returns an array of mods which moddified the given config class."
- Example: configSourceModList (configFile >> "CfgVehicles" >> "Car")
- Category: General
- @e
- connectTerminalToUAV
- Left Argument: person
- Right Argument: UAV
- Description: "Connect person with UAV terminal to UAV unit, or disconnect when UAV==objNull"
- Example: player connectTerminalToUAV cursorTarget/objNull
- Category: General
- @e
- controlNull
- Description: "A non-existing control. This value is not equal to anything, including itself."
- Category: General
- @e
- copyFromClipboard
- Description: "Return the content of the (text) clipboard."
- Category: General
- @e
- copyToClipboard
- Left Argument: text
- Description: "Copy the text to the clipboard."
- Category: General
- @e
- copyWaypoints
- Left Argument: groupTo
- Right Argument: groupFrom
- Description: "Copy the chain of waypoints from source to target group. The target group will start to process waypoints from the first one."
- Category: General
- @e
- cos
- Left Argument: x
- Description: "The cosine of x, the argument is in degrees."
- Example: cos 60
- Example Return: 0.5
- Category: Default
- @e
- cos
- Left Argument: x
- Description: "The cosine of x, the argument is in degrees."
- Example: cos 60
- Example Return: 0.5
- Category: Default
- @e
- count
- Left Argument: condition
- Right Argument: array
- Description: "Counts the elements in the array for which the given condition is true.
- It is calculated as follows:
- 1) Set the count to 0.
- 2) For each element in the array assign an element as _x and evaluate the condition expression. If it's true, increase the count."
- Example: "_x > 2" count [0, 1, 1, 2, 3, 3]
- Example Return: 2
- Category: Default
- @e
- count
- Left Argument: array
- Description: "The number of elements in the array."
- Example: count [0,0,1,2]
- Example Return: 4
- Category: Default
- @e
- count
- Left Argument: condition
- Right Argument: array
- Description: "Counts the elements in the array for which the given condition is true.
- It is calculated as follows:
- 1) Set the count to 0.
- 2) For each element in the array assign an element as _x and evaluate the condition expression. If it's true, increase the count."
- Example: "_x > 2" count [0, 1, 1, 2, 3, 3]
- Example Return: 2
- Category: Default
- @e
- count
- Left Argument: array
- Description: "The number of elements in the array."
- Example: count [0,0,1,2]
- Example Return: 4
- Category: Default
- @e
- countEnemy
- Left Argument: unit
- Right Argument: array
- Description: "Counts how many units in the array are considered enemy by the given unit."
- Example: player countEnemy list triggerOne
- Category: General
- @e
- countFriendly
- Left Argument: unit
- Right Argument: array
- Description: "Counts how many units in the array are considered friendly by the given unit."
- Example: player countFriendly list triggerOne
- Category: General
- @e
- countSide
- Left Argument: side
- Right Argument: array
- Description: "Checks how many vehicles belong to the given side."
- Example: west countSide list triggerOne
- Category: General
- @e
- countType
- Left Argument: typeName
- Right Argument: array
- Description: "Counts how many vehicles in the array are of the given type. For types see <cl>CfgVehicles</cl>."
- Example: "Tank" countType list triggerOne
- Category: General
- @e
- countUnknown
- Left Argument: unit
- Right Argument: array
- Description: "Counts how many units in the array are considered unknown to the given unit."
- Example: player countUnknown list triggerOne
- Category: General
- @e
- createAgent
- Left Argument: [type, position, markers, placement, special]
- Description: "Creates an (independent) agent (person) of the given type (type is a name of a subclass of CfgVehicles). If the markers array contains several marker names, the position of a random one is used. Otherwise, the given position is used. The unit is placed inside a circle with this position as its center and placement as its radius. Special properties can be: "NONE" and "FORM"."
- Example: agent = createAgent ["SoldierWB", position player, [], 0, "FORM"]
- Category: General
- @e
- createCenter
- Left Argument: side
- Description: "Creates a new AI center for the given side."
- Example: center = createCenter East
- Category: General
- @e
- createDialog
- Left Argument: name
- Description: "Creates a user dialog from the resource template name. If a user dialog already exists, it creates a child dialog of the topmost user dialog. The class name is searched in the description.ext file of the mission, the description.ext file of the campaign and the globlal resource.cpp file. The function returns its success."
- Example: _ok = createDialog "RscDisplayGame"
- Category: General
- @e
- createDiaryLink
- Left Argument: [subject, object, text]
- Description: "Create a link to the section of diary given by subject. Record is selected based on given object (diary record, task or unit)."
- Example: _link = createDiarySubject ["Group", player, "Player"]
- Category: Identity
- @e
- createDiaryRecord
- Left Argument: person
- Right Argument: [subject, text(, task(, state))] or [subject, [title, text](, task(, state))]
- Description: "Create a new record in a log."
- Example: _record = player createDiaryRecord ["diary", "Kill all enemies."]
- Category: Identity
- @e
- createDiarySubject
- Left Argument: person
- Right Argument: [subject, display name] or [subject, display name, picture]
- Description: "Create a new subject page in a log."
- Example: _index = player createDiarySubject ["myPage", "My page"]
- Category: Identity
- @e
- createDisplay
- Left Argument: parent
- Right Argument: name
- Description: "Create child display of given display and load from resource "name"."
- Example: _display createDisplay "RscObserver"
- Category: General
- @e
- createGearDialog
- Left Argument: [unit,resource]
- Description: "Opens gear dialog for given unit."
- Example: CreateGearDialog [palyer,"RscDisplayGear"]
- Category: General
- @e
- createGroup
- Left Argument: side
- Description: "Creates a new AI group for the given center (side)."
- Example: group = createGroup East
- Category: General
- @e
- createGuardedPoint
- Left Argument: [side, position, idStatic, vehicle]
- Description: "Adds a point guarded by the given side. If idStatic is not negative, the position of a static object with the given id is guarded. If the given vehicle is valid, the starting position of the vehicle is guarded, otherwise the given position is guarded."
- Example: point = createGuardedPoint [East, [0, 0], -1, vehicle player]
- Category: General
- @e
- createLocation
- Left Argument: [type, position, sizeX, sizeZ]
- Description: "Create location of given type with given size at given position."
- Category: Location
- @e
- createMarker
- Left Argument: [name, position]
- Description: "Creates a new marker on the given position. The marker name has to be unique. The marker is created on all computers in a network session."
- Example: marker = createMarker [Marker1, position player]
- Category: General
- @e
- createMarkerLocal
- Left Argument: [name, position]
- Description: "Creates a new marker on the given position. The marker name has to be unique. The marker is only created on the computer where the command is called."
- Example: marker = createMarkerLocal [Marker1, position player]
- Category: General
- @e
- createMenu
- Left Argument: map
- Right Argument: index
- Description: "Creates a previously added menu."
- Category: Editor
- @e
- createMine
- Left Argument: [type, position, markers, placement]
- Description: "Creates a mine of the given type (type is the name of the subclass of CfgVehicles). If the markers array contains several marker names, the position of a random one is used. Otherwise, the given position is used. The mine is placed inside a circle with this position as its center and placement as its radius."
- Example: mine = createMine ["MineMine", position player, [], 0]
- Category: General
- @e
- createMissionDisplay
- Left Argument: parent
- Right Argument: root
- Description: "Create single missions display as a child of given display. The mission dialog will be set to the directory given as an argument "root"."
- Example: _display createMissionDisplay "Test missions"
- Category: General
- @e
- createSimpleTask
- Left Argument: person
- Right Argument: [name] or [name, parentTask]
- Description: "Create a new simple task (subtask of parentTask)."
- Category: Identity
- @e
- createSite
- Left Argument: type
- Right Argument: pos
- Description: "Creates a new site."
- Category: General
- @e
- createSoundSource
- Left Argument: [type, position, markers, placement]
- Description: "Creates a sound source of the given type (type is the name of the subclass of CfgVehicles). If the markers array contains several marker names, the position of a random one is used. Otherwise, the given position is used. The sound source is placed inside a circle with this position as its center and placement as its radius."
- Example: soundSource = createSoundSource ["LittleDog", position player, [], 0]
- Category: General
- @e
- createTask
- Left Argument: teamMember
- Right Argument: [[type] or [type, parentTask], priority, name1, value1, name2, value2, ...]
- Description: "Create a new AI task (subtask of parentTask). Type is name of registered task type."
- Category: Identity
- @e
- createTeam
- Left Argument: [type, name]
- Description: "Create a team and name it."
- Example: _team = createTeam ["USMC_Team", "Fire Team Red"]
- Category: Agents
- @e
- createTrigger
- Left Argument: [type, position]
- Description: "Creates a new trigger on the given position. An object of the given type is created; this type must be a class name in CfgNonAIVehicles or CfgVehicles with simulation=detector."
- Example: trigger = createTrigger["EmptyDetector", position player]
- Category: General
- @e
- createUnit
- Left Argument: type
- Right Argument: unitInfo
- Description: "Creates a unit of the given type. The format of unitInfo is:
- [pos (<ar>Position</ar>), group (<t>Group</t>), init (<t>String</t>), skill (<t>Number</t>), rank (<t>String</t>)].
- Note: init, skill and rank are optional. Their default values are "", 0.5, "PRIVATE"."
- Example: "SoldierWB" createUnit [getMarkerPos "barracks", groupAlpha]
- Category: General
- @e
- createVehicle
- Left Argument: type
- Right Argument: pos
- Description: "Creates an empty vehicle of the given type. Pos is in format <ar>Position</ar>.
- See <cl>CfgVehicles</cl> for possible type values."
- Example: _tank = "M1Abrams" createVehicle getmarkerpos "tankFactory"
- Category: General
- @e
- createVehicle
- Left Argument: [type, position, markers, placement, special]
- Description: "Creates a vehicle of the given type (type is the name of the subclass in CfgVehicles). If the markers array contains several marker names, the position of a random one is used. Otherwise, the given position is used. The vehicle is placed inside a circle with this position as center and placement as its radius. Special properties can be: "NONE", "FLY" and "FORM"."
- Example: veh = createVehicle ["Cobra", position player, [], 0, "FLY"]
- Category: General
- @e
- createVehicleCrew
- Left Argument: Vehicle
- Description: "Creates crew to given vehicle."
- Example: createVehicleCrew vehicle0
- Category: General
- @e
- createVehicleLocal
- Left Argument: type
- Right Argument: pos
- Description: "Creates an empty vehicle of the given type. Pos is in format <ar>Position</ar>.
- See <cl>CfgVehicles</cl> for possible type values. Vehicle is not transferred through network in MP games."
- Example: _tank = "M1Abrams" createVehicleLocal getmarkerpos "tankFactory"
- Category: General
- @e
- crew
- Left Argument: vehicle
- Description: "Returns all units mounted in the given vehicle. If the vehicle is not a vehicle, but person, a list containing only persons is returned."
- Example: crew vehicle player
- Category: General
- @e
- ctrlActivate
- Left Argument: control
- Description: "Launch actions attached to given (button based) control."
- Example: ctrlActivate _control
- Category: General
- @e
- ctrlAddEventHandler
- Left Argument: control
- Right Argument: [handler name, function]
- Description: "Add an event handler to the given control. Returns id of the handler or -1 when failed."
- Example: _id = _control ctrlAddEventHandler ["KeyDown", ""]
- Category: General
- @e
- ctrlAutoScrollDelay
- Left Argument: control
- Description: "Returns number of seconds until auto-scroll starts. -2 if scrollbar not present."
- Example: _delay = ctrlAutoScrollDelay _control
- Category: General
- @e
- ctrlAutoScrollRewind
- Left Argument: control
- Description: "True if auto-scroll should move back to start after it reach end."
- Example: _rewind = ctrlAutoScrollRewind _control
- Category: General
- @e
- ctrlAutoScrollSpeed
- Left Argument: control
- Description: "Returns number of seconds to auto-scroll one line. -1 if auto-scroll is disabled. -2 if scrollbar not present."
- Example: _speed = ctrlAutoScrollSpeed _control
- Category: General
- @e
- ctrlChecked
- Left Argument: control
- Description: "Returns the current state of textual checkbox."
- Example: _checked = ctrlChecked _control
- Category: General
- @e
- ctrlClassName
- Left Argument: control
- Description: "Returns class name of given control."
- Example: ctrlClassName ((FindDisplay 20000) displayCtrl 20001)
- Category: General
- @e
- ctrlCommit
- Left Argument: control
- Right Argument: time
- Description: "Commit control animation."
- Example: _control ctrlCommit 2
- Category: General
- @e
- ctrlCommitted
- Left Argument: control
- Description: "Check if the control animation is finished."
- Example: _done = ctrlCommitted _control
- Category: General
- @e
- ctrlCreate
- Left Argument: parent_display
- Right Argument: [baseClass, idc, groupControl]
- Description: "Creates new control in given display. The control is created in given groupControl (optional)"
- Example: ctrl ctrlCreate ["RscText", 1234]
- Category: General
- @e
- ctrlDelete
- Left Argument: control
- Description: "Deletes given control."
- Example: ctrlDelete ((FindDisplay 20000) displayCtrl 20001)
- Category: General
- @e
- ctrlEnable
- Left Argument: control
- Right Argument: enable
- Description: "Enable / disable given control."
- Example: _control ctrlEnable false
- Category: General
- @e
- ctrlEnable
- Left Argument: [idc, enable]
- Description: "Enables / disables the control with id idc of the topmost user dialog."
- Example: ctrlEnable [100, false]
- Category: General
- @e
- ctrlEnabled
- Left Argument: control
- Description: "Returns whether given control is enabled."
- Example: _ok = ctrlEnabled _control
- Category: General
- @e
- ctrlFade
- Left Argument: control
- Description: "Returns the current fade factor of control."
- Example: _scale = ctrlFade _control
- Category: General
- @e
- ctrlHTMLLoaded
- Left Argument: control
- Description: "Returns true when HTML content was successfully loaded."
- Example: _htmlLoaded ctrlHTMLLoaded _control
- Category: General
- @e
- ctrlIDC
- Left Argument: control
- Description: "Returns control IDC."
- Example: IDC = ctrlIDC _control
- Category: General
- @e
- ctrlIDD
- Left Argument: display
- Description: "Returns display IDD."
- Example: IDD = ctrlIDD _display
- Category: General
- @e
- ctrlMapAnimAdd
- Left Argument: map
- Right Argument: frame
- Description: "Adds the next frame to the map animation. The format of frame is [time, zoom, position], the format of position is <ar>Position2D</ar>."
- Example: _map ctrlMapAnimAdd [1, 0.1, getMarkerPos "anim1"]
- Category: General
- @e
- ctrlMapAnimClear
- Left Argument: control
- Description: "Clears the map animation."
- Category: General
- @e
- ctrlMapAnimCommit
- Left Argument: control
- Description: "Plays the map animation."
- Category: General
- @e
- ctrlMapAnimDone
- Left Argument: control
- Description: "Checks whether the map animation has finished."
- Category: General
- @e
- ctrlMapCursor
- Left Argument: control
- Right Argument: texture names
- Description: "Changes default cursor texture ("Track", "Move","Array", "Scroll") to custom one. To restore default texture, write empty string. If new texture does not exist, default cursor texture is used."
- Example: <map_control> ctrlMapCursor ["Track","customCursor"]
- Category: General
- @e
- ctrlMapMouseOver
- Left Argument: control
- Description: "Returns description of map sign mouse cursor is over."
- Category: General
- @e
- ctrlMapScale
- Left Argument: control
- Description: "Return the current scale of the map control."
- Category: General
- @e
- ctrlMapScreenToWorld
- Left Argument: map
- Right Argument: [x, y]
- Description: "Convert position in the map from screen coordinates to world coordinates."
- Category: General
- @e
- ctrlMapWorldToScreen
- Left Argument: map
- Right Argument: position
- Description: "Convert position in the map from world coordinates to screen coordinates."
- Category: General
- @e
- ctrlModel
- Left Argument: control
- Description: "Returns model setted in given control."
- Example: ctrlModel ((FindDisplay 20000) displayCtrl 20001)
- Category: General
- @e
- ctrlModelDirAndUp
- Left Argument: control
- Description: "Returns orientation setted in given control."
- Example: ctrlModelOrientation ((FindDisplay 20000) displayCtrl 20001)
- Category: General
- @e
- ctrlModelScale
- Left Argument: control
- Description: "Returns scale setted in given control object"
- Example: ctrlModelScale ((FindDisplay 20000) displayCtrl 20001)
- Category: General
- @e
- ctrlParent
- Left Argument: control
- Description: "Returns container of given control."
- Example: _display = ctrlParent _control
- Category: General
- @e
- ctrlPosition
- Left Argument: control
- Description: "Returns the current position and size of control as [x, y, w, h] array."
- Example: _pos = ctrlPosition _control
- Category: General
- @e
- ctrlRemoveAllEventHandlers
- Left Argument: control
- Right Argument: handler name
- Description: "Remove all even handlers from the given control."
- Example: _control ctrlRemoveAllEventHandlers "KeyDown"
- Category: General
- @e
- ctrlRemoveEventHandler
- Left Argument: control
- Right Argument: [handler name, id]
- Description: "Remove a given event handler from the given control."
- Example: _control ctrlRemoveEventHandler ["KeyDown", 0]
- Category: General
- @e
- ctrlScale
- Left Argument: control
- Description: "Returns the current scale of control."
- Example: _scale = ctrlScale _control
- Category: General
- @e
- ctrlSetActiveColor
- Left Argument: display
- Right Argument: color
- Description: "Sets text color of given control when control is selected. Color is in format <ar>Color</ar>."
- Example: _control ctrlSetActiveColor [1, 0, 0, 1]
- Category: General
- @e
- ctrlSetAutoScrollDelay
- Left Argument: control
- Right Argument: delay
- Description: "Sets number of second before auto-scroll starts."
- Example: _control ctrlSetAutoScrollDelay 5
- Category: General
- @e
- ctrlSetAutoScrollRewind
- Left Argument: control
- Right Argument: delay
- Description: "Defines if scroll should rewind when auto-scroll reach end."
- Example: _control ctrlSetAutoScrollDelay 5
- Category: General
- @e
- ctrlSetAutoScrollSpeed
- Left Argument: control
- Right Argument: speed
- Description: "Sets number of second required to scroll to next line. If speed smaller than 0, auto-scroll is disabled."
- Example: _control ctrlSetAutoScrollSpeed 5
- Category: General
- @e
- ctrlSetBackgroundColor
- Left Argument: display
- Right Argument: color
- Description: "Sets background color of given control. Color is in format <ar>Color</ar>."
- Example: _control ctrlSetBackgroundColor [1, 0, 0, 1]
- Category: General
- @e
- ctrlSetChecked
- Left Argument: control
- Right Argument: enabled
- Description: "Sets checked state of checkbox."
- Example: _control ctrlSetChecked true
- Category: General
- @e
- ctrlSetEventHandler
- Left Argument: control
- Right Argument: [handler name, function]
- Description: "Sets given event handler of given control"
- Example: _control ctrlSetEventHandler ["KeyDown", ""]
- Category: General
- @e
- ctrlSetFade
- Left Argument: control
- Right Argument: fade
- Description: "Sets wanted transparency for control animation."
- Example: _control ctrlSetFade 1
- Category: General
- @e
- ctrlSetFocus
- Left Argument: control
- Description: "Set the input focus on given control."
- Example: ctrlSetFocus _control
- Category: General
- @e
- ctrlSetFont
- Left Argument: control
- Right Argument: name
- Description: "Sets the main font of given control."
- Example: _control ctrlSetFont "TahomaB"
- Category: General
- @e
- ctrlSetFontH1
- Left Argument: control
- Right Argument: name
- Description: "Sets H1 font of given HTML control."
- Example: _control ctrlSetFontH1 "TahomaB"
- Category: General
- @e
- ctrlSetFontH1B
- Left Argument: control
- Right Argument: name
- Description: "Sets H1 bold font of given HTML control."
- Example: _control ctrlSetFontH1B "TahomaB"
- Category: General
- @e
- ctrlSetFontH2
- Left Argument: control
- Right Argument: name
- Description: "Sets H2 font of given HTML control."
- Example: _control ctrlSetFontH2 "TahomaB"
- Category: General
- @e
- ctrlSetFontH2B
- Left Argument: control
- Right Argument: name
- Description: "Sets H2 bold font of given HTML control."
- Example: _control ctrlSetFontH2B "TahomaB"
- Category: General
- @e
- ctrlSetFontH3
- Left Argument: control
- Right Argument: name
- Description: "Sets H3 font of given HTML control."
- Example: _control ctrlSetFontH3 "TahomaB"
- Category: General
- @e
- ctrlSetFontH3B
- Left Argument: control
- Right Argument: name
- Description: "Sets H3 bold font of given HTML control."
- Example: _control ctrlSetFontH3B "TahomaB"
- Category: General
- @e
- ctrlSetFontH4
- Left Argument: control
- Right Argument: name
- Description: "Sets H4 font of given HTML control."
- Example: _control ctrlSetFontH4 "TahomaB"
- Category: General
- @e
- ctrlSetFontH4B
- Left Argument: control
- Right Argument: name
- Description: "Sets H4 bold font of given HTML control."
- Example: _control ctrlSetFontH4B "TahomaB"
- Category: General
- @e
- ctrlSetFontH5
- Left Argument: control
- Right Argument: name
- Description: "Sets H5 font of given HTML control."
- Example: _control ctrlSetFontH5 "TahomaB"
- Category: General
- @e
- ctrlSetFontH5B
- Left Argument: control
- Right Argument: name
- Description: "Sets H5 bold font of given HTML control."
- Example: _control ctrlSetFontH5B "TahomaB"
- Category: General
- @e
- ctrlSetFontH6
- Left Argument: control
- Right Argument: name
- Description: "Sets H5 font of given HTML control."
- Example: _control ctrlSetFontH6 "TahomaB"
- Category: General
- @e
- ctrlSetFontH6B
- Left Argument: control
- Right Argument: name
- Description: "Sets H6 bold font of given HTML control."
- Example: _control ctrlSetFontH6B "TahomaB"
- Category: General
- @e
- ctrlSetFontHeight
- Left Argument: control
- Right Argument: height
- Description: "Sets the main font size of given control."
- Example: _control ctrlSetFontHeight 0.05
- Category: General
- @e
- ctrlSetFontHeightH1
- Left Argument: control
- Right Argument: height
- Description: "Sets H1 font size of given HTML control."
- Example: _control ctrlSetFontHeightH1 0.05
- Category: General
- @e
- ctrlSetFontHeightH2
- Left Argument: control
- Right Argument: height
- Description: "Sets H2 font size of given HTML control."
- Example: _control ctrlSetFontHeightH2 0.05
- Category: General
- @e
- ctrlSetFontHeightH3
- Left Argument: control
- Right Argument: height
- Description: "Sets H3 font size of given HTML control."
- Example: _control ctrlSetFontHeightH3 0.05
- Category: General
- @e
- ctrlSetFontHeightH4
- Left Argument: control
- Right Argument: height
- Description: "Sets H4 font size of given HTML control."
- Example: _control ctrlSetFontHeightH4 0.05
- Category: General
- @e
- ctrlSetFontHeightH5
- Left Argument: control
- Right Argument: height
- Description: "Sets H5 font size of given HTML control."
- Example: _control ctrlSetFontHeightH5 0.05
- Category: General
- @e
- ctrlSetFontHeightH6
- Left Argument: control
- Right Argument: height
- Description: "Sets H6 font size of given HTML control."
- Example: _control ctrlSetFontHeightH6 0.05
- Category: General
- @e
- ctrlSetFontHeightSecondary
- Left Argument: control
- Right Argument: height
- Description: "Sets the font size of the secondary text of given control."
- Example: _control ctrlSetFontHeightSecondary 0.05
- Category: General
- @e
- ctrlSetFontP
- Left Argument: control
- Right Argument: name
- Description: "Sets P font of given HTML control."
- Example: _control ctrlSetFontP "TahomaB"
- Category: General
- @e
- ctrlSetFontPB
- Left Argument: control
- Right Argument: name
- Description: "Sets P bold font of given HTML control."
- Example: _control ctrlSetFontPB "TahomaB"
- Category: General
- @e
- ctrlSetFontSecondary
- Left Argument: control
- Right Argument: name
- Description: "Sets the font of the secondary text in given control."
- Example: _control ctrlSetFontSecondary "TahomaB"
- Category: General
- @e
- ctrlSetForegroundColor
- Left Argument: display
- Right Argument: color
- Description: "Sets background color of given control. Color is in format <ar>Color</ar>."
- Example: _control ctrlSetForegroundColor [1, 0, 0, 1]
- Category: General
- @e
- ctrlSetModel
- Left Argument: ctrl
- Right Argument: model
- Description: "Sets model to draw as control object."
- Example: ctrl ctrlSetModel "\a3\Ui_f\objects\Compass.p3d"
- Category: General
- @e
- ctrlSetModelDirAndUp
- Left Argument: ctrl
- Right Argument: [direction, up]
- Description: "Sets orientation to control object."
- Example: ctrl ctrlSetDirection [dir, up]
- Category: General
- @e
- ctrlSetModelScale
- Left Argument: ctrl
- Right Argument: scale
- Description: "Sets given scale into control."
- Example: ctrl ctrlSetModelScale 1
- Category: General
- @e
- ctrlSetPosition
- Left Argument: control
- Right Argument: [x, y, w, h]
- Description: "Sets wanted position and size for control animation. Width and height are optional."
- Example: _control ctrlSetPosition [0.5, 0.5]
- Category: General
- @e
- ctrlSetScale
- Left Argument: control
- Right Argument: scale
- Description: "Sets wanted scale for control animation. Top left corner remains same."
- Example: _control ctrlScale 0.5
- Category: General
- @e
- ctrlSetStructuredText
- Left Argument: control
- Right Argument: structured text
- Description: "Set the structured text which will be displayed in structured text control."
- Example: _control ctrlSetStructuredText parseText "First line<img image=data\isniper.paa/><br/>Second line"
- Category: General
- @e
- ctrlSetText
- Left Argument: [idc, text]
- Description: "Sets the text that will be shown in the control with id idc of the topmost user dialog. This can be used for static texts, buttons, edit lines and active texts."
- Example: ctrlSetText [100, "Hello, world"]
- Category: General
- @e
- ctrlSetText
- Left Argument: control
- Right Argument: text
- Description: "Sets the text that will be shown in given control."
- Example: _control ctrlSetText "Hello, world."
- Category: General
- @e
- ctrlSetTextColor
- Left Argument: display
- Right Argument: color
- Description: "Sets text color of given control. Color is in format <ar>Color</ar>."
- Example: _control ctrlSetTextColor [1, 0, 0, 1]
- Category: General
- @e
- ctrlSetTextColorSecondary
- Left Argument: display
- Right Argument: color
- Description: "Sets text color of the secondary text of given control. Color is in format <ar>Color</ar>."
- Example: _control ctrlSetTextColorSecondary [1, 0, 0, 1]
- Category: General
- @e
- ctrlSetTextSecondary
- Left Argument: control
- Right Argument: text
- Description: "Sets the secondary text that will be shown in given control."
- Example: _control ctrlSetTextSecondary "Hello, world."
- Category: General
- @e
- ctrlSetTooltip
- Left Argument: display
- Right Argument: text
- Description: "Sets tooltip text of given control."
- Example: _control ctrlSetTooltip "tooltip"
- Category: General
- @e
- ctrlSetTooltipColorBox
- Left Argument: display
- Right Argument: color
- Description: "Sets tooltip border color of given control. Color is in format <ar>Color</ar>."
- Example: _control ctrlSetTooltipColorBox [1, 0, 0, 1]
- Category: General
- @e
- ctrlSetTooltipColorShade
- Left Argument: display
- Right Argument: color
- Description: "Sets tooltip background color of given control. Color is in format <ar>Color</ar>."
- Example: _control ctrlSetTooltipColorShade [1, 0, 0, 1]
- Category: General
- @e
- ctrlSetTooltipColorText
- Left Argument: display
- Right Argument: color
- Description: "Sets tooltip text color of given control. Color is in format <ar>Color</ar>."
- Example: _control ctrlSetTooltipColorText [1, 0, 0, 1]
- Category: General
- @e
- ctrlShow
- Left Argument: control
- Right Argument: show
- Description: "Show / hide given control."
- Example: _control ctrlShow false
- Category: General
- @e
- ctrlShow
- Left Argument: [idc, show]
- Description: "Shows / hides the control with id idc of the topmost user dialog."
- Example: ctrlShow [100, true]
- Category: General
- @e
- ctrlShown
- Left Argument: control
- Description: "Returns whether given control is shown."
- Example: _ok = ctrlShown _control
- Category: General
- @e
- ctrlText
- Left Argument: control
- Description: "Returns the text shown in given control."
- Example: _text = ctrlText _control
- Category: General
- @e
- ctrlTextHeight
- Left Argument: structuredText control
- Description: "Returns the text height."
- Example: h = ctrlTextHeight _control
- Category: General
- @e
- ctrlTextSecondary
- Left Argument: control
- Description: "Returns the secondary text of the given control (if control is supporting a secondary text)."
- Example: _text = ctrlTextSecondary _control
- Category: General
- @e
- ctrlType
- Left Argument: control
- Description: "Returns value representing type of control."
- Example: _type = ctrlType _control
- Category: General
- @e
- ctrlVisible
- Left Argument: idc
- Description: "Returns whether the control with id idc of the topmost user dialog is visible."
- Example: _visible = ctrlVisible 100
- Category: General
- @e
- curatorAddons
- Left Argument: curatorObj
- Description: "Return list of addons allowed to given curator."
- Category: General
- @e
- curatorCamera
- Description: "Returns curator camera object."
- Category: General
- @e
- curatorCameraArea
- Left Argument: curatorObj
- Description: "Return all curator camera areas."
- Category: General
- @e
- curatorCameraAreaCeiling
- Left Argument: curatorObj
- Description: "Return ceiling height for curator camera."
- Category: General
- @e
- curatorCoef
- Left Argument: curatorObj
- Right Argument: action
- Description: "Returns current coeficient setting"
- Example: 0 curatorCoef "Place"
- Category: General
- @e
- curatorEditableObjects
- Left Argument: curatorObj
- Description: "Return all editable objects which belongs to a curator."
- Category: General
- @e
- curatorEditingArea
- Left Argument: curatorObj
- Description: "Returns all curator editing areas"
- Category: General
- @e
- curatorEditingAreaType
- Left Argument: obj
- Description: "Returns type of edit areas assigned to curator (blacklist/whitelist)."
- Category: General
- @e
- curatorMouseOver
- Description: "Returns curator mouse over object."
- Category: General
- @e
- curatorPoints
- Left Argument: curatorObj
- Description: "Return number of points that curator have."
- Category: General
- @e
- curatorRegisteredObjects
- Left Argument: curatorObj
- Description: "Returns array with all objects that has curator registered and their settings."
- Category: General
- @e
- curatorSelected
- Description: "Returns list of all curator selected items."
- Category: General
- @e
- curatorWaypointCost
- Left Argument: curatorObj
- Description: "Return current price for placing waypoints (curator specific)."
- Category: General
- @e
- currentCommand
- Left Argument: vehicle
- Description: "Return the current command type (empty string when no command)."
- Category: General
- @e
- currentMagazine
- Left Argument: vehicle
- Description: "Return the name of the type of the currently using magazine (on the primary turret for vehicles)."
- Category: General
- @e
- currentMagazineDetail
- Left Argument: vehicle
- Description: "Return the name of the type of the currently using magazine (on the primary turret for vehicles)."
- Category: General
- @e
- currentMagazineDetailTurret
- Left Argument: vehicle
- Right Argument: turret path
- Description: "Return the name of the type of the currently using magazine on specified turret."
- Example: vehicle currentMagazineDetailTurret [0]
- Category: General
- @e
- currentMagazineTurret
- Left Argument: vehicle
- Right Argument: turret path
- Description: "Return the name of the type of the currently using magazine on specified turret."
- Example: vehicle currentMagazineTurret [0]
- Category: General
- @e
- currentMuzzle
- Left Argument: gunner
- Description: "Returns current muzzle of unit's weapon."
- Category: General
- @e
- currentTask
- Left Argument: person
- Description: "Return current task of given person."
- Category: Identity
- @e
- currentTasks
- Left Argument: teamMember
- Description: "List all uncompleted tasks."
- Category: Identity
- @e
- currentVisionMode
- Left Argument: gunner
- Description: "Returns vision mode of unit's weapon. 0-dayTime, 1-night vision, 2-FLIR "
- Category: General
- @e
- currentWaypoint
- Left Argument: group
- Description: "Return the index of the current waypoint."
- Category: General
- @e
- currentWeapon
- Left Argument: vehicle
- Description: "Return the name of the currently selected weapon (on the primary turret for vehicles)."
- Category: General
- @e
- currentWeaponMode
- Left Argument: gunner
- Description: "Returns current weapon mode of unit's weapon."
- Category: General
- @e
- currentWeaponTurret
- Left Argument: vehicle
- Right Argument: turret path
- Description: "Return the name of the currently selected weapon on specified turret."
- Example: vehicle currentWeaponTurret [0]
- Category: General
- @e
- currentZeroing
- Left Argument: gunner
- Description: "Returns zeroing of unit's weapon."
- Category: General
- @e
- cursorTarget
- Description: "This is the entity pointed to by a players cursor."
- Example: alive cursorTarget
- Category: General
- @e
- customChat
- Left Argument: unit
- Right Argument: [chan ix, string]
- Description: "Sends the chat message to the custom radio channel."
- Example: sweetBoy customChat [1,"Hi, any sweetgirls to chat?"]
- Category: General
- @e
- customRadio
- Left Argument: unit
- Right Argument: [chan ix, string]
- Description: "Sends the message to the custom radio channel. The message is defined in the description.ext file or radio protocol."
- Example: soldierOne customRadio [1,"WordEnemy"]
- Category: General
- @e
- cutFadeOut
- Left Argument: layer
- Right Argument: duration
- Description: "Terminate the effect in the given layer and set duration of the fade out phase to the given time."
- Example: 0 cutFadeIn 1.0
- Category: General
- @e
- cutObj
- Left Argument: layer
- Right Argument: effect
- Description: "Object background - the right argument uses format ["name","type",speed] or ["name","type"]. If speed is not given, it's assumed to be one.
- The left argument define layer in which the effect is show, 0 is the back most.
- The object can be defined in the description.ext file."
- Example: 0 cutObj ["TVSet", "plain"]
- Category: General
- @e
- cutObj
- Left Argument: effect
- Description: "Object background - the argument uses format ["name","type",speed, showInMap] or ["name","type"]. If speed is not given, it's assumed to be one.
- The object can be defined in the description.ext file."
- Example: cutObj ["TVSet", "plain"]
- Category: General
- @e
- cutRsc
- Left Argument: effect
- Description: "Resource background - the argument uses format ["name","type",speed, showInMap] or ["name","type"]. If speed is not given, it's assumed to be one.
- The resource can be defined in the description.ext file."
- Example: cutRsc ["binocular", "PLAIN"]
- Category: General
- @e
- cutRsc
- Left Argument: layer
- Right Argument: effect
- Description: "Resource background - the right argument uses format ["name","type",speed] or ["name","type"]. If speed is not given, it's assumed to be one.
- The left argument define layer in which the effect is show, 0 is the back most.
- The resource can be defined in the description.ext file."
- Example: 0 cutRsc ["binocular", "PLAIN"]
- Category: General
- @e
- cutText
- Left Argument: effect
- Description: "Text background - the argument uses format ["text","type",speed, showInMap] or ["text","type"]. If speed is not given, it's assumed to be one. Type may be one of: "PLAIN", "PLAIN DOWN", "BLACK", "BLACK FADED", "BLACK OUT", "BLACK IN", "WHITE OUT" or "WHITE IN"."
- Example: cutText ["", "BLACK OUT"]
- Category: General
- @e
- cutText
- Left Argument: layer
- Right Argument: effect
- Description: "Text background - the right argument uses format ["text","type",speed] or ["text","type"]. If speed is not given, it's assumed to be one. Type may be one of: "PLAIN", "PLAIN DOWN", "BLACK", "BLACK FADED", "BLACK OUT", "BLACK IN", "WHITE OUT" or "WHITE IN".
- The left argument define layer in which the effect is show, 0 is the back most."
- Example: 0 cutText ["", "BLACK OUT"]
- Category: General
- @e
- damage
- Left Argument: object
- Description: "Returns the object damage in a range of 0 to 1. Note: this function is identical to <f>getDammage</f>."
- Example: damage player
- Category: General
- @e
- date
- Description: "Return the actual mission date and time as an array [year, month, day, hour, minute]."
- Category: General
- @e
- dateToNumber
- Left Argument: date
- Description: "Convert date to float number."
- Example: time = DateToNumber [year,month,day,hour,minute]
- Category: General
- @e
- dayTime
- Description: "Returns the time in the world, in hours."
- Category: General
- @e
- deActivateKey
- Left Argument: keyName
- Description: "Deactivates the given key from the current user profile. The keys are used to unlock missions or campaigns. See keys, keysLimit and doneKeys in the description.ext file of the missions."
- Example: deActivateKey "M04"
- Category: General
- @e
- debriefingText
- Left Argument: end
- Description: "Return debriefing text."
- Category: General
- @e
- debugFSM
- Left Argument: FSM handle
- Right Argument: true
- Description: "Switch FSM debug log on/off."
- Example: BIS_grpMainFSM debugFSM true
- Category: General
- @e
- debugLog
- Left Argument: anything
- Description: "Dumps the argument's type and value to the debugging output."
- Example: debugLog player
- Category: General
- @e
- default
- Left Argument: a
- Description: "see switch"
- Category: Default
- @e
- default
- Left Argument: a
- Description: "see switch"
- Category: Default
- @e
- deg
- Left Argument: x
- Description: "Converts x from radians to degrees."
- Example: deg 1
- Example Return: 57.295
- Category: Default
- @e
- deg
- Left Argument: x
- Description: "Converts x from radians to degrees."
- Example: deg 1
- Example Return: 57.295
- Category: Default
- @e
- deleteAt
- Left Argument: array
- Right Argument: index
- Description: "Remove element at given index(and use them as a return value)."
- Example: array DeleteAt 4
- Category: Default
- @e
- deleteAt
- Left Argument: array
- Right Argument: index
- Description: "Remove element at given index(and use them as a return value)."
- Example: array DeleteAt 4
- Category: Default
- @e
- deleteCenter
- Left Argument: side
- Description: "Destroys the AI center of the given side."
- Example: deleteCenter East
- Category: General
- @e
- deleteCollection
- Left Argument: object
- Description: "same as hideObject."
- Category: General
- @e
- deleteEditorObject
- Left Argument: map
- Right Argument: object
- Description: "Delete the editor object. Requires all editor object links to be removed prior."
- Category: Editor
- @e
- deleteGroup
- Left Argument: group
- Description: "Destroys the given AI group."
- Example: deleteGroup group
- Category: General
- @e
- deleteIdentity
- Left Argument: identityName
- Description: "Deletes an identity created by saveIdentity from the campaign progress file."
- Example: deleteIdentity "playerIdentity"
- Category: General
- @e
- deleteLocation
- Left Argument: location
- Description: "Delete the given location."
- Category: Location
- @e
- deleteMarker
- Left Argument: name
- Description: "Destroys the given marker. The marker is destroyed on all computers in a network session."
- Example: deleteMarker "Marker1"
- Category: General
- @e
- deleteMarkerLocal
- Left Argument: name
- Description: "Destroys the given marker. The marker is only destroyed on the computer where the command is called."
- Example: deleteMarkerLocal "Marker1"
- Category: General
- @e
- deleteRange
- Left Argument: array
- Right Argument: [index,count]
- Description: "Removes n consequent elements starting at given index."
- Example: array deleteRange [2,8]
- Category: Default
- @e
- deleteRange
- Left Argument: array
- Right Argument: [index,count]
- Description: "Removes n consequent elements starting at given index."
- Example: array deleteRange [2,8]
- Category: Default
- @e
- deleteResources
- Left Argument: teamMember
- Right Argument: [resource1, resource2, ...]
- Description: "Delete (unregister) resources of the team member."
- Example: teamMember _agent deleteResources ["Legs"]
- Category: Agents
- @e
- deleteSite
- Left Argument: site
- Description: "Removes the site."
- Example: deleteSite tank
- Category: General
- @e
- deleteStatus
- Left Argument: statusName
- Description: "Deletes a status created by saveStatus from the campaign progress file."
- Example: deleteStatus "playerState"
- Category: General
- @e
- deleteTeam
- Left Argument: team
- Description: "Destroy given team."
- Example: deleteTeam _team
- Category: Agents
- @e
- deleteVehicle
- Left Argument: object
- Description: "Deletes any unit or vehicle. Only vehicles inserted in the editor or created during a mission can be deleted. The player unit cannot be deleted."
- Example: deleteVehicle tank
- Category: General
- @e
- deleteVehicleCrew
- Left Argument: vehicle
- Right Argument: crew
- Description: "Deletes vehicle from vehicle even if crew is already dead."
- Example: car deleteVehicleCrew soldier
- Category: General
- @e
- deleteWaypoint
- Left Argument: waypoint
- Description: "Removes the waypoint."
- Example: deleteWaypoint [grp, 2]
- Category: General
- @e
- detach
- Left Argument: obj
- Description: "Detaches an object."
- Example: detach player
- Category: General
- @e
- detectedMines
- Left Argument: side
- Description: "Returns list af all mines detected by given side."
- Example: detectedMines (side player)
- Category: General
- @e
- diag_fps
- Description: "Returns average framerate over last 16 frames."
- Category: General
- @e
- diag_fpsmin
- Description: "Returns minimal framerate. Calculated from the longest frame over last 16 frames."
- Category: General
- @e
- diag_frameno
- Description: "Returns number of frame currently displayed ."
- Category: General
- @e
- diag_log
- Left Argument: anything
- Description: "Dumps the argument's type and value to the report file."
- Example: diag_log player
- Category: General
- @e
- diag_tickTime
- Description: "Real time spent from the start of the game."
- Category: General
- @e
- dialog
- Description: "Returns whether a user dialog is present."
- Category: General
- @e
- diarySubjectExists
- Left Argument: person
- Right Argument: name
- Description: "Checks whether given subject is present in the diary of given person."
- Category: Identity
- @e
- difficulty
- Description: "Return difficulty."
- Example: difficulty
- Category: General
- @e
- difficultyEnabled
- Left Argument: flag
- Description: "Check if given difficulty setting is currently enabled. For possible values of flag, see config class Flags in CfgDificulties."
- Category: General
- @e
- difficultyEnabledRTD
- Description: "Returns true if rotorlib simulation is enabled. Forcing by mission is included."
- Category: General
- @e
- direction
- Left Argument: object
- Description: "Returns the object heading in the range of 0 to 360."
- Example: direction player
- Category: General
- @e
- directSay
- Left Argument: unit
- Right Argument: radioName
- Description: "Sends the message to the direct channel. The message is defined in the description.ext file or radio protocol."
- Example: soldierOne directSay "messageOne"
- Category: General
- @e
- disableAI
- Left Argument: unit
- Right Argument: section
- Description: "Disables parts of the AI behaviour to get more control over a unit. Section is one of "TARGET" (disables watching assigned targets), "AUTOTARGET" (disables independed target assigning and watching of unknown targets) or "MOVE" (disables movement)."
- Example: soldierOne disableAI "Move"
- Category: General
- @e
- disableCollisionWith
- Left Argument: vehicle
- Right Argument: vehicle
- Description: "Disable collision between vehicles."
- Category: General
- @e
- disableConversation
- Left Argument: unit
- Right Argument: lock
- Description: "Lock / unlock the unit to using conversation. Implemented by the counter, so lock - unlock need to be matched."
- Example: player disableConversation true
- Category: General
- @e
- disableDebriefingStats
- Description: "Disable debriefing score table."
- Example: disableDebriefingStats
- Category: General
- @e
- disableSerialization
- Description: "Disable saving of script containing this command. After this, script can work with the data types which do not support serialization (UI types)."
- Category: Default
- @e
- disableSerialization
- Description: "Disable saving of script containing this command. After this, script can work with the data types which do not support serialization (UI types)."
- Category: Default
- @e
- disableTIEquipment
- Left Argument: vehicle
- Right Argument: enable/disable
- Description: "Enable/disable transport vision modes(Ti)"
- Category: General
- @e
- disableUAVConnectability
- Left Argument: object
- Right Argument: [uav, checkAllItems]
- Description: "disable unit's AV terminal(s) connecting to UAV"
- Example: unit DisableUAVConnectability [uav, true]
- Category: General
- @e
- disableUserInput
- Left Argument: disable
- Description: "Disables all user input. This is normally used only in cutscenes to disable the player's controls."
- Category: General
- @e
- displayAddEventHandler
- Left Argument: display
- Right Argument: [handler name, function]
- Description: "Add an event handler to the given display. Returns id of the handler or -1 when failed."
- Example: _id = _display displayAddEventHandler ["KeyDown", ""]
- Category: General
- @e
- displayCtrl
- Left Argument: display
- Right Argument: idc
- Description: "Return child control with specified idc."
- Example: _control = _display displayCtrl 101
- Category: General
- @e
- displayNull
- Description: "A non-existing display. This value is not equal to anything, including itself."
- Category: General
- @e
- displayRemoveAllEventHandlers
- Left Argument: display
- Right Argument: handler name
- Description: "Remove all even handlers from the given display."
- Example: _display displayRemoveAllEventHandlers "KeyDown"
- Category: General
- @e
- displayRemoveEventHandler
- Left Argument: display
- Right Argument: [handler name, id]
- Description: "Remove a given event handler from the given display."
- Example: _display displayRemoveEventHandler ["KeyDown", 0]
- Category: General
- @e
- displaySetEventHandler
- Left Argument: display
- Right Argument: [handler name, function]
- Description: "Sets given event handler of given display."
- Example: _control displaySetEventHandler ["KeyDown", ""]
- Category: General
- @e
- dissolveTeam
- Left Argument: team
- Description: "Dissolves the given team. All members become members of the main team. Possible team values are: "RED", "GREEN", "BLUE" or "YELLOW"."
- Example: dissolveTeam "RED"
- Category: General
- @e
- distance
- Left Argument: obj1 or pos1
- Right Argument: obj2 or pos2
- Description: "Computes the distance between two objects or positions."
- Example: player distance leader player
- Category: General
- @e
- distanceSqr
- Left Argument: obj1 or pos1
- Right Argument: obj2 or pos2
- Description: "Computes the distance square between two objects or positions."
- Example: player distanceSqr (leader player)
- Category: General
- @e
- distributionRegion
- Description: "Return the region where the game was sold (based on distribution id)."
- Category: General
- @e
- do
- Left Argument: while
- Right Argument: code
- Description: "Repeats the code while the condition is true. Note: the maximum repeat count for the loop is 10000. If the condition is still true after the loop was repeated 10000 times, the loop will be terminated and an error message is shown."
- Example: while "a>b" do {a=a+1}
- Category: Default
- @e
- do
- Left Argument: while
- Right Argument: code
- Description: "Repeats the code while the condition is true. Note: the maximum repeat count for the loop is 10000. If the condition is still true after the loop was repeated 10000 times, the loop will be terminated and an error message is shown."
- Example: while "a>b" do {a=a+1}
- Category: Default
- @e
- doArtilleryFire
- Left Argument: unit
- Right Argument: [position, type, rounds]
- Description: "Orders a unit to reaload defined magazine commence fire burst on the given position (silently)."
- Example: mortar1 doArtilleryFire [[3000, 120, 1000], "8Rnd_82mm_Mo_shells", 3]
- Category: General
- @e
- doFire
- Left Argument: unit
- Right Argument: target
- Description: "Orders a unit to commence firing on the given target (silently). If the target is objNull, the unit is ordered to commence firing on its current target (set using doTarget or commandTarget)."
- Example: soldierOne doFire objNull
- Category: General
- @e
- doFollow
- Left Argument: unit
- Right Argument: position
- Description: "Orders a unit to follow the given unit (silently)."
- Example: soldierOne doFollow player
- Category: General
- @e
- doFSM
- Left Argument: unit(s)
- Right Argument: [fsm name, position, target]
- Description: "Orders a unit to process command defined by FSM file (silently)."
- Example: soldierOne doFSM ["move.fsm", position player, player]
- Category: General
- @e
- doGetOut
- Left Argument: unit
- Description: "Orders a unit to get out from the vehicle (silently)."
- Example: doGetOut unitOne
- Category: General
- @e
- doMove
- Left Argument: unit
- Right Argument: position
- Description: "Orders the unit to move to the given position (format <ar>Position</ar>) (silently)."
- Example: soldierOne doMove getMarkerPos "MarkerMoveOne"
- Category: General
- @e
- doorPhase
- Left Argument: object
- Right Argument: animation
- Description: "Return animation phase of door on vehicle."
- Example: heli doorPhase "gunnerDoor"
- Category: General
- @e
- doStop
- Left Argument: unit
- Description: "Orders the unit to stop (silently).
- Note: the stop command is never finished; the unit will never be ready."
- Example: doStop unitOne
- Category: General
- @e
- doTarget
- Left Argument: unit
- Right Argument: position
- Description: "Orders the unit to target the given target (silently)."
- Example: soldierOne doTarget player
- Category: General
- @e
- doWatch
- Left Argument: unit
- Right Argument: position
- Description: "Orders the unit to watch the given position (format <ar>Position</ar>) (silently)."
- Example: soldierOne doWatch getMarkerPos "MarkerMoveOne"
- Category: General
- @e
- drawArrow
- Left Argument: map
- Right Argument: [position1, position2, color]
- Description: "Draw arrow in map."
- Category: General
- @e
- drawEllipse
- Left Argument: map
- Right Argument: [center, a, b, angle, color, fill]
- Description: "Draw ellipse in map."
- Category: General
- @e
- drawIcon
- Left Argument: map
- Right Argument: [texture, color, position, width, height, angle, text, shadow, textSize, font, align]
- Description: "Draw icon in map."
- Example: control drawIcon [ "#(argb,8,8,3)color(0,1,0,1)", [1,1,1,1], position player, 10, 10,1, userText, 1, 0.2, "TahomaB", "right"
- Category: General
- @e
- drawIcon3D
- Left Argument: [texture, color, position, width, height, angle, text, shadow, textSize, font]
- Description: "Draws an ingame icon at a given position."
- Example: drawIcon3D ["#(argb,8,8,3)color(0,0.5,1,1)", [1,1,1,1], position cursorTarget, 1, 1, 45, "Target", 1, 0.05, "TahomaB"]
- Category: General
- @e
- drawLine
- Left Argument: map
- Right Argument: [position1, position2, color]
- Description: "Draw line in map."
- Category: General
- @e
- drawLine3D
- Left Argument: [start, end, color]
- Description: "Draws a line of a given COLOR from START to END."
- Example: drawLine3D [position soldier, position cursorTarget, [1,1,1,1]]
- Category: General
- @e
- drawLink
- Left Argument: map
- Right Argument: [from, to, param type, line type, color]
- Description: "The editor will draw a line between the two specified editor objects. Line type can be LINE or ARROW."
- Category: Editor
- @e
- drawLocation
- Left Argument: map
- Right Argument: location
- Description: "Draw location in the map."
- Category: Location PC
- @e
- drawRectangle
- Left Argument: map
- Right Argument: [center, a, b, angle, color, fill]
- Description: "Draw rectangle in map."
- Category: General
- @e
- driver
- Left Argument: vehicle
- Description: "Returns the driver of the vehicle. If the vehicle is not a vehicle, but a person, the person is returned instead."
- Example: driver vehicle player
- Category: General
- @e
- drop
- Left Argument: array
- Description: "Drops a particle into the scene. Array is in format <ar>ParticleArray</ar>."
- Category: General
- @e
- east
- Description: "The East side."
- Category: General
- @e
- echo
- Left Argument: text
- Description: "Sends any text into the debugger console or the logfile."
- Example: echo "Text in logfile"
- Category: Default
- @e
- echo
- Left Argument: text
- Description: "Sends any text into the debugger console or the logfile."
- Example: echo "Text in logfile"
- Category: Default
- @e
- editObject
- Left Argument: map
- Right Argument: object
- Description: "Show the edit object dialog for the given object."
- Category: Editor
- @e
- editorSetEventHandler
- Left Argument: map
- Right Argument: [handler name, function]
- Description: "Sets given event handler of given editor."
- Example: _map editorSetEventHandler ["SelectObject", ""]
- Category: Editor
- @e
- effectiveCommander
- Left Argument: vehicle
- Description: "Returns the effective commander (who really commands) of the vehicle."
- Category: General
- @e
- else
- Left Argument: ifCode
- Right Argument: elseCode
- Description: "Constructs an array that can be processed by <f>then</f>."
- Example: if (a>b) then {c=0} else {c=1}
- Category: Default
- @e
- else
- Left Argument: ifCode
- Right Argument: elseCode
- Description: "Constructs an array that can be processed by <f>then</f>."
- Example: if (a>b) then {c=0} else {c=1}
- Category: Default
- @e
- emptyPositions
- Left Argument: vehicle
- Right Argument: position
- Description: "Returns the number of available cargo, driver, gunner or commander positions in the vehicle."
- Example: _freePositions = (vehicle player) freePositions "cargo"
- Category: General
- @e
- enableAI
- Left Argument: unit
- Right Argument: section
- Description: "Enables parts of the AI behaviour. Section is one of "TARGET" (enables watching assigned targets), "AUTOTARGET" (enables independed target assigning and watching of unknown targets) or "MOVE" (enables movement)."
- Example: soldierOne enableAI "Move"
- Category: General
- @e
- enableAIFeature
- Left Argument: feature
- Right Argument: enabled
- Description: "Enable/disable given AI feature. Feature may be one of: "AwareFormationSoft", "CombatFormationSoft"."
- Example: "AwareFormationSoft" enableAIFeature true
- Category: General
- @e
- enableAttack
- Left Argument: group
- Right Argument: enable
- Description: "Set if leader can issue attack commands."
- Category: General
- @e
- enableAutoStartUpRTD
- Left Argument: RTD_helicopter
- Right Argument: enabled
- Description: "enables automatic start up action,"
- Category: General
- @e
- enableAutoTrimRTD
- Left Argument: RTD_helicopter
- Right Argument: bool
- Description: "eanbles autoTrim"
- Category: General
- @e
- enableCamShake
- Left Argument: true/false
- Description: "Enables/disables camera shakes."
- Category: General
- @e
- enableCaustics
- Left Argument: enable
- Description: "Enable/disable caustics drawing."
- Category: General
- @e
- enableCollisionWith
- Left Argument: vehicle
- Right Argument: vehicle
- Description: "Enable collision between vehicles."
- Category: General
- @e
- enableCopilot
- Left Argument: vehicle
- Right Argument: enable
- Description: "Enables copilot actions."
- Category: General
- @e
- enableDebriefingStats
- Left Argument: [left, top, width, height]
- Description: "Enable debriefing score table. The table will be displayed at specified coordinates."
- Example: enableDebriefingStats [0.1, 0.1, 0.8, 0.8]
- Category: General
- @e
- enableDiagLegend
- Left Argument: true/false
- Description: "Enable or disable legend for diagnostic"
- Example: enableDiagLegend false
- Category: General
- @e
- enableEndDialog
- Description: "Enables the dialog buttons to be shown during the OnPlayerKilled script."
- Category: General
- @e
- enableEngineArtillery
- Left Argument: true/false
- Description: "Enables/disables engine's artillery."
- Category: General
- @e
- enableEnvironment
- Left Argument: enabled
- Description: "Enable/disable environmental effects (ambient life + sound)."
- Example: enableEnvironment false
- Category: General
- @e
- enableFatigue
- Left Argument: unit
- Right Argument: bool
- Description: "Enables/Disables the person's fatigue."
- Example: player enableFatigue false
- Category: General
- @e
- enableGunLights
- Left Argument: group
- Right Argument: mode
- Description: "Tells AI units to force the gun light on (forceOn), off (forceOff) or set it automatically when in combat mode (auto)"
- Example: groupOne enableGunLights "forceOff"
- Category: General
- @e
- enableIRLasers
- Left Argument: group
- Right Argument: enable
- Description: "Enable/disable using IR lasers for AI"
- Example: groupOne enableIRLasers true
- Category: General
- @e
- enableMimics
- Left Argument: unit
- Right Argument: enabled
- Description: "Enables/disables mimics on a given unit"
- Example: cursorTarget enableMimics false
- Category: General
- @e
- enablePersonTurret
- Left Argument: vehicle
- Right Argument: [turret path, enable]
- Description: "Enables/disables usage of PersonTurret"
- Example: heli enablePersonTurret [[1], true]
- Category: General
- @e
- enableRadio
- Left Argument: enable
- Description: "Enables radio transmissions to be heard and seen on screen."
- Category: General
- @e
- enableReload
- Left Argument: object
- Right Argument: enable
- Description: "Enable / disable reload right after magazine is empty."
- Example: _vehicle enableReload false
- Category: General
- @e
- enableRopeAttach
- Left Argument: vehicle
- Right Argument: enable
- Description: "Enable / disable ability to attach ropes or to be attached to ropes for given vehicle"
- Category: General
- @e
- enableSatNormalOnDetail
- Left Argument: true/false
- Description: "Enables/disables satellite normal map od detail maps."
- Category: General
- @e
- enableSaving
- Left Argument: enable or [enable, save]
- Description: "Enable / disable saving of the game. When disabled, the autosave is created (if not forbidden by save == false)."
- Category: General
- @e
- enableSentences
- Left Argument: enable
- Description: "Enables radio transmissions to be heard and seen on screen. It does not affect KBTell conversations."
- Category: General
- @e
- enableSimulation
- Left Argument: entity
- Right Argument: enable
- Description: "Enable / disable simulation for given entity."
- Category: General
- @e
- enableSimulationGlobal
- Left Argument: entity
- Right Argument: enable
- Description: "Enable / disable simulation for given entity globally. Only from server"
- Category: General
- @e
- enableStressDamage
- Left Argument: enable
- Description: "Enable stress damage."
- Category: General
- @e
- enableTeamSwitch
- Left Argument: enable
- Description: "Enable / disable team switch."
- Category: General
- @e
- enableTraffic
- Left Argument: enable
- Description: "Enable ambient traffic."
- Category: General
- @e
- enableUAVConnectability
- Left Argument: object
- Right Argument: [uav, checkAllItems]
- Description: "enable unit's AV terminal(s) connecting to UAV"
- Example: unit enableUAVConnectability [uav, true]
- Category: General
- @e
- enableUAVWaypoints
- Left Argument: vehicle
- Right Argument: bool
- Description: "Enable/disable option to set waypoints for UAV unit in AV terminal"
- Example: vehicle enableUAVWaypoints false
- Category: General
- @e
- endLoadingScreen
- Description: "Finish loading screen displaying (started by startLoadingScreen)."
- Category: General
- @e
- endMission
- Left Argument: end type
- Description: "Finish the mission. The end type can be "CONTINUE", "KILLED", "LOSER", "END1", "END2", "END3", "END4", "END5", or "END6"."
- Category: General
- @e
- engineOn
- Left Argument: vehicle
- Right Argument: on
- Description: "Switches the vehicle's engine on (true) or off (false)."
- Example: vehicle player engineOn false
- Category: General
- @e
- enginesIsOnRTD
- Left Argument: RTD_helicopter
- Description: "Returns which engines are producing some work."
- Category: General
- @e
- enginesPowerRTD
- Left Argument: RTD_Helicopter
- Description: "Power produced by engines in Watts."
- Category: General
- @e
- enginesRpmRTD
- Left Argument: RTD_helicopter
- Description: "Returns all engines RPM."
- Category: General
- @e
- enginesTorqueRTD
- Left Argument: RTD_Helicopter
- Description: "Torque produced by engines in Newton*meter."
- Category: General
- @e
- entities
- Left Argument: type
- Description: "Returns a list of entities with given type. "
- Example: entities "Car"
- Category: General
- @e
- estimatedEndServerTime
- Description: "Estimated end of MP game converted to serverTime."
- Category: General
- @e
- estimatedTimeLeft
- Left Argument: timeLeft
- Description: "Returns the estimated time left in the game. Using this function the designer can provide a "time left" estimate that is shown in the "Game in progress" screen or in the master browser. For missions with a hard set limit adjusted via Param1, the following example can be used in the init.sqs file."
- Example: estimatedTimeLeft Param1
- Category: General
- @e
- evalObjectArgument
- Left Argument: map
- Right Argument: [object, argument]
- Description: "Return object argument in mission editor."
- Category: Editor
- @e
- everyBackpack
- Left Argument: box
- Description: "Returns array of backpacks stored in given crate .e.g. used for accessing backpack content of a backpack on ground."
- Example: everyBackpack cursorTarget
- Category: General
- @e
- everyContainer
- Left Argument: box
- Description: "Returns array of all containers(uniforms, vest, backpacks) stored in given crate .e.g. used for accessing container's content stored into ammoBox or ground."
- Example: everyContainer cursorTarget
- Category: General
- @e
- exec
- Left Argument: argument
- Right Argument: script
- Description: "Executes a script. Argument is passed to the script as local variable _this. The script is first searched in the mission folder, then in the campaign scripts subfolder and finally in the global scripts folder."
- Example: [player, jeepOne] exec "getIn.sqs"
- Category: General
- @e
- execEditorScript
- Left Argument: map
- Right Argument: [object, script]
- Description: "Execute an editor script for the specified object."
- Example: _map execEditorScript ["_team_1", "create"]
- Category: Editor
- @e
- execFSM
- Left Argument: filename
- Description: "Execute the scripted FSM. The FSM file is first searched in the mission folder, then in the campaign scripts folder and finally in the global scripts folder. Return the FSM handler or 0 when failed."
- Example: execFSM "test.fsm"
- Category: General
- @e
- execFSM
- Left Argument: argument
- Right Argument: filename
- Description: "Execute the scripted FSM. Argument is passed to the FSM as local variable _this. The FSM file is first searched in the mission folder, then in the campaign scripts folder and finally in the global scripts folder. Return the FSM handler or 0 when failed."
- Example: player execFSM "test.fsm"
- Category: General
- @e
- execVM
- Left Argument: filename
- Description: "Compile and execute function (sqf). The function is first searched in the mission folder, then in the campaign scripts folder and finally in the global scripts folder."
- Example: execVM "test.sqf"
- Category: General
- @e
- execVM
- Left Argument: argument
- Right Argument: filename
- Description: "Compile and execute function (sqf). Argument is passed to the script as local variable _this. The function is first searched in the mission folder, then in the campaign scripts folder and finally in the global scripts folder."
- Example: player execVM "test.sqf"
- Category: General
- @e
- exit
- Description: "Exits the script."
- Category: General
- @e
- exitWith
- Left Argument: if
- Right Argument: code
- Description: "if result of condition is true, evaluates code, and current block with result of code"
- Example: if (_x>5) exitWith {echo "_x is too big";_x}
- Example Return: [when _x is greater then 5, outputs message and terminates code in current level with value of _x
- Category: Default
- @e
- exitWith
- Left Argument: if
- Right Argument: code
- Description: "if result of condition is true, evaluates code, and current block with result of code"
- Example: if (_x>5) exitWith {echo "_x is too big";_x}
- Example Return: [when _x is greater then 5, outputs message and terminates code in current level with value of _x
- Category: Default
- @e
- exp
- Left Argument: x
- Description: "The exponential value of x."
- Example: exp 1
- Example Return: 2.7182
- Category: Default
- @e
- exp
- Left Argument: x
- Description: "The exponential value of x."
- Example: exp 1
- Example Return: 2.7182
- Category: Default
- @e
- expectedDestination
- Left Argument: person
- Description: "Return expected destination of unit as a [position, planningMode, forceReplan]."
- Category: General
- @e
- eyeDirection
- Left Argument: unit
- Description: "Returns the direction object is watching (eyes, or a vehicle primary observer)."
- Example: eyeDirection player
- Category: General
- @e
- eyePos
- Left Argument: obj
- Description: "Returns the position of the object eye in format <ar>PositionASL</ar>."
- Example: eyePos player
- Category: General
- @e
- face
- Left Argument: object
- Description: "Returns the face from identity of given object."
- Example: face player
- Category: General
- @e
- faction
- Left Argument: unit
- Description: "Gets unit faction. If faction is not defined, returns empty string."
- Category: General
- @e
- factor
- Left Argument: expr
- Right Argument: val
- Description: "Extend expression"
- Category: Simple expression
- @e
- fadeMusic
- Left Argument: time
- Right Argument: volume
- Description: "Causes a smooth change in the music volume. The change duration is given by time, the target volume by volume. The default music volume is 0.5."
- Example: 5 fadeMusic 0
- Category: General
- @e
- fadeRadio
- Left Argument: time
- Right Argument: volume
- Description: "Causes a smooth change in the radio volume. The change duration is given by time, the target volume by volume. The default radio volume is 1.0."
- Example: 5 fadeRadio 0.1
- Category: General
- @e
- fadeSound
- Left Argument: time
- Right Argument: volume
- Description: "Causes a smooth change in the master volume. The change duration is given by time, the target volume by volume. The default master volume is 1.0."
- Example: 5 fadeSound 0.1
- Category: General
- @e
- fadeSpeech
- Left Argument: time
- Right Argument: volume
- Description: "Causes a smooth change in the master speech volume. The change duration is given by time, the target volume by volume. The default master volume is 1.0."
- Example: 5 fadeSound 0.1
- Category: General
- @e
- failMission
- Left Argument: end type
- Description: "Finish the mission. The end type can be "CONTINUE", "KILLED", "LOSER", "END1", "END2", "END3", "END4", "END5", or "END6". Mission saves will not be deleted."
- Category: General
- @e
- false
- Description: "Always false."
- Category: Default
- @e
- false
- Description: "Always false."
- Category: Default
- @e
- fillWeaponsFromPool
- Left Argument: person
- Description: "Adds magazines from the campaign pool to the person (depending on the weapons the person has)."
- Example: fillWeaponsFromPool victor
- Category: General
- @e
- find
- Left Argument: array
- Right Argument: x
- Description: "Returns the position of the first array element that matches x, returns -1 if not found."
- Example: [0, 1, 2] find 1
- Example Return: 1
- Category: Default
- @e
- find
- Left Argument: array
- Right Argument: x
- Description: "Returns the position of the first array element that matches x, returns -1 if not found."
- Example: [0, 1, 2] find 1
- Example Return: 1
- Category: Default
- @e
- findCover
- Left Argument: object
- Right Argument: [position, hidePosition, maxDist, minDist, visibilityPosition, ignoreObject]
- Description: "Returns the object where the object should search for cover. The minDist, visibilityPosition and ignoreObject parameters are optional. visibilityPosition is used to select cover that can see a certain position. ignoreObject is an object that is ignored in visibility check."
- Category: General
- @e
- findDisplay
- Left Argument: idd
- Description: "Find display by its IDD."
- Example: _display = findDisplay 1
- Category: General
- @e
- findEditorObject
- Left Argument: map
- Right Argument: [type, name1, value1, ...]
- Description: "Return object of given type with given arguments. Use [type, game value] to search by object reference of a specific editor object type."
- Category: Editor
- @e
- findEmptyPosition
- Left Argument: center
- Right Argument: [radius, maxDistance] or [radius, maxDistance, vehicleType]
- Description: "Search for the position nearest (up to maxDistance) to the center, with the free area (vehicle of the given type can be placed anywhere) of the given radius. When not found, empty array is returned."
- Category: General
- @e
- findEmptyPositionReady
- Left Argument: center
- Right Argument: [radius, maxDistance]
- Description: "Check if findEmptyPosition can be called without waiting for files."
- Category: General
- @e
- findNearestEnemy
- Left Argument: object
- Right Argument: position
- Description: "Find the nearest enemy from the specified position."
- Category: General
- @e
- finishMissionInit
- Description: "Finish world initialization before mission is launched."
- Category: General
- @e
- finite
- Left Argument: x
- Description: "True, if number is finite (not infinite and valid number)"
- Example: finite 10/0
- Example Return: false
- Category: Default
- @e
- finite
- Left Argument: x
- Description: "True, if number is finite (not infinite and valid number)"
- Example: finite 10/0
- Example Return: false
- Category: Default
- @e
- fire
- Left Argument: unit
- Right Argument: weaponName
- Description: "The unit will fire from the given weapon."
- Example: soldierOne fire "HandGrenade"
- Category: General
- @e
- fireAtTarget
- Left Argument: vehicle
- Right Argument: [target, weapon]
- Description: "Gunner in unit's vehicle fire at given target. If weapon is not given, current is used."
- Example: bool = vehicle FireAtTarget [target]; bool = player FireAtTarget [target,1]
- Category: General
- @e
- firstBackpack
- Left Argument: box
- Description: "Returns object of the first stored backpack in another weaponholder.e.g. used for accessing backpack content of a backpack on ground."
- Example: firstBackpack cursorTarget
- Category: General
- @e
- flag
- Left Argument: unit
- Description: "If the unit has a flag, this flag is returned.
- If not, objNull is returned."
- Example: flag player
- Category: General
- @e
- flagOwner
- Left Argument: flag
- Description: "When used on a flag, the returned value is the person that has this flag.
- When used on anything else, objNull is returned."
- Example: flagowner flagOne
- Category: General
- @e
- fleeing
- Left Argument: unit
- Description: "Checks whether the unit is fleeing. A dead or empty unit returns false."
- Example: fleeing player
- Category: General
- @e
- floor
- Left Argument: x
- Description: "The floor value of x."
- Example: floor 5.25
- Example Return: 5
- Category: Default
- @e
- floor
- Left Argument: x
- Description: "The floor value of x."
- Example: floor 5.25
- Example Return: 5
- Category: Default
- @e
- flyInHeight
- Left Argument: helicopter
- Right Argument: height
- Description: "Sets the height level for the helicopter. The accepted range is from 50 to 1000."
- Example: cobraOne flyInHeight 150
- Category: General
- @e
- fog
- Description: "Return the current fog."
- Category: General
- @e
- fogForecast
- Description: "Return the fog forecast."
- Category: General
- @e
- fogParams
- Description: "Returns actual params for fog."
- Category: General
- @e
- for
- Left Argument: var
- Description: "Starts for sequence, use in complette form(see example)."
- Example: for "_x" from 1 to 10 do {debugLog _x;}
- Category: Default
- @e
- for
- Left Argument: var
- Description: "Starts for sequence, use in complette form(see example)."
- Example: for "_x" from 1 to 10 do {debugLog _x;}
- Category: Default
- @e
- forceAddUniform
- Left Argument: unit
- Right Argument: type
- Description: "Create a new uniform and hard link it into uniform slot(without any restrictions)."
- Category: General
- @e
- forceAtPositionRTD
- Left Argument: position
- Description: "Add force generator to world. Returns force index."
- Category: General
- @e
- forceEnd
- Description: "Forces the mission to terminate."
- Category: General
- @e
- forceGeneratorRTD
- Left Argument: index
- Description: "Add force generator to world. Returns force index."
- Category: General
- @e
- forceMap
- Left Argument: show
- Description: "Forces the map to display."
- Example: forceMap true
- Category: General
- @e
- forceRespawn
- Left Argument: targetUnit
- Description: "Force respawns given unit (stays old "killed" body). Will not count score"
- Category: General
- @e
- forceSpeed
- Left Argument: object
- Right Argument: speed
- Description: "Force the speed of the given object."
- Category: General
- @e
- forceWalk
- Left Argument: player
- Right Argument: force walk
- Description: "Force player to walk."
- Example: player forceWalk true
- Category: General
- @e
- forceWeaponFire
- Left Argument: unit
- Right Argument: [weapon, mode]
- Description: "The unit will be forced to fire from the given weapon."
- Example: soldierOne forceWeaponFire ["arifle_MX_F",0]
- Category: General
- @e
- forceWeatherChange
- Description: "Forces saved wanted settings for weather to be actual. (BEWARE: Will cause lag)"
- Category: General
- @e
- forEach
- Left Argument: command
- Right Argument: array
- Description: "Executes the given command for each element in array.
- It's executed as follows:
- for each element of array an element is assigned as _x and the command is executed."
- Example: "_x setdammage 1" forEach units group player
- Category: Default
- @e
- forEach
- Left Argument: command
- Right Argument: array
- Description: "Executes the given command for each element in array.
- It's executed as follows:
- for each element of array an element is assigned as _x and the command is executed."
- Example: "_x setdammage 1" forEach units group player
- Category: Default
- @e
- forEachMember
- Left Argument: command
- Right Argument: team
- Description: "Executes the given command for each member of the team (recursively)."
- Category: Agents
- @e
- forEachMemberAgent
- Left Argument: command
- Right Argument: team
- Description: "Executes the given command for each agent member of the team (recursively)."
- Category: Agents
- @e
- forEachMemberTeam
- Left Argument: command
- Right Argument: team
- Description: "Executes the given command for each team member of the team (recursively)."
- Category: Agents
- @e
- format
- Left Argument: format
- Description: "The first argument of the array is in format string. This string may contain references to the following arguments using format %1, %2, etc. Each %x is replaced by the corresponding argument. %x may appear in the string in any order."
- Example: format ["%1 - %2 - %1", 1, "text"]
- Example Return: "1 - text - 1"
- Category: General
- @e
- formation
- Left Argument: grp
- Description: "Returns the formation of the group ("COLUMN", "STAG COLUMN", "WEDGE", "ECH LEFT", "ECH RIGHT", "VEE" or "LINE")."
- Example: formation group player
- Category: General
- @e
- formationDirection
- Left Argument: person
- Description: "Return the direction unit watching in formation."
- Category: General
- @e
- formationLeader
- Left Argument: person
- Description: "Return leader of the formation."
- Category: General
- @e
- formationMembers
- Left Argument: person
- Description: "Return list of units (drivers) in the formation."
- Category: General
- @e
- formationPosition
- Left Argument: person
- Description: "Return position of unit in the formation."
- Category: General
- @e
- formationTask
- Left Argument: person
- Description: "Return the current task of the unit in the formation."
- Category: General
- @e
- formatText
- Left Argument: [format, arg1, arg2, ...]
- Description: "Creates a structured text by replacing %1, %2, etc. in format by plain or structured texts given as arguments."
- Example: txt = formatText ["Image: %1", image "data\isniper.paa"]
- Category: General
- @e
- formLeader
- Left Argument: unit
- Description: "Returns the formation leader for the given unit. For dead units objNull is returned. The result is often the same as groupLeader, but not always."
- Example: formLeader player != leader player
- Category: General
- @e
- freeLook
- Description: "Returns true if freelook is active."
- Category: General
- @e
- from
- Left Argument: for "_var"
- Right Argument: b
- Description: "Continue sequence of 'for' command."
- Example: for "_x" from 10 to 20 do {..code..}
- Category: Default
- @e
- from
- Left Argument: for "_var"
- Right Argument: b
- Description: "Continue sequence of 'for' command."
- Example: for "_x" from 10 to 20 do {..code..}
- Category: Default
- @e
- fromEditor
- Left Argument: teamMember
- Description: "Return if given team was inserted directly from mission editor."
- Example: _fromEditor = fromEditor _member
- Category: Agents
- @e
- fuel
- Left Argument: vehicle
- Description: "Checks how much fuel is left in the gas tank, in the range from 0 to 1."
- Example: fuel vehicle player
- Category: General
- @e
- fullCrew
- Left Argument: vehicle
- Description: "Returns array with all crew inside given vehicle"
- Example: fullCrew vehicle player
- Category: General
- @e
- gearIDCAmmoCount
- Left Argument: control IDC
- Description: "Returns ammo count of assigned magazine."
- Example: ammo = gearSlotAmmoCount IDC
- Category: General
- @e
- gearSlotAmmoCount
- Left Argument: control
- Description: "Returns ammo count of assigned magazine."
- Example: ammo = gearSlotAmmoCount _control
- Category: General
- @e
- gearSlotData
- Left Argument: control
- Description: "Returns gear slot item name."
- Example: weapon = gearSlotData _control
- Category: General
- @e
- getAmmoCargo
- Left Argument: vehicle
- Description: "Returns the amount of ammo resources in the cargo space of a repair vehicle."
- Example: getAmmoCargo vehicle
- Category: General
- @e
- getArray
- Left Argument: config
- Description: "Extract array from config entry."
- Example: _array = getArray (configFile >> "CfgVehicles" >> "Thing" >> "threat")
- Category: General
- @e
- getArtilleryAmmo
- Left Argument: [unitlist]
- Description: "Get list of all available magazines of artillery units in the list."
- Category: General
- @e
- getArtilleryComputerSettings
- Description: "Returns settings from artillery computer currently opened by player."
- Category: General
- @e
- getArtilleryETA
- Left Argument: unit
- Right Argument: [position, magazineType]
- Description: "Get ETA in seconds for given atrillery unit, it's magazineType and target position. Returns negative value if fire is not possible."
- Category: General
- @e
- getAssignedCuratorLogic
- Left Argument: player
- Description: "Returns curator logic to which has given player access."
- Category: General
- @e
- getAssignedCuratorUnit
- Left Argument: curatorObj
- Description: "Returns unit assigned to curator logic."
- Category: General
- @e
- getBackpackCargo
- Left Argument: box
- Description: "Returns all backpacks names and count from ammo box (or any general weapon holder container)."
- Example: getBackpackCargo jeepOne
- Category: General
- @e
- getBleedingRemaining
- Left Argument: unit
- Description: "Return reamining time of bleeding."
- Category: General
- @e
- getBurningValue
- Left Argument: unit
- Description: "Return amount of damage from fire."
- Category: General
- @e
- getCargoIndex
- Left Argument: vehicle
- Right Argument: Unit
- Description: "Returns the index of the unit in Cargo"
- Example: _index = _Jeep getCargoIndex player
- Category: General
- @e
- getCenterOfMass
- Left Argument: object
- Description: "Returns center of mass of an object"
- Example: com = getCenterOfMass myEntity
- Category: General
- @e
- getClientState
- Description: "Return client state in network game"
- Category: General
- @e
- getConnectedUAV
- Left Argument: Unit
- Description: "Returns UAV if unit has connection to some UAV."
- Example: getConnectedUAV player
- Category: General
- @e
- getDammage
- Left Argument: obj
- Description: "Returns the object damage in the range from 0 to 1."
- Example: getDammage player
- Category: General
- @e
- getDescription
- Left Argument: unit
- Description: "Returns the string representation of unit as an four slots array ([unit,uniform,vest,backpack])"
- Example: getDescription player
- Category: General
- @e
- getDir
- Left Argument: obj
- Description: "Returns the object heading in the range from 0 to 360."
- Example: getDir player
- Category: General
- @e
- getDirVisual
- Left Argument: obj
- Description: "Returns the object heading in the range from 0 to 360."
- Example: getDir player
- Category: General
- @e
- getDLCAssetsUsage
- Description: "Returns an array of the DLC usage times. Returned array contain DLC item in this format: [[name, dlcAppId, sessionTime, totalTime], [name, dlcAppId, sessionTime, totalTime], ...]"
- Category: General
- @e
- getDLCAssetsUsageByName
- Left Argument: assetName
- Description: "Returns an array with the session and global time the asset has been used."
- Category: General
- @e
- getDLCs
- Left Argument: filter
- Description: "Returns list of appIds of game DLCs. Use filter param to get only certain DLCs: 0:all, 1:owned, 2:not owned"
- Category: General
- @e
- getDLCUsageTime
- Left Argument: appId
- Description: "Returns total time the assets of the given DLC has been used."
- Category: General
- @e
- getEditorCamera
- Left Argument: map
- Description: "Fetches a reference to the mission editor camera."
- Category: Editor
- @e
- getEditorMode
- Left Argument: map
- Description: "Returns the current mode of the editor."
- Category: Editor
- @e
- getEditorObjectScope
- Left Argument: map
- Right Argument: object
- Description: "Returns the editor object scope of the specified editor object."
- Category: Editor
- @e
- getElevationOffset
- Description: "Returns the map elevation offset from [map]/config.cpp"
- Category: General
- @e
- getEngineTargetRPMRTD
- Left Argument: RTD_helicopter
- Description: "Returns target rpm of all engines."
- Category: General
- @e
- getFatigue
- Left Argument: unit
- Description: "Returns fatigue of given unit."
- Category: General
- @e
- getFieldManualStartPage
- Left Argument: display
- Description: "Returns array of the starting topic and hint the given field manual should display"
- Category: General
- @e
- getFriend
- Left Argument: side1
- Right Argument: side2
- Description: "Returns if sides are friendly or hostile. For a value smaller than 0.6 it results in being enemy, otherwise it's friendly."
- Example: value = west getFriend east
- Category: General
- @e
- getFSMVariable
- Left Argument: FSM handle
- Right Argument: name
- Description: "Return the value of variable in the variable space of given FSM. The FSM handle is the number returned by the execFSM command."
- Category: General
- @e
- getFuelCargo
- Left Argument: vehicle
- Description: "Returns the fuel amount in the cargo space of a refuelling vehicle."
- Example: getFuelCargo vehicle
- Category: General
- @e
- getGroupIcon
- Left Argument: group
- Right Argument: ID
- Description: "Get group icon properties."
- Example: group getGroupIcon id
- Category: General
- @e
- getGroupIconParams
- Left Argument: group
- Description: "Returns group icons params. [color, text,scale, visible]"
- Example: getGroupIconParams group
- Category: General
- @e
- getGroupIcons
- Left Argument: group
- Description: "Returns all group icons.[[id,icon,[offsetx,offsety],[..],..]"
- Example: getGroupIcons group
- Category: General
- @e
- getHideFrom
- Left Argument: object
- Right Argument: enemy
- Description: "Returns the hiding position in format <ar>Position</ar>. If enemy is null it is the some position in front of the object or enemy position otherwise."
- Category: General
- @e
- getHit
- Left Argument: vehicle
- Right Argument: selectionName
- Description: "Return current level of damage for a specific selection."
- Example: (vehicle player) getHit "hitEngine"
- Category: General
- @e
- getHitPointDamage
- Left Argument: vehicle
- Right Argument: hitpointName
- Description: "Return current level of damage for a specific Hit Point (specified by its config class)."
- Example: (vehicle player) getHitPointDamage "hitEngine"
- Category: General
- @e
- getItemCargo
- Left Argument: box
- Description: "Returns all items names and count from ammo box (or any general weapon holder container)."
- Example: getItemCargo jeepOne
- Category: General
- @e
- getMagazineCargo
- Left Argument: box
- Description: "Returns all magazines names and count from ammo box (or any general weapon holder container)."
- Example: getMagazineCargo jeepOne
- Category: General
- @e
- getMarkerColor
- Left Argument: marker
- Description: "Gets the marker color. See <f>setMarkerColor</f>."
- Example: getMarkerColor "MarkerOne"
- Category: General
- @e
- getMarkerPos
- Left Argument: markerName
- Description: "Returns the marker positon in format [x,z,y]."
- Example: getMarkerPos "markerOne"
- Category: General
- @e
- getMarkerSize
- Left Argument: marker
- Description: "Gets the marker size. See <f>setMarkerSize</f>."
- Example: getMarkerSize "MarkerOne"
- Category: General
- @e
- getMarkerType
- Left Argument: marker
- Description: "Gets the type of the marker. See <f>setMarkerType</f>."
- Example: getMarkerType "MarkerOne"
- Category: General
- @e
- getMass
- Left Argument: object
- Description: "Returns mass of an object"
- Example: mass = getMass myEntity
- Category: General
- @e
- getMissionDlcs
- Description: "Returns list of DLCs that are used in the mission. List is created only from units listed in mission.sqm and doesn't detect units created by scripts!"
- Example: list of DLCs detected for the mission
- Category: General
- @e
- getNumber
- Left Argument: config
- Description: "Extract number from config entry."
- Example: _array = getNumber (configFile >> "CfgVehicles" >> "Thing" >> "maxSpeed")
- Category: General
- @e
- getObjectArgument
- Left Argument: map
- Right Argument: [object, argument]
- Description: "Return name of object argument in mission editor."
- Category: Editor
- @e
- getObjectChildren
- Left Argument: map
- Right Argument: object
- Description: "Return a list of all the children of the specified object."
- Category: Editor
- @e
- getObjectDLC
- Left Argument: Object
- Description: "Returns an appId the object belongs to. The information is taken from it's model."
- Example: getObjectDLC cursorTarget
- Category: General
- @e
- getObjectMaterials
- Left Argument: object
- Description: "Returns a list of all custom materials assigned to given object."
- Example: _materials = getObjectMaterials player;
- Category: General
- @e
- getObjectProxy
- Left Argument: map
- Right Argument: object
- Description: "Return the proxy object associated with the given editor object."
- Category: Editor
- @e
- getObjectTextures
- Left Argument: object
- Description: "Returns a list of all custom textures assigned to given object."
- Example: _textures = getObjectTextures player;
- Category: General
- @e
- getOxygenRemaining
- Left Argument: unit
- Description: "Return amount of remaining oxygen."
- Category: General
- @e
- getPersonUsedDLCs
- Left Argument: Person
- Description: "Returns list of all DLCs (appIds, both owned or not) the person is currently using."
- Example: getPersonUsedDLCs player
- Category: General
- @e
- getPlayerUID
- Left Argument: unit
- Description: "Get unique player id."
- Category: General
- @e
- getPos
- Left Argument: obj
- Description: "Returns the object position in format <ar>Position</ar>."
- Example: getPos player
- Category: General
- @e
- getPosASL
- Left Argument: obj
- Description: "Returns the object position in format <ar>PositionASL</ar>."
- Example: getPosASL player
- Category: General
- @e
- getPosASLVisual
- Left Argument: object
- Description: "Returns the object rendered position in format <ar>PositionASL</ar>."
- Example: visiblePositionASL player
- Category: General
- @e
- getPosASLW
- Left Argument: obj
- Description: "Returns the object position in format <ar>PositionASLW</ar>."
- Example: getPosASLW player
- Category: General
- @e
- getPosATL
- Left Argument: obj
- Description: "Returns the object position in format <ar>PositionATL</ar>."
- Example: getPosATL player
- Category: General
- @e
- getPosATLVisual
- Left Argument: obj
- Description: "Returns the object position in format <ar>PositionATL</ar>."
- Example: getPosATL player
- Category: General
- @e
- getPosVisual
- Left Argument: object
- Description: "Returns the object rendered position in format <ar>Position</ar>."
- Example: visiblePosition player
- Category: General
- @e
- getPosWorld
- Left Argument: obj
- Description: "Returns the object position in format <ar>PositionWorld</ar>."
- Example: getPosWorld player
- Category: General
- @e
- getRepairCargo
- Left Argument: vehicle
- Description: "Returns the amount or repair resources in the cargo space of a repair vehicle."
- Example: getRepairCargo vehicle
- Category: General
- @e
- getResolution
- Description: "returns [width, height, 2D viewport Width, 2D viewport Height, aspect ration, UI scale]"
- Category: General
- @e
- getRotorBrakeRTD
- Left Argument: RTD_helicopter
- Description: "Returns if rotorbrake is on."
- Category: General
- @e
- getShadowDistance
- Description: "Get the shadows rendering distance."
- Example: _dist = getShadowDistance
- Category: General
- @e
- getSlingLoad
- Left Argument: vehicle
- Description: "Return object which is sling loaded by vehicle"
- Example: getSlingLoad veh
- Category: General
- @e
- getSpeed
- Left Argument: object
- Right Argument: speedMode
- Description: "Get the speed for the given speed mode. SpeedMode can be: "AUTO","SLOW","NORMAL","FAST"."
- Category: General
- @e
- getStatValue
- Left Argument: statName
- Description: "Returns value of the given stat. "
- Category: General
- @e
- getTerrainHeightASL
- Left Argument: [x,y]
- Description: "Returns terrain height above sea level."
- Example: z = getTerrainHeightASL [x,y]
- Category: General
- @e
- getText
- Left Argument: config
- Description: "Extract text from config entry."
- Example: _array = getText (configFile >> "CfgVehicles" >> "Thing" >> "icon")
- Category: General
- @e
- getTotalDLCUsageTime
- Description: "Returns total DLC usage time in this game session"
- Category: General
- @e
- getTrimOffsetRTD
- Left Argument: RTD_helicopter
- Description: "Returns controls trim offset."
- Category: General
- @e
- getVariable
- Left Argument: namespace
- Right Argument: name
- Description: "Return the value of variable in the given namespace."
- Category: Default
- @e
- getVariable
- Left Argument: namespace
- Right Argument: name
- Description: "Return the value of variable in the given namespace."
- Category: Default
- @e
- getWeaponCargo
- Left Argument: box
- Description: "Returns all weapons names and count from ammo box (or any general weapon holder container)."
- Example: getWeaponCargo jeepOne
- Category: General
- @e
- getWingsOrientationRTD
- Left Argument: RTD_helicopter
- Description: "Returns orientation of horizontaol stabilizers."
- Category: General
- @e
- getWingsPositionRTD
- Left Argument: RTD_helicopter
- Description: "Returns position of stabilizers."
- Category: General
- @e
- getWPPos
- Left Argument: waypoint
- Description: "Gets the waypoint position. The format of waypoint is <ar>Waypoint</ar>."
- Example: getWPPos [groupOne, 1]
- Category: General
- @e
- glanceAt
- Left Argument: unit(s)
- Right Argument: position
- Description: "Control what the unit is glancing at (target or position) (format <ar>Position</ar>)"
- Example: someSoldier glanceAt otherSoldier; otherSoldier glanceAt getMarkerPos "markerOne"
- Category: General
- @e
- globalChat
- Left Argument: unit
- Right Argument: chatText
- Description: "Types text to the global radio channel.
- Note: this function only types text to the list, it does not broadcast the message. If you want the message to show on all computers, you have to execute it on all of them."
- Example: soldierOne globalChat "Show this text"
- Category: General
- @e
- globalRadio
- Left Argument: unit
- Right Argument: radioName
- Description: "Sends the message to the global radio channel. The message is defined in the description.ext file or radio protocol."
- Example: soldierOne globalRadio "messageOne"
- Category: General
- @e
- goggles
- Left Argument: unit
- Description: "Returns name of currently used goggles."
- Category: General
- @e
- goto
- Left Argument: label
- Description: "Only in scripts: go to given label. Note: the string argument is used here. Be sure to use double quotes around the label name in goto."
- Example: goto "Loop"
- Category: General
- @e
- group
- Left Argument: obj
- Description: "Returns the group to which the given unit is assigned. For dead units, grpNull is returned."
- Example: group player == group leader player
- Category: General
- @e
- groupChat
- Left Argument: unit
- Right Argument: chatText
- Description: "Types text to the group radio channel.
- Note: this function only types text to the list, it does not broadcast the message. If you want the message to show on all computers, you have to execute it on all of them."
- Example: soldierOne groupChat "Show this text"
- Category: General
- @e
- groupFromNetId
- Left Argument: id
- Description: "Get group with given unique ID."
- Example: groupFromNetId (netId group player)
- Example Return: group player
- Category: General
- @e
- groupIconSelectable
- Description: "Return if groups icon raises onClick and onOver events."
- Category: General
- @e
- groupIconsVisible
- Description: "Return group icons are visible."
- Category: General
- @e
- groupID
- Left Argument: group
- Description: "Returns group name."
- Example: name = groupID (group player)
- Category: General
- @e
- groupOwner
- Left Argument: group
- Description: "Returns ID of client to which the group is local. Can be run only from server. When called from client, it always returns 0."
- Category: General
- @e
- groupRadio
- Left Argument: unit
- Right Argument: radioName
- Description: "Sends the message to the group radio channel. The message is defined in the description.ext file or radio protocol."
- Example: soldierOne groupRadio "messageOne"
- Category: General
- @e
- groupSelectedUnits
- Left Argument: unit
- Description: "Returns selected groups in sgroup."
- Example: array = groupSelectedUnits unit
- Category: General
- @e
- groupSelectUnit
- Left Argument: unit
- Right Argument: [unit,bool]
- Description: "Select unit from unit's group."
- Example: player groupSelectUnit [unit,true]
- Category: General
- @e
- grpNull
- Description: "A non-existing group. This value is not equal to anything, including itself."
- Example: group player == objNull
- Example Return: false
- Category: General
- @e
- gunner
- Left Argument: vehicle
- Description: "Returns the gunner of the vehicle. If the vehicle is not a vehicle, but a person, the person is returned."
- Example: gunner vehicle player
- Category: General
- @e
- gusts
- Description: "Return the current gusts value."
- Category: General
- @e
- halt
- Description: "Stops the program into a debugger."
- Example: halt
- Category: Default
- @e
- halt
- Description: "Stops the program into a debugger."
- Example: halt
- Category: Default
- @e
- handgunItems
- Left Argument: unit
- Description: "Get array with all items assigned to a weapon."
- Category: General
- @e
- handgunMagazine
- Left Argument: vehicle
- Description: "Return the names of the types of currently loaded magazines in given weapon."
- Category: General
- @e
- handgunWeapon
- Left Argument: unit
- Description: "Returns the name of a units's handgun (an empty string if there is none)."
- Example: handgunWeapon player
- Category: General
- @e
- handsHit
- Left Argument: soldier
- Description: "Checks whether the soldier's hands are hit (causing inaccurate aiming)."
- Example: handsHit leader player
- Category: General
- @e
- hasInterface
- Description: "Returns true if the computer has an inteface (a real player). False for a dedicated server or for a headless client."
- Category: General
- @e
- hasWeapon
- Left Argument: unit
- Right Argument: weaponName
- Description: "Checks whether the unit has the given weapon."
- Example: player hasWeapon "M16"
- Category: General
- @e
- hcAllGroups
- Left Argument: unit
- Description: "Returns selected groups in high command."
- Example: array = hcAllGroups unit
- Category: General
- @e
- hcGroupParams
- Left Argument: unit
- Right Argument: group
- Description: "Returns parameters describing group in high command bar. Return value is [string,float[4]]"
- Example: unit hcGroupParams group
- Category: General
- @e
- hcLeader
- Left Argument: group
- Description: "Returns group's HC commander."
- Example: hcLeader group
- Category: General
- @e
- hcRemoveAllGroups
- Left Argument: unit
- Description: "Remove all groups from unit's high command bar."
- Example: hcRemoveAllGroups unit
- Category: General
- @e
- hcRemoveGroup
- Left Argument: unit
- Right Argument: group
- Description: "Removes group from unit's high command bar."
- Example: unit HCRemoveGroup group
- Category: General
- @e
- hcSelected
- Left Argument: unit
- Description: "Returns selected groups in high command."
- Example: array = hcSelected unit
- Category: General
- @e
- hcSelectGroup
- Left Argument: unit
- Right Argument: array
- Description: "Select given group in HC bar."
- Example: unit hcSelectGroup [group,true]
- Category: General
- @e
- hcSetGroup
- Left Argument: unit
- Right Argument: array
- Description: "Add group to unit's high command bar. Array parameters are group, group name and team (teammain, teamred, teamgreen, teamblue, teamyellow) . Group is the only necessary parameter."
- Example: unit hcSetGroup [group,"HQ","teamred"]
- or
- player hcSetGroup [group]
- Category: General
- @e
- hcShowBar
- Left Argument: bool
- Description: "Shows or hides HC bar. There must be some groups under hc command to show hc bar."
- Example: hcShowBar true
- Category: General
- @e
- hcShownBar
- Description: "Return true if the HC bar is shown/active."
- Category: General
- @e
- headgear
- Left Argument: unit
- Description: "Returns name of currently used headgear."
- Category: General
- @e
- hideBody
- Left Argument: person
- Description: "Hides the body of the given person."
- Example: hideBody player
- Category: General
- @e
- hideObject
- Left Argument: object
- Description: "Hide object (cannot hide static objects)."
- Category: General
- @e
- hideObject
- Left Argument: object
- Right Argument: hidden
- Description: "Hide object (cannot hide static objects)."
- Example: player hideObject true
- Category: General
- @e
- hideObjectGlobal
- Left Argument: object
- Description: "Hide object globally (cannot hide static objects). Only from server"
- Category: General
- @e
- hideObjectGlobal
- Left Argument: object
- Right Argument: hidden
- Description: "Hide object (cannot hide static objects)."
- Example: player hideObject true
- Category: General
- @e
- hint
- Left Argument: text
- Description: "Shows a text hint. The text can contain several lines. \n is used to indicate the end of a line."
- Example: hint "Press W to move forward"
- Category: General
- @e
- hintC
- Left Argument: title
- Right Argument: text
- Description: "Creates a hint dialog with the given title and text."
- Category: General
- @e
- hintC
- Left Argument: text
- Description: "Shows a text hint. The text can contain several lines. \n is used to indicate the end of a line. This hint has to be confirmed."
- Example: hintC "Press W to move forward"
- Category: General
- @e
- hintCadet
- Left Argument: text
- Description: "Shows a text hint only when using cadet mode. The text can contain several lines. \n is used to indicate the end of a line."
- Example: hintCadet "Press W to move forward"
- Category: General
- @e
- hintSilent
- Left Argument: text
- Description: "Same as <f>hint</f>, but without a sound."
- Category: General
- @e
- hmd
- Left Argument: unit
- Description: "Returns name of currently used HMD."
- Category: General
- @e
- hostMission
- Left Argument: [Config,Display]
- Description: "Host the MP mission described by config class. Should be called as a reaction to some UI action in some dialog."
- Category: General
- @e
- htmlLoad
- Left Argument: control
- Right Argument: filename
- Description: "Load HTML from file to given control. On dedicated server/client connected to a dedicated server, if allowedHTMLloadExtensions parameter is specified in the DS config file this can only succeed if a given file extension is listed in it. The list should containt at least the following extensions: txt, htm, html, xml. Note, this list may not be completely up to date"
- Example: _control htmlLoad "briefing.html"
- Category: General
- @e
- HUDMovementLevels
- Description: "Returns movement borders for HUD [min speed, max speed, min alt, max alt, min dir, max dir, position[x,y,z] or target]"
- Category: General
- @e
- humidity
- Description: "Return the current humidity value."
- Category: General
- @e
- if
- Left Argument: condition
- Description: "The first part of the if command."
- Example: if (a>b) then {a=b}
- Category: Default
- @e
- if
- Left Argument: condition
- Description: "The first part of the if command."
- Example: if (a>b) then {a=b}
- Category: Default
- @e
- image
- Left Argument: filename
- Description: "Creates a structured text containing the given image."
- Example: txt1 = image "data\isniper.paa"
- Category: General
- @e
- importAllGroups
- Left Argument: map
- Description: "Imports all groups into the RTE."
- Category: Editor
- @e
- importance
- Left Argument: location
- Description: "Return importance of given location."
- Category: Location
- @e
- in
- Left Argument: x
- Right Argument: array
- Description: "Checks whether x is equal to any element in the array."
- Example: 1 in [0, 1, 2]
- Example Return: true
- Category: Default
- @e
- in
- Left Argument: x
- Right Argument: array
- Description: "Checks whether x is equal to any element in the array."
- Example: 1 in [0, 1, 2]
- Example Return: true
- Category: Default
- @e
- incapacitatedState
- Left Argument: unit
- Description: "Returns the incapacitated state of the given unit."
- Category: General
- @e
- independent
- Description: "Pre-defined variable for the independent side."
- Category: General
- @e
- inflame
- Left Argument: fireplace
- Right Argument: burn
- Description: "Controls fireplace buring. Set to true to inflame the fireplace."
- Example: fireplaceOne inflame true
- Category: General
- @e
- inflamed
- Left Argument: fireplace
- Description: "Check if fireplace is inflamed (buring)."
- Example: inflamed fireplaceOne
- Category: General
- @e
- inGameUISetEventHandler
- Left Argument: [handler name, function]
- Description: "Sets given event handler of in-game UI."
- Category: General
- @e
- inheritsFrom
- Left Argument: config
- Description: "Returns base entry of config entry."
- Example: _base = inheritsFrom (configFile >> "CfgVehicles" >> "Car")
- Category: General
- @e
- initAmbientLife
- Description: "Initialize the ambient life."
- Category: General
- @e
- inputAction
- Left Argument: name
- Description: "Return the state of input devices mapped to given input action (see CfgDefaultKeysMapping for action names)."
- Category: General
- @e
- inRangeOfArtillery
- Left Argument: pos
- Right Argument: [[unit1, unit2, ...], magazineType]
- Description: "Returns true if all given units are able to fire at given position with given magazineType."
- Category: General
- @e
- insertEditorObject
- Left Argument: map
- Right Argument: [type, value, [name1, value1, ...], subtype class]
- Description: "Insert an object to the editor and assign arguments. Create script is not called. Returns the ID of the new EditorObject. Subtype class is optional."
- Category: Editor
- @e
- interpolate
- Left Argument: expr
- Right Argument: val
- Description: "Extend expression"
- Category: Simple expression
- @e
- intersect
- Left Argument: [object, lod name]
- Right Argument: [begin, end]
- Description: "Find named selection in object which is in specified lod intersected by given section of a line."
- Example: [tank, "VIEW" intersect [[1500, 1500, 2], [1550, 1500, 2]]
- Category: General
- @e
- isAbleToBreathe
- Left Argument: unit
- Description: "Return whether the unit is diving."
- Category: General
- @e
- isAgent
- Left Argument: teamMember
- Description: "Check if team member is an agent."
- Category: Agents
- @e
- isArray
- Left Argument: config
- Description: "Check if config entry represents array."
- Example: _ok = isArray (configFile >> "CfgVehicles")
- Example Return: false
- Category: General
- @e
- isAutoHoverOn
- Left Argument: vehicle
- Description: "Returns true if vehicle has enabled auto hover"
- Category: General
- @e
- isAutonomous
- Left Argument: Uav
- Description: "Return true if UAV is in autonomous mode."
- Example: uavAuto = isAutonomous uav
- Category: General
- @e
- isAutoStartUpEnabledRTD
- Left Argument: RTD_helicopter
- Description: "Returns true if automatic start up action is enabled."
- Category: General
- @e
- isAutotest
- Description: "Returns true if game was started with autotest parameter"
- Example: isAutotest
- Category: General
- @e
- isAutoTrimOnRTD
- Left Argument: RTD_helicopter
- Description: "Returns true if autotrim is enabled."
- Category: General
- @e
- isBleeding
- Left Argument: unit
- Description: "Return whether the unit is bleeding."
- Category: General
- @e
- isBurning
- Left Argument: unit
- Description: "Return whether the unit is burning."
- Category: General
- @e
- isClass
- Left Argument: config
- Description: "Check if config entry represents config class."
- Example: _ok = isClass (configFile >> "CfgVehicles")
- Example Return: true
- Category: General
- @e
- isCollisionLightOn
- Left Argument: vehicle
- Description: "Checks whether the collision light is on.(non-vehicle param returns false)"
- Example: on = isLightOn vehicle player
- Category: General
- @e
- isCopilotEnabled
- Left Argument: vehicle
- Description: "Returns true if copilots actions are enabled."
- Example: enabled = isCopilotEnabled (vehicle player)
- Category: General
- @e
- isDedicated
- Description: "Return true for dedicated server."
- Category: General
- @e
- isDLCAvailable
- Left Argument: appId
- Description: "Returns true if the DLC is marked as available."
- Example Return: 123896
- Category: General
- @e
- isEngineOn
- Left Argument: vehicle
- Description: "Checks whether the engine is on. "
- Example: on = isEngineOn vehicle player
- Category: General
- @e
- isEqualTo
- Left Argument: var1
- Right Argument: var2
- Description: "Performs strict comparison between var1 and var2 and returns true if equal otherwise false."
- Example: _arr1 = [1,2,[3]];
- _arr2 = [1,2,[3]];
- if (_arr1 isEqualTo _arr2) then {hint "arrays match!"};
- Category: General
- @e
- isFlashlightOn
- Left Argument: unit
- Right Argument: weapon
- Description: "Return if there is a linked and enabled flashlight on a given weapon."
- Example: player IsFlashlightOn (currentWeapon player)
- Category: General
- @e
- isFlatEmpty
- Left Argument: position
- Right Argument: [float minDistance,float precizePos,float maxGradient,float gradientRadius,float onWater,bool onShore,object skipobj]
- Description: "Chek if given area is flat and emty."
- Example: newposition = position isFlatEmpty(10, 0, 0.5, 5, 0, false, player)
- Category: General
- @e
- isForcedWalk
- Left Argument: player
- Description: "Returns true if player is forced to walk"
- Category: General
- @e
- isFormationLeader
- Left Argument: person
- Description: "Returns true if the specified person is subgroup leader."
- Category: General
- @e
- isHidden
- Left Argument: person
- Description: "Return whether the person is hidden (reached the hiding position)."
- Category: General
- @e
- isInRemainsCollector
- Left Argument: object
- Description: "Returns true if object will be managed by the unitRemove manager"
- Example: isInRemainsCollector player
- Category: General
- @e
- isInstructorFigureEnabled
- Description: "True if instructor figure is enabled in Game Options."
- Example: isInstructorFigureEnabled
- Example Return: true or false
- Category: General
- @e
- isIRLaserOn
- Left Argument: unit
- Right Argument: weapon
- Example: Return if there is a linked and enabled IR on a given weapon.
- Example Return: player IsIRLaserOn (currentWeapon player)
- Category: General
- @e
- isKeyActive
- Left Argument: keyName
- Description: "Checks whether the given key is active in the current user profile."
- Example: ok = isKeyActive "M04"
- Category: General
- @e
- isKindOf
- Left Argument: typeName1
- Right Argument: typeName2
- Description: "Checks whether the type typeName1 is inherited from the type typeName1."
- Example: "Tank" isKindOf "Land"
- Example Return: true
- Category: General
- @e
- isLightOn
- Left Argument: vehicle
- Description: "Checks whether the light is on.(non-vehicle param returns false)"
- Example: on = isLightOn vehicle player
- Category: General
- @e
- isLocalized
- Left Argument: stringName
- Description: "Checks whether given string name is localized."
- Example: isLocalized "STR_DN_SNAKE"
- Category: General
- @e
- isManualFire
- Left Argument: vehicle
- Description: "Returns true if manul fire is on."
- Category: General
- @e
- isMarkedForCollection
- Left Argument: object
- Description: "Checks whether the object is marked for weapons collection."
- Example: marked = isMarkedForCollection truck
- Category: General
- @e
- isMultiplayer
- Description: "Return true if multiPlayer."
- Category: General
- @e
- isNil
- Left Argument: variable
- Description: "Tests whether the variable is null. The function returns true if the variable is null and false if it's not."
- Example: if (isNil("_pokus")) then {_pokus=0;}
- Category: Default
- @e
- isNil
- Left Argument: variable
- Description: "Tests whether the variable is null. The function returns true if the variable is null and false if it's not."
- Example: if (isNil("_pokus")) then {_pokus=0;}
- Category: Default
- @e
- isNull
- Left Argument: obj
- Description: "Checks whether the value is equal to objNull.
- Note: a==ObjNull does not work, because objNull is not equal to anything, even to itself."
- Example: isNull objNull
- Example Return: true
- Category: General
- @e
- isNumber
- Left Argument: config
- Description: "Check if config entry represents number."
- Example: _ok = isNumber (configFile >> "CfgVehicles")
- Example Return: false
- Category: General
- @e
- isObjectRTD
- Left Argument: helicopter
- Description: "Returns true if RTD model is loaded."
- Category: General
- @e
- isOnRoad
- Left Argument: position or object
- Description: "Check whether given position is on road."
- Category: General
- @e
- isPipEnabled
- Description: "Returns true if PiP is enabled."
- Category: General
- @e
- isPlayer
- Left Argument: person
- Description: "Check if given person is the player."
- Category: General
- @e
- isRealTime
- Left Argument: map
- Description: "Returns true if the mission editor is operating in real time mode."
- Example: _isRealTime = isRealTime _map
- Category: Editor
- @e
- isServer
- Description: "Returns true if the computer is the server."
- Category: General
- @e
- isShowing3DIcons
- Left Argument: map
- Description: "Returns true if the editor is set to draw 3D icons."
- Category: Editor
- @e
- isSteamMission
- Description: "Returns true if mission is started from the steam."
- Category: General
- @e
- isStreamFriendlyUIEnabled
- Description: "True if stream friendly UI is enabled in Game Options."
- Example: isStreamFriendlyUIEnabled
- Example Return: true or false
- Category: General
- @e
- isStressDamageEnabled
- Description: "Returns true if stress damage is enabled."
- Category: General
- @e
- isText
- Left Argument: config
- Description: "Check if config entry represents text."
- Example: _ok = isText (configFile >> "CfgVehicles")
- Example Return: false
- Category: General
- @e
- isTouchingGround
- Left Argument: object
- Description: "Returns true if object is touching the ground."
- Example: isTouchingGround vehicle
- Category: General
- @e
- isTutHintsEnabled
- Description: "True if tutorial hints are enabled in Game Options."
- Example: isTutHintsEnabled
- Example Return: true or false
- Category: General
- @e
- isUAVConnectable
- Left Argument: object
- Right Argument: [uav, checkAllItems]
- Description: "return true, if UAV is connectable by AV terminal(s)"
- Example: connetable = unit isUAVConnectable [uav, true]
- Category: General
- @e
- isUAVConnected
- Left Argument: Uav
- Description: "Returns true if UAV is connected to some terminal."
- Example: isUAVConnected cursorTarget
- Category: General
- @e
- isUniformAllowed
- Left Argument: unit
- Right Argument: type
- Description: "Check whether given uniform can be dressed by target soldier."
- Category: General
- @e
- isWalking
- Left Argument: soldier
- Description: "Returns true walk is toggled."
- Category: General
- @e
- itemCargo
- Left Argument: box
- Description: "Get array with items from ammo box (or any general weapon holder container). "
- Category: General
- @e
- items
- Left Argument: unit
- Description: "Returns only items that are not magazines/explosives/grenades. Includes also items that are linked on unit (i.e. includes assignedItems array)"
- Category: General
- @e
- itemsWithMagazines
- Left Argument: unit
- Description: "Get array with all inventory items."
- Category: General
- @e
- join
- Left Argument: unitArray
- Right Argument: group
- Description: "Joins all units in the array to the given group.
- Note: the total number of group members cannot exceed 12.
- Note: This function is unsupported in MP in version 1.33 and before."
- Example: [unitOne, unitTwo] join player
- Category: General
- @e
- joinAs
- Left Argument: unit
- Right Argument: [group, id]
- Description: "Joins the unit to the given group, if position id is available, this one is used."
- Example: player joinAs [_group, 4]
- Category: General
- @e
- joinAsSilent
- Left Argument: unit
- Right Argument: [group, id]
- Description: "Joins the unit to the given group, if position id is available, this one is used. Avoid any radio communication related to joining."
- Example: player joinAsSilent [_group, 4]
- Category: General
- @e
- joinSilent
- Left Argument: unitArray
- Right Argument: group
- Description: "Joins all units in the array to the given group. Avoid any radio communication related to joining."
- Example: [unitOne, unitTwo] joinSilent player
- Category: General
- @e
- kbAddDatabase
- Left Argument: person
- Right Argument: filename
- Description: "Register knowledge base database to given person."
- Example: _unit kbAddDatabase "chat.txt"
- Category: General
- @e
- kbAddDatabaseTargets
- Left Argument: person
- Right Argument: filename
- Description: "Register target list knowledge base database to given person."
- Example: _unit kbAddDatabase "chat.txt"
- Category: General
- @e
- kbAddTopic
- Left Argument: person
- Right Argument: [name, filename(, task type(, player event handler))]
- Description: "Register conversation topic to given person."
- Category: General
- @e
- kbHasTopic
- Left Argument: person
- Right Argument: name
- Description: "Check if conversation topic was registered to given person."
- Category: General
- @e
- kbReact
- Left Argument: person
- Right Argument: [receiver, topic, sentence id, [argument name, argument value, argument text, argument speech], ...]
- Description: "Pass a non-verbal communication to the receiver."
- Category: General
- @e
- kbRemoveTopic
- Left Argument: person
- Right Argument: name
- Description: "Unregister conversation topic from given person."
- Category: General
- @e
- kbTell
- Left Argument: person
- Right Argument: [receiver, topic, sentence id, [argument name, argument value, argument text, argument speech], ...]
- Description: "Make the person tell to the receiver the sentence. Last parameter can be false/true to force radio channel selection, or number 1..10 to force possible CustomChannel, or radio channel name 'GLOBAL','SIDE','GROUP','VEHICLE','DIRECT','COMMAND'."
- Category: General
- @e
- kbWasSaid
- Left Argument: person
- Right Argument: [receiver, topic, sentence id, max. age]
- Description: "Check if given item was said by person to someone."
- Category: General
- @e
- keyImage
- Left Argument: dikCode
- Description: "Returns a structured text, containing an image or name (if no image is found) of the button (on the keyboard, mouse or joystick) with the given code."
- Example: name = keyImage 28
- Example Return: "Enter"
- Category: General
- @e
- keyName
- Left Argument: dikCode
- Description: "Returns the name of a button (on the keyboard, mouse or joystick) with the given code."
- Example: name = keyName 28
- Example Return: "Enter"
- Category: General
- @e
- knowsAbout
- Left Argument: unit
- Right Argument: target
- Description: "Checks whether the unit knows about the target (and how much). If the unit is a vehicle, the vehicle commander is considered instead."
- Example: soldierOne knowsAbout jeepOne
- Category: General
- @e
- land
- Left Argument: helicopter
- Right Argument: mode
- Description: "Forces a helicopter landing. The landing mode may be "LAND" (a complete stop), "GET IN" (hovering very low for another unit to get in), "GET OUT" (hovering low for another unit to get out) or "NONE" (cancel landing)."
- Example: cobraOne land "LAND"
- Category: General
- @e
- landAt
- Left Argument: airplane
- Right Argument: airportId
- Description: "Order AI airplane to land at given airport"
- Example: plane landAt 0
- Category: General
- @e
- landResult
- Left Argument: helicopter
- Description: "Return the result of helicopter landing position searching (performed after land command). The value can be "Found" (position found), "NotFound" (position not found), "NotReady" (position searching is still in progress) or empty string when wrong argument given."
- Category: General
- @e
- language
- Description: "Returns current game language."
- Category: General
- @e
- laserTarget
- Left Argument: vehicle
- Description: "Returns target created by gunner in given vehicle."
- Category: General
- @e
- lbAdd
- Left Argument: [idc, text]
- Description: "Adds an item with the given text to the listbox or combobox with id idc of the topmost user dialog. It returns the index of the newly added item."
- Example: _index = lbAdd [101, "First item"]
- Category: General
- @e
- lbAdd
- Left Argument: control
- Right Argument: text
- Description: "Adds an item with the given text to the given listbox or combobox. It returns the index of the newly added item."
- Example: _index = _control lbAdd "First item"
- Category: General
- @e
- lbClear
- Left Argument: control
- Description: "Clears all items in the given listbox or combobox."
- Example: lbClear _control
- Category: General
- @e
- lbColor
- Left Argument: control
- Right Argument: index
- Description: "Returns the text color of the item with the given index of the given listbox or combobox."
- Example: _color = _control lbColor 0
- Category: General
- @e
- lbColor
- Left Argument: [idc, index]
- Description: "Returns the text color of the item with the given index of the listbox or combobox with id idc of the topmost user dialog. The color is returned in format <ar>Color</ar>."
- Example: _color = lbColor [101, 0]
- Category: General
- @e
- lbColorRight
- Left Argument: control
- Right Argument: index
- Description: "Returns the text color of the secondary text (right aligned) of the item with the given index of the given listbox or combobox."
- Example: _color = _control lbColorRight 0
- Category: General
- @e
- lbColorRight
- Left Argument: [idc, index]
- Description: "Returns the text color of the secondary text (right aligned) of the item with the given index of the listbox or combobox with id idc of the topmost user dialog. The color is returned in format <ar>Color</ar>."
- Example: _color = lbColorRight [101, 0]
- Category: General
- @e
- lbCurSel
- Left Argument: control
- Description: "Returns the index of the selected item of the given listbox or combobox."
- Example: _index = lbCurSel _control
- Category: General
- @e
- lbData
- Left Argument: control
- Right Argument: index
- Description: "Returns the additional text (invisible) in an item with the given index of the given listbox or combobox."
- Example: _data = _control lbData 0
- Category: General
- @e
- lbData
- Left Argument: [idc, index]
- Description: "Returns the additional text (invisible) in an item with the given index of the listbox or combobox with id idc of the topmost user dialog."
- Example: _data = lbData [101, 0]
- Category: General
- @e
- lbDelete
- Left Argument: control
- Right Argument: index
- Description: "Removes the item with the given index from the given listbox or combobox."
- Example: _control lbDelete 0
- Category: General
- @e
- lbDelete
- Left Argument: [idc, index]
- Description: "Removes the item with the given index from the listbox or combobox with id idc of the topmost user dialog."
- Example: lbDelete [101, 0]
- Category: General
- @e
- lbIsSelected
- Left Argument: control
- Right Argument: index
- Description: "Check whether given row of the given listbox is selected."
- Example: _selected = _control lbIsSelected 0
- Category: General
- @e
- lbPicture
- Left Argument: control
- Right Argument: index
- Description: "Returns the picture name of the item with the given index of the given listbox or combobox."
- Example: _picture = _control lbPicture 0
- Category: General
- @e
- lbPicture
- Left Argument: [idc, index]
- Description: "Returns the picture name of the item with the given index of the listbox or combobox with id idc of the topmost user dialog."
- Example: _picture = lbPicture [101, 0]
- Category: General
- @e
- lbPictureRight
- Left Argument: control
- Right Argument: index
- Description: "Returns the second (right aligned) picture name of the item with the given index of the given listbox or combobox."
- Example: _picture = _control lbPictureRight 0
- Category: General
- @e
- lbPictureRight
- Left Argument: [idc, index]
- Description: "Returns the second (right aligned) picture name of the item with the given index of the listbox or combobox with id idc of the topmost user dialog."
- Example: _picture = lbPictureRight [101, 0]
- Category: General
- @e
- lbSelection
- Left Argument: control
- Description: "Returns the array of selected rows indices in the given listbox."
- Example: _indices = lbSelection _control
- Category: General
- @e
- lbSetColor
- Left Argument: control
- Right Argument: [index, color]
- Description: "Sets the text color of the item with the given index of the given listbox or combobox. Color is in format <ar>Color</ar>."
- Example: _control lbSetColor [0, [0, 1, 0, 0.5]]
- Category: General
- @e
- lbSetColor
- Left Argument: [idc, index, color]
- Description: "Sets the color of the item with the given index of the listbox or combobox with id idc of the topmost user dialog to the given color. Color is in format <ar>Color</ar>."
- Example: lbSetColor [101, 0, [0, 1, 0, 0.5]]
- Category: General
- @e
- lbSetColorRight
- Left Argument: [idc, index, color]
- Description: "Sets the color of the secondary text (right aligned) of the item with the given index of the listbox or combobox with id idc of the topmost user dialog to the given color. Color is in format <ar>Color</ar>."
- Example: lbSetColorRight [101, 0, [0, 1, 0, 0.5]]
- Category: General
- @e
- lbSetColorRight
- Left Argument: control
- Right Argument: [index, color]
- Description: "Sets the text color of the secondary text (right aligned) of the item with the given index of the given listbox or combobox. Color is in format <ar>Color</ar>."
- Example: _control lbSetColorRight [0, [0, 1, 0, 0.5]]
- Category: General
- @e
- lbSetCurSel
- Left Argument: [idc, index]
- Description: "Selects the item with the given index of the listbox or combobox with id idc of the topmost user dialog."
- Example: lbSetCurSel [101, 0]
- Category: General
- @e
- lbSetCurSel
- Left Argument: control
- Right Argument: index
- Description: "Selects the item with the given index of the given listbox or combobox."
- Example: _control lbSetCurSel 0
- Category: General
- @e
- lbSetData
- Left Argument: control
- Right Argument: [index, data]
- Description: "Sets the additional text (invisible) in the item with the given index of the given listbox or combobox to the given data."
- Example: _control lbSetData [1, "#1"]
- Category: General
- @e
- lbSetData
- Left Argument: [idc, index, data]
- Description: "Sets the additional text (invisible) in the item with the given index of the listbox or combobox with id idc of the topmost user dialog to the given data."
- Example: lbSetData [101, 1, "#1"]
- Category: General
- @e
- lbSetPicture
- Left Argument: [idc, index, name]
- Description: "Sets the picture in the item with the given index of the listbox or combobox with id idc of the topmost user dialog. Name is the picture name. The picture is searched in the mission directory, the dtaExt subdirectory of the campaign directory and the dtaExt directory and the data bank (or directory)."
- Example: lbSetPicture [101, 0, "iskoda"]
- Category: General
- @e
- lbSetPicture
- Left Argument: control
- Right Argument: [index, name]
- Description: "Sets the picture in the item with the given index of the given listbox or combobox. Name is the picture name. The picture is searched in the mission directory, the dtaExt subdirectory of the campaign directory and the dtaExt directory and the data bank (or directory)."
- Example: _control lbSetPicture [0, "iskoda"]
- Category: General
- @e
- lbSetPictureColor
- Left Argument: control
- Right Argument: [index, color]
- Description: "Sets the color of the picture of the item with the given index of the given listbox or combobox. Color is in format <ar>Color</ar>. (color which consists from only zeros means disable this override)"
- Example: _control lbSetColor [0, [0, 1, 0, 0.5]]
- Category: General
- @e
- lbSetPictureColor
- Left Argument: [idc, index, color]
- Description: "Sets the color of item's picture with the given index of the listbox with id idc of the topmost user dialog to the given color. Color is in format <ar>Color</ar>. (color which consists from only zeros means disable this override)"
- Example: lbSetPictureColor [101, 0, [0, 1, 0, 0.5]]
- Category: General
- @e
- lbSetPictureColorDisabled
- Left Argument: control
- Right Argument: [index, color]
- Description: "Sets the color of the picture of the item with the given index of the given listbox or combobox when control is disabled. Color is in format <ar>Color</ar>. (color which consists from only zeros means disable this override)"
- Example: _control lbSetColor [0, [0, 1, 0, 0.5]]
- Category: General
- @e
- lbSetPictureColorDisabled
- Left Argument: [idc, index, color]
- Description: "Sets the disabled color of item's picture with the given index of the listbox with id idc of the topmost user dialog to the given color. Color is in format <ar>Color</ar>. (color which consists from only zeros means disable this override)"
- Example: lbSetPictureColorDisabled [101, 0, [0, 1, 0, 0.5]]
- Category: General
- @e
- lbSetPictureColorSelected
- Left Argument: [idc, index, color]
- Description: "Sets the selected color of item's picture with the given index of the listbox with id idc of the topmost user dialog to the given color. Color is in format <ar>Color</ar>. (color which consists from only zeros means disable this override)"
- Example: lbSetPictureColorSelected [101, 0, [0, 1, 0, 0.5]]
- Category: General
- @e
- lbSetPictureColorSelected
- Left Argument: control
- Right Argument: [index, color]
- Description: "Sets the color of the picture of the item with the given index of the given listbox or combobox when item is selected. Color is in format <ar>Color</ar>. (color which consists from only zeros means disable this override)"
- Example: _control lbSetColor [0, [0, 1, 0, 0.5]]
- Category: General
- @e
- lbSetPictureRight
- Left Argument: control
- Right Argument: [index, name]
- Description: "Sets the second (right aligned) picture in the item with the given index of the given listbox or combobox. Name is the picture name. The picture is searched in the mission directory, the dtaExt subdirectory of the campaign directory and the dtaExt directory and the data bank (or directory)."
- Example: _control lbSetPictureRight [0, "iskoda"]
- Category: General
- @e
- lbSetPictureRight
- Left Argument: [idc, index, name]
- Description: "Sets the second (right aligned) picture in the item with the given index of the listbox or combobox with id idc of the topmost user dialog. Name is the picture name. The picture is searched in the mission directory, the dtaExt subdirectory of the campaign directory and the dtaExt directory and the data bank (or directory)."
- Example: lbSetPictureRight [101, 0, "iskoda"]
- Category: General
- @e
- lbSetPictureRightColor
- Left Argument: control
- Right Argument: [index, color]
- Description: "Sets the color of the second (right aligned) picture of the of the item with the given index of the given listbox or combobox. Color is in format <ar>Color</ar>. (color which consists from only zeros means disable this override)"
- Example: _control lbSetPictureRightColor [0, [0, 1, 0, 0.5]]
- Category: General
- @e
- lbSetPictureRightColorDisabled
- Left Argument: control
- Right Argument: [index, color]
- Description: "Sets the color of the second (right aligned) picture of the item with the given index of the given listbox or combobox when control is disabled. Color is in format <ar>Color</ar>. (color which consists from only zeros means disable this override)"
- Example: _control lbSetPictureRightColorDisabled [0, [0, 1, 0, 0.5]]
- Category: General
- @e
- lbSetPictureRightColorSelected
- Left Argument: control
- Right Argument: [index, color]
- Description: "Sets the color of the second (right aligned) picture of the item with the given index of the given listbox or combobox when item is selected. Color is in format <ar>Color</ar>. (color which consists from only zeros means disable this override)"
- Example: _control lbSetPictureRightColorSelected [0, [0, 1, 0, 0.5]]
- Category: General
- @e
- lbSetSelected
- Left Argument: control
- Right Argument: [index, selected]
- Description: "Set the selection state of the given row of the given listbox. Listbox must support multiple selection"
- Example: _control lbSetSelection [0, true]
- Category: General
- @e
- lbSetTextRight
- Left Argument: control
- Right Argument: [index, text]
- Description: "Sets the secondary text (right aligned) in the item with the given index of the given listbox or combobox to the given data."
- Example: _control lbSetTextRight [1, "#1"]
- Category: General
- @e
- lbSetTooltip
- Left Argument: [idc, index, tooltip]
- Description: "Sets tooltip for item with the given index of the listbox or combobox with id idc of the topmost user dialog to the given data."
- Example: lbSetTooltip [101, 1, "tooltip"]
- Category: General
- @e
- lbSetTooltip
- Left Argument: control
- Right Argument: [index, tooltip]
- Description: "Sets tooltip for item with the given index of the given listbox or combobox to the given data."
- Example: _control lbSetData [1, "tooltip"]
- Category: General
- @e
- lbSetValue
- Left Argument: [idc, index, value]
- Description: "Sets the additional integer value in the item with the given index of the listbox or combobox with id idc of the topmost user dialog to the given value."
- Example: lbSetValue [101, 0, 1]
- Category: General
- @e
- lbSetValue
- Left Argument: control
- Right Argument: [index, value]
- Description: "Sets the additional integer value in the item with the given index of the given listbox or combobox to the given value."
- Example: _control lbSetValue [0, 1]
- Category: General
- @e
- lbSize
- Left Argument: control
- Description: "Returns the number of items in the given listbox or combobox."
- Example: _n = lbSize _control
- Category: General
- @e
- lbSort
- Left Argument: control
- Description: "Sorts the given listbox or combobox by item text."
- Example: lbSort _control
- Category: General
- @e
- lbSortByValue
- Left Argument: control
- Description: "Sorts the given listbox or combobox by item value."
- Example: lbSortByValue _control
- Category: General
- @e
- lbText
- Left Argument: [idc, index]
- Description: "Returns the shown text in the item with the given index of the listbox or combobox with id idc of the topmost user dialog."
- Example: _text = lbText [101, 0]
- Category: General
- @e
- lbText
- Left Argument: control
- Right Argument: index
- Description: "Returns the shown text in the item with the given index of the given listbox or combobox."
- Example: _text = _control lbText 0
- Category: General
- @e
- lbTextRight
- Left Argument: control
- Right Argument: index
- Description: "Returns the second text (right aligned) in the item with the given index of the given listbox or combobox."
- Example: _text = _control lbTextRight 0
- Category: General
- @e
- lbTextRight
- Left Argument: [idc, index]
- Description: "Returns the secondary shown text in the item with the given index of the listbox or combobox with id idc of the topmost user dialog."
- Example: _text = lbTextRight [101, 0]
- Category: General
- @e
- lbValue
- Left Argument: [idc, index]
- Description: "Returns the additional integer value in the item with the given index of the listbox or combobox with id idc of the topmost user dialog."
- Example: _value = lbValue [101, 0]
- Category: General
- @e
- lbValue
- Left Argument: control
- Right Argument: index
- Description: "Returns the additional integer value in the item with the given index of the given listbox or combobox."
- Example: _value = _control lbValue 0
- Category: General
- @e
- leader
- Left Argument: unit
- Description: "Returns the group leader for the given unit. For dead units, objNull is returned."
- Example: leader player
- Category: General
- @e
- leaveVehicle
- Left Argument: group
- Right Argument: vehicle
- Description: "Ceases the using of the vehicle in the group. It unassigns all grouped units from the vehicle."
- Example: soldierOne leaveVehicle jeepOne
- Category: General
- @e
- libraryCredits
- Description: "Copyright information needed by libraries used."
- Example: libraryCredits
- Example Return: [['Real Virtuality','(C) 2012 Bohemia Interactive','All rights reserved']]
- Category: General
- @e
- libraryDisclaimers
- Description: "Disclaimer information needed by libraries used (duplicate disclaimers are removed)."
- Example: libraryDisclaimers
- Example Return: ['All rights reserved']
- Category: General
- @e
- lifeState
- Left Argument: unit
- Description: "Returns the life state of the given unit."
- Category: General
- @e
- lightAttachObject
- Left Argument: light
- Right Argument: [object, position]
- Description: "Attach light to given object (at given position)."
- Category: General
- @e
- lightDetachObject
- Left Argument: light
- Description: "Detach light from object."
- Category: General
- @e
- lightIsOn
- Left Argument: lamppost
- Description: "Checks whether the lampost is turned on. Possible values are "ON", "OFF" and "AUTO" (auto means the lamp will be shining during the night automatically)."
- Example: lightIsOn nearestObject [player, "StreetLamp"] != "OFF"
- Category: General
- @e
- lightnings
- Description: "Return lightnings value."
- Category: General
- @e
- limitSpeed
- Left Argument: object
- Right Argument: speed
- Description: "Limit speed of given vehicle to given value (in km/h)."
- Category: General
- @e
- linearConversion
- Left Argument: [min, max, value, newMin, newMax, clamp]
- Description: "Converts value in interval [min, max] to newMin + a*(max-min)/(newMax - newMin), potentially clamps the final value."
- Example: linearConversion [4, 8, 5, 0, 1, false]
- Category: General
- @e
- lineBreak
- Description: "Creates a structured text containing a line break."
- Example: txt3 = lineBreak
- Category: General
- @e
- lineIntersects
- Left Argument: array
- Description: "Returns true, if line intersect with any object."
- Example: lineIntersects [begPos, endPos, withObj, ignoreObj]
- Category: General
- @e
- lineIntersectsObjs
- Left Argument: array
- Description: "Returns list of objects intersected by given line. Filters (can be combined): CF_ONLY_WATER=1,CF_NEAREST_CONTACT=2,CF_ONLY_STATIC=4,CF_ONLY_DYNAMIC=8,CF_FIRST_CONTACT=16,CF_ALL_OBJECTS=32 (usable only with CF_FIRST_CONTACT and it will check one contact per object)"
- Example: lineIntersectsObjs [begPos, endPos, withObj, ignoreObj, sortByDist, flags]
- Category: General
- @e
- lineIntersectsWith
- Left Argument: array
- Description: "Returns list of objects intersected by given line."
- Example: lineIntersectsWith [begPos, endPos, withObj, ignoreObj, sortByDist]
- Category: General
- @e
- linkItem
- Left Argument: unit
- Right Argument: item
- Description: "Create and assign new item to the soldier's body.(NVG, radio, ...)"
- Category: General
- @e
- list
- Left Argument: trigger
- Description: "Returns a list of units that would activate the given trigger. For a trigger of type "Not present" the list is the same as the list that would be returned for type "Present"."
- Example: list triggerOne
- Category: General
- @e
- listObjects
- Left Argument: map
- Right Argument: type
- Description: "Return the list of all objects of given type."
- Category: Editor
- @e
- ln
- Left Argument: x
- Description: "The natural logarithm of x."
- Example: ln 10
- Example Return: 2.302
- Category: Default
- @e
- ln
- Left Argument: x
- Description: "The natural logarithm of x."
- Example: ln 10
- Example Return: 2.302
- Category: Default
- @e
- lnbAddArray
- Left Argument: [IDC,[[[text,text], [value,..], [data,..]], [[text,text], [value,..], [data,..]],]]
- Description: "Adds list of rows of strings."
- Example: _index = lnbAddArray [idc,[[[text,text,text], [value], [data]], [[text,text,text], [value, value], [data]]]] . Returns row index.
- Category: General
- @e
- lnbAddColumn
- Left Argument: [idc, position]
- Description: "Adds an column at given position. It returns the index of the newly added column."
- Example: _index = lnbAddColumn [105, 0.8]
- Category: General
- @e
- lnbAddColumn
- Left Argument: control
- Right Argument: position
- Description: "Adds an item with the given text to the given listbox or combobox. It returns the index of the newly added item."
- Example: _index = _control lbAdd "First item"
- Category: General
- @e
- lnbAddRow
- Left Argument: [idc, [text, text,...]]
- Description: "Adds an row of strings."
- Example: _index = lnbAddRow [105, ["First column", "second column", ...]]. Returns row index.
- Category: General
- @e
- lnbAddRow
- Left Argument: control
- Right Argument: [text1,text2,...]
- Description: "Adds an row to the end od 2d listbox . It returns the index of the newly added row."
- Example: _index = _control lnbAdd [t1,t2,t3,...]
- Category: General
- @e
- lnbClear
- Left Argument: control
- Description: "Clears all items in the given listbox or combobox."
- Example: lbClear _control
- Category: General
- @e
- lnbColor
- Left Argument: control
- Right Argument: [row, column]
- Description: "Returns the text color of the item with the given position of the given 2D listbox."
- Example: _color = _control lnbColor [row, column]
- Category: General
- @e
- lnbColor
- Left Argument: [idc, [row, column]
- Description: "Returns the text color of the item with the given position of the 2D listbox. The color is returned in format <ar>Color</ar>."
- Example: _color = lnbColor [101, [0,1]]
- Category: General
- @e
- lnbColorRight
- Left Argument: [idc, [row, column]
- Description: "Returns the secondary text (right aligned) color of the item with the given position of the 2D listbox. The color is returned in format <ar>Color</ar>."
- Example: _color = lnbColorRight [101, [0,1]]
- Category: General
- @e
- lnbColorRight
- Left Argument: control
- Right Argument: [row, column]
- Description: "Returns the text color of the secondary text (right aligned) of the item with the given position of the given 2D listbox."
- Example: _color = _control lnbColorRight [row, column]
- Category: General
- @e
- lnbCurSelRow
- Left Argument: control
- Description: "Returns the index of the selected item of the given listbox or combobox."
- Example: _index = lbCurSel _control
- Category: General
- @e
- lnbData
- Left Argument: [idc, [row, column]
- Description: "Returns the additional text (invisible) in an item with the given position of the 2D listbox."
- Example: _data = lnbData [101, [0,1]]
- Category: General
- @e
- lnbData
- Left Argument: control
- Right Argument: [row, column]
- Description: "Returns the additional text (invisible) in an item with the given position of the given 2D listbox."
- Example: _data = _control lnbData [row, column]
- Category: General
- @e
- lnbDeleteColumn
- Left Argument: [idc, index]
- Description: "Removes column with given index."
- Example: lnbDeleteColumn [101, 0]
- Category: General
- @e
- lnbDeleteColumn
- Left Argument: control
- Right Argument: index
- Description: "Removes the item with the given index from the given listbox or combobox."
- Example: _control lbDelete 0
- Category: General
- @e
- lnbDeleteRow
- Left Argument: [idc, index]
- Description: "Removes row with given index from the 2D listbox."
- Example: lnbDeleteRow [105, 0]
- Category: General
- @e
- lnbDeleteRow
- Left Argument: control
- Right Argument: row
- Description: "Removes row with the given index from the given listbox or combobox."
- Example: _control lnbDelete 0
- Category: General
- @e
- lnbGetColumnsPosition
- Left Argument: control
- Description: "Returns the index of the selected item of the given listbox or combobox."
- Example: _index = lbCurSel _control
- Category: General
- @e
- lnbPicture
- Left Argument: control
- Right Argument: [row, column]
- Description: "Returns the picture name of the item with the given position of the given listbox or combobox."
- Example: _picture = _control lnbPicture [row, column]
- Category: General
- @e
- lnbPicture
- Left Argument: [idc, [row, column]
- Description: "Returns the picture name of the item with the given position of the 2D listbox."
- Example: _picture = lnbPicture [101, [0,1]]
- Category: General
- @e
- lnbPictureRight
- Left Argument: [idc, [row, column]
- Description: "Returns the second (right aligned) picture name of the item with the given position of the 2D listbox."
- Example: _picture = lnbPictureRight [101, [0,1]]
- Category: General
- @e
- lnbPictureRight
- Left Argument: control
- Right Argument: [row, column]
- Description: "Returns the name of the second (right aligned) picture of the item with the given position of the given listbox or combobox."
- Example: _picture = _control lnbPictureRight [row, column]
- Category: General
- @e
- lnbSetColor
- Left Argument: [idc, [row, column], color]
- Description: "Sets the color of the item with the given position of the 2D listbox. Color is in format <ar>Color</ar>."
- Example: lnbSetColor [101, [0,1], [0, 1, 0, 0.5]]
- Category: General
- @e
- lnbSetColor
- Left Argument: control
- Right Argument: [[row, column], color]
- Description: "Sets the text color of the item with the given position of the given 2D listbox . Color is in format <ar>Color</ar>."
- Example: _control lnbSetColor [[row, column], [0, 1, 0, 0.5]]
- Category: General
- @e
- lnbSetColorRight
- Left Argument: [idc, [row, column], color]
- Description: "Sets the color of the secondary text (right aligned) of the item with the given position of the 2D listbox. Color is in format <ar>Color</ar>."
- Example: lnbSetColorRight [101, [0,1], [0, 1, 0, 0.5]]
- Category: General
- @e
- lnbSetColorRight
- Left Argument: control
- Right Argument: [[row, column], color]
- Description: "Sets the text color of the secondary text (right aligned) of the item with the given position of the given 2D listbox . Color is in format <ar>Color</ar>."
- Example: _control lnbSetColorRight [[row, column], [0, 1, 0, 0.5]]
- Category: General
- @e
- lnbsetColumnsPos
- Left Argument: [idc, [row, column], data]
- Description: "Sets the additional text (invisible) in the item with the given position of the 2D listbox."
- Example: lnbSetData [101, [0,1], "#1"]
- Category: General
- @e
- lnbSetColumnsPos
- Left Argument: control
- Right Argument: [pos1,pos2,...]
- Description: "Set position of 2d listbox columns."
- Example: _control lbSetColumnsPos [pos1,pos2,...]
- Category: General
- @e
- lnbSetCurSelRow
- Left Argument: [idc, index]
- Description: "Selects the row with the given index of the 2D listbox."
- Example: lnbSetCurSel [105, 0]
- Category: General
- @e
- lnbSetCurSelRow
- Left Argument: control
- Right Argument: row
- Description: "Selects the item with the given index of the given listbox or combobox."
- Example: _control lbSetCurSel row
- Category: General
- @e
- lnbSetData
- Left Argument: control
- Right Argument: [[row, column], data]
- Description: "Sets the additional text (invisible) in the item with the given position of the given 2D listbox to the given data."
- Example: _control lnbSetData [[row, column], "#1"]
- Category: General
- @e
- lnbSetData
- Left Argument: [idc, [row, column], data]
- Description: "Sets the additional text (invisible) in the item with the given position of the 2D listbox."
- Example: lnbSetData [101, [0,1], "#1"]
- Category: General
- @e
- lnbSetPicture
- Left Argument: [idc, [row, column], name]
- Description: "Sets the picture in the item with the given position of the 2D listbox. Name is the picture name. The picture is searched in the mission directory, the dtaExt subdirectory of the campaign directory and the dtaExt directory and the data bank (or directory)."
- Example: lnbSetPicture [101, [0,1], "iskoda"]
- Category: General
- @e
- lnbSetPicture
- Left Argument: control
- Right Argument: [[row, column], name]
- Description: "Sets the picture in the item with the given position of the given 2D listbox. Name is the picture name. The picture is searched in the mission directory, the dtaExt subdirectory of the campaign directory and the dtaExt directory and the data bank (or directory)."
- Example: _control lnbSetPicture [[row, column], "iskoda"]
- Category: General
- @e
- lnbSetPictureColor
- Left Argument: [idc, [row, column], [r,g,b,a]]
- Description: "Sets the picture color in the item with the given position of the 2D listbox."
- Example: lnbSetPictureColor [101, [0,1], [1,0,1,1]]
- Category: General
- @e
- lnbSetPictureColor
- Left Argument: control
- Right Argument: [[row, column], [r,g,b,a]]
- Description: "Sets the picture color in the item with the given position of the given 2D listbox."
- Example: _control lnbSetPictureColor [[row, column], [1,0,1,1]]
- Category: General
- @e
- lnbSetPictureColorRight
- Left Argument: [idc, [row, column], [r,g,b,a]]
- Description: "Sets the second (right aligned) picture color in the item with the given position of the 2D listbox."
- Example: lnbSetPictureColorRight [101, [0,1], [1,0,1,1]]
- Category: General
- @e
- lnbSetPictureColorRight
- Left Argument: control
- Right Argument: [[row, column], [r,g,b,a]]
- Description: "Sets the second (right aligned) picture color in the item with the given position of the given 2D listbox."
- Example: _control lnbSetPictureColorRight [[row, column], [1,0,1,1]]
- Category: General
- @e
- lnbSetPictureColorSelected
- Left Argument: control
- Right Argument: [[row, column], [r,g,b,a]]
- Description: "Sets the picture color in the item with the given position of the given 2D listbox."
- Example: _control lnbSetPictureColor [[row, column], [1,0,1,1]]
- Category: General
- @e
- lnbSetPictureColorSelected
- Left Argument: [idc, [row, column], [r,g,b,a]]
- Description: "Sets the picture color in the item with the given position of the 2D listbox."
- Example: lnbSetPictureColor [101, [0,1], [1,0,1,1]]
- Category: General
- @e
- lnbSetPictureColorSelectedRight
- Left Argument: [idc, [row, column], [r,g,b,a]]
- Description: "Sets the second (right aligned) picture color in the item with the given position of the 2D listbox."
- Example: lnbSetPictureColorRight [101, [0,1], [1,0,1,1]]
- Category: General
- @e
- lnbSetPictureColorSelectedRight
- Left Argument: control
- Right Argument: [[row, column], [r,g,b,a]]
- Description: "Sets the second (right aligned) picture color in the item with the given position of the given 2D listbox."
- Example: _control lnbSetPictureColorRight [[row, column], [1,0,1,1]]
- Category: General
- @e
- lnbSetPictureRight
- Left Argument: [idc, [row, column], name]
- Description: "Sets the second (right aligned) picture in the item with the given position of the 2D listbox. Name is the picture name. The picture is searched in the mission directory, the dtaExt subdirectory of the campaign directory and the dtaExt directory and the data bank (or directory)."
- Example: lnbSetPictureRight [101, [0,1], "iskoda"]
- Category: General
- @e
- lnbSetPictureRight
- Left Argument: control
- Right Argument: [[row, column], name]
- Description: "Sets the second (right aligned) picture in the item with the given position of the given 2D listbox. Name is the picture name. The picture is searched in the mission directory, the dtaExt subdirectory of the campaign directory and the dtaExt directory and the data bank (or directory)."
- Example: _control lnbSetPictureRight [[row, column], "iskoda"]
- Category: General
- @e
- lnbSetText
- Left Argument: [idc, [row, column], data]
- Description: "Sets the additional text (invisible) in the item with the given position of the 2D listbox."
- Example: lnbSetData [101, [0,1], "#1"]
- Category: General
- @e
- lnbSetText
- Left Argument: control
- Right Argument: [[row, column], text]
- Description: "Sets the additional text (invisible) in the item with the given index of the given 2D listbox to the given data."
- Example: _control lnbSetData [[row, column], "#1"]
- Category: General
- @e
- lnbSetTextRight
- Left Argument: [idc, [row, column], data]
- Description: "Sets the additional text (invisible) in the item with the given position of the 2D listbox."
- Example: lnbSetData [101, [0,1], "#1"]
- Category: General
- @e
- lnbSetTextRight
- Left Argument: control
- Right Argument: [[row, column], text]
- Description: "Sets the secondary (right aligned) text in the item with the given index of the given 2D listbox to the given data."
- Example: _control lnbSetTextRight [[row, column], "#1"]
- Category: General
- @e
- lnbSetValue
- Left Argument: control
- Right Argument: [[row, column], value]
- Description: "Sets the additional integer value in the item with the given position of the given 2D listbox to the given value."
- Example: _control lnbSetValue [[row, column], 1]
- Category: General
- @e
- lnbSetValue
- Left Argument: [idc, [row, column], value]
- Description: "Sets the additional integer value in the item with the position index of the 2D listbox."
- Example: lnbSetValue [101, [0,1], 1]
- Category: General
- @e
- lnbSize
- Left Argument: control
- Description: "Returns the number of items in the given listbox or combobox."
- Example: _n = lbSize _control
- Category: General
- @e
- lnbText
- Left Argument: [idc, [row, column]]
- Description: "Returns the shown text in the item with the given position of the 2D listbox."
- Example: _text = lnbText [101, [0,1]]
- Category: General
- @e
- lnbText
- Left Argument: control
- Right Argument: [row, column]
- Description: "Returns the shown text in the item with the given position of the given 2D listbox."
- Example: _text = _control lnbText [row, column]
- Category: General
- @e
- lnbTextRight
- Left Argument: [idc, [row, column]]
- Description: "Returns the shown secondary text (right aligned) in the item with the given position of the 2D listbox."
- Example: _text = lnbTextRight [101, [0,1]]
- Category: General
- @e
- lnbTextRight
- Left Argument: control
- Right Argument: [row, column]
- Description: "Returns the shown secondary (right aligned) text in the item with the given position of the given 2D listbox."
- Example: _text = _control lnbTextRight [row, column]
- Category: General
- @e
- lnbValue
- Left Argument: control
- Right Argument: [row, column]
- Description: "Returns the additional integer value in the item with the given position of the given 2D listbox."
- Example: _value = _control lnbValue [row, column]
- Category: General
- @e
- lnbValue
- Left Argument: [idc, [row, column]
- Description: "Returns the additional integer value in the item with the given position of the 2D listbox."
- Example: _value = lnbValue [101, [0,1]]
- Category: General
- @e
- load
- Left Argument: unit
- Description: "Returns current sum of mass from items stored in all unit's containers."
- Example: load player
- Category: General
- @e
- loadAbs
- Left Argument: unit
- Description: "Returns current sum of mass from items stored in a all unit's containers, linked items and weapons."
- Example: loadAbs player
- Category: General
- @e
- loadBackpack
- Left Argument: unit
- Description: "Returns current sum of mass from items stored in a backpack."
- Example: loadBackpack player
- Category: General
- @e
- loadFile
- Left Argument: filename
- Description: "Returns contents of a given file. On dedicated server/client connected to a dedicated server, if allowedLoadFileExtensions parameter is used in the DS config file this only returns contents of a file if the file extension is listed in it. The list should contain at least the following extensions: hpp, sqs, sqf, fsm, cpp, paa, txt, xml, inc, ext, sqm, ods, fxy, lip, csv, kb, bik, bikn, html, biedi. Note, this list may not be completely up to date"
- Example: loadFile "myFunction.sqf"
- Example Return: "if a>b then {a} else {b}"
- Category: General
- @e
- loadGame
- Description: "Load a game from the autosave, if failed, restart the mission."
- Category: General
- @e
- loadIdentity
- Left Argument: person
- Right Argument: name
- Description: "Loads person's identity from objects.sav file in campaign directory (from entry name)."
- Example: player loadIdentity "playerIdentity"
- Category: General
- @e
- loadMagazine
- Left Argument: vehicle
- Right Argument: [[turret path],magazine name]
- Description: "Initiates the loading action on active weapon of the given turret."
- Example: vehicle player loadMagazine [[0],"m256","20Rnd_120mmHE_M1A2"]
- Category: General
- @e
- loadOverlay
- Left Argument: map
- Right Argument: config
- Description: "Creates the load overlay dialog for the specified type of overlay."
- Category: Editor
- @e
- loadStatus
- Left Argument: object
- Right Argument: name
- Description: "Loads object's properties from objects.sav file in campaign directory (from entry name)."
- Example: player loadStatus "playerState"
- Category: General
- @e
- loadUniform
- Left Argument: unit
- Description: "Returns current sum of mass from items stored in a uniform."
- Example: loadUniform player
- Category: General
- @e
- loadVest
- Left Argument: unit
- Description: "Returns current sum of mass from items stored in a vest."
- Example: loadVest player
- Category: General
- @e
- local
- Left Argument: obj
- Description: "MP: checks whether the given unit is local on the computer. This can be used when one or more activation fields or scripts need to be performed only on one computer.
- In SP all objects are local. Note: all static objects are local on all computers."
- Example: local unitName
- Category: General
- @e
- localize
- Left Argument: stringName
- Description: "Replaces the string with the given name with the corresponding localized text from the stringtable.csv file."
- Example: localize "STR_DN_FROG"
- Category: General
- @e
- locationNull
- Description: "A non-existing location. This value is not equal to anything, including itself."
- Category: Location
- @e
- locationPosition
- Left Argument: location
- Description: "Return position of given location."
- Category: Location
- @e
- lock
- Left Argument: vehicle
- Right Argument: lock
- Description: "Locks the vehicle (disables mounting / dismounting) for the player."
- Example: jeepOne lock true
- Category: General
- @e
- lockCameraTo
- Left Argument: transport
- Right Argument: [object/position/objNull, [turretPath]]
- Description: "Lock/unlock camera to target"
- Example: uav lockCameraTo [vehicle, [0, 0]]
- Category: General
- @e
- lockCargo
- Left Argument: vehicle
- Right Argument: [cargo index, lock]
- Description: "Lock the cargo position of the vehicle."
- Category: General
- @e
- lockDriver
- Left Argument: vehicle
- Right Argument: lock
- Description: "Lock the driver position of the vehicle."
- Category: General
- @e
- locked
- Left Argument: unit
- Description: "Checks whether the vehicle is locked for the player. If it's locked, the player cannot mount / dismount without an order. 0 - Unlocked, 1 - Default, 2 - Locked, 3 - Locked for player"
- Example: locked jeepOne
- Category: General
- @e
- lockedCargo
- Left Argument: vehicle
- Right Argument: cargo index
- Description: "Check whether cargo position of the vehicle is locked."
- Category: General
- @e
- lockedDriver
- Left Argument: vehicle
- Description: "Check whether driver position of the vehicle turret is locked."
- Category: General
- @e
- lockedTurret
- Left Argument: vehicle
- Right Argument: turret path
- Description: "Check whether gunner position of the vehicle turret is locked."
- Category: General
- @e
- lockTurret
- Left Argument: vehicle
- Right Argument: [turret path, lock]
- Description: "Lock the gunner position of the vehicle turret."
- Category: General
- @e
- lockWp
- Left Argument: group
- Right Argument: lockWP
- Description: "Disables switching to the next waypoint (the current waypoint will never complete while lockWp is used). This is sometimes used during cut-scenes."
- Example: groupOne lockWP true
- Category: General
- @e
- log
- Left Argument: x
- Description: "The base-10 logarithm of x."
- Example: log 10
- Example Return: 1
- Category: Default
- @e
- log
- Left Argument: x
- Description: "The base-10 logarithm of x."
- Example: log 10
- Example Return: 1
- Category: Default
- @e
- logEntities
- Description: "Creates a log file containing a list of all game entites in scene.,"
- Category: General
- @e
- lookAt
- Left Argument: unit(s)
- Right Argument: position
- Description: "Control what the unit is looking at (target or position) (format <ar>Position</ar>)"
- Example: someSoldier lookAt otherSoldier; otherSoldier lookAt getMarkerPos "markerOne"
- Category: General
- @e
- lookAtPos
- Left Argument: map
- Right Argument: position
- Description: "Center the map on, and point the camera at, the position."
- Category: Editor
- @e
- magazineCargo
- Left Argument: box
- Description: "Get array with magazines from ammo box (or any general weapon holder container). "
- Category: General
- @e
- magazines
- Left Argument: vehicle
- Description: "Returns an array with the type names of all the vehicle's magazines."
- Example: magazines player
- Category: General
- @e
- magazinesAmmo
- Left Argument: vehicle
- Description: "Returns an array of subarrays with the type names and ammo left of all the vehicle's magazines."
- Example: magazinesAmmo player
- Category: General
- @e
- magazinesAmmoCargo
- Left Argument: vehicle
- Description: "Returns an array of subarrays with the type names and ammo left of all the vehicle's cargo magazines."
- Example: magazinesAmmoCargo vehicle player
- Category: General
- @e
- magazinesAmmoFull
- Left Argument: vehicle
- Description: "Returns an array of subarrays with the type names and ammo left of all the vehicle's magazines."
- Example: magazinesAmmoFull player
- Category: General
- @e
- magazinesDetail
- Left Argument: unit
- Description: "Returns an array with the type names of all the unit's magazines."
- Example: magazines player
- Category: General
- @e
- magazinesDetailBackpack
- Left Argument: unit
- Description: "Returns an array with the type names of all the unit's backpack magazines."
- Example: magazinesBackpack player
- Category: General
- @e
- magazinesDetailUniform
- Left Argument: unit
- Description: "Returns an array with the type names of all the unit's uniform magazines."
- Example: magazinesUniform player
- Category: General
- @e
- magazinesDetailVest
- Left Argument: unit
- Description: "Returns an array with the type names of all the unit's vest magazines."
- Example: magazinesVest player
- Category: General
- @e
- magazinesTurret
- Left Argument: vehicle
- Right Argument: turretPath
- Description: "Returns all magazines of given turret. Use turret path [-1] for drivers turret."
- Example: vehicle player magazinesTurret [0,0]
- Category: General
- @e
- magazineTurretAmmo
- Left Argument: vehicle
- Right Argument: [magazineClass, turretPath]
- Description: "Returns ammo count of given type from given turret."
- Example: vehicle player ammoTurret ["cls", [0]]
- Category: General
- @e
- mapAnimAdd
- Left Argument: frame
- Description: "Adds the next frame to the map animation. The format of frame is [time, zoom, position], the format of position is <ar>Position2D</ar>."
- Example: mapAnimAdd [1, 0.1, getMarkerPos "anim1"]
- Category: General
- @e
- mapAnimClear
- Description: "Clears the map animation."
- Category: General
- @e
- mapAnimCommit
- Description: "Plays the map animation."
- Category: General
- @e
- mapAnimDone
- Description: "Checks whether the map animation has finished."
- Category: General
- @e
- mapCenterOnCamera
- Left Argument: control
- Right Argument: enable
- Description: "Enable / disable continuous centering the map on the camera position"
- Category: General
- @e
- mapGridPosition
- Left Argument: object
- Description: "Returns the position as map coords."
- Example: mapGridPosition player
- Category: General
- @e
- markAsFinishedOnSteam
- Description: "Marks current mission and finished on steam. Returns true is Steam query is successfully started or false otherwise."
- Category: General
- @e
- markerAlpha
- Left Argument: markerName
- Description: "Gets the marker alpha. See <f>setMarkerAlpha</f>."
- Example: markerAlpha "MarkerOne"
- Category: General
- @e
- markerBrush
- Left Argument: name
- Description: "Gets the marker brush. See <f>setMarkerBrush</f>."
- Example: markerBrush "MarkerOne"
- Category: General
- @e
- markerColor
- Left Argument: markerName
- Description: "Gets the marker color. See <f>setMarkerColor</f>.
- Note: this function is identical to <f>getMarkerColor</f>."
- Example: markerColor "MarkerOne"
- Category: General
- @e
- markerDir
- Left Argument: markerName
- Description: "Gets the marker direction. See <f>setMarkerDir</f>."
- Example: markerDir "MarkerOne"
- Category: General
- @e
- markerPos
- Left Argument: markerName
- Description: "Returns the marker positon in format [x,z,y].
- Note: this function is identical to <f>getMarkerPos</f>."
- Example: markerPos "markerOne"
- Category: General
- @e
- markerShape
- Left Argument: name
- Description: "Gets the marker shape. See <f>setMarkerShape</f>."
- Example: markerShape "MarkerOne"
- Category: General
- @e
- markerSize
- Left Argument: markerName
- Description: "Gets the marker size. See <f>setMarkerSize</f>.
- Note: this function is identical to <f>getMarkerSize</f>."
- Example: markerSize "MarkerOne"
- Category: General
- @e
- markerText
- Left Argument: markerName
- Description: "Gets the marker text. See <f>setMarkerText</f>."
- Example: markerText "MarkerOne"
- Category: General
- @e
- markerType
- Left Argument: markerName
- Description: "Gets the type of the marker. See <f>setMarkerType</f>.
- Note: this function is identical to <f>getMarkerType</f>."
- Example: markerType "MarkerOne"
- Category: General
- @e
- max
- Left Argument: a
- Right Argument: b
- Description: "The greater of a,b"
- Example: 3 max 2
- Example Return: 3
- Category: Default
- @e
- max
- Left Argument: a
- Right Argument: b
- Description: "The greater of a,b"
- Example: 3 max 2
- Example Return: 3
- Category: Default
- @e
- members
- Left Argument: team
- Description: "Return a list of members in given team."
- Example: _members = members _team
- Category: Agents
- @e
- min
- Left Argument: a
- Right Argument: b
- Description: "The smaller of a,b"
- Example: 3 min 2
- Example Return: 2
- Category: Default
- @e
- min
- Left Argument: a
- Right Argument: b
- Description: "The smaller of a,b"
- Example: 3 min 2
- Example Return: 2
- Category: Default
- @e
- mineActive
- Left Argument: obj
- Description: "Checks whether the given mine is active"
- Example: active mine
- Category: General
- @e
- mineDetectedBy
- Left Argument: mine
- Right Argument: side
- Description: "Returns true if mine is detected by given side"
- Example: mine mineDetectedBy (side player)
- Category: General
- @e
- missionConfigFile
- Description: "Return root of mission description.ext entries hierarchy."
- Category: General
- @e
- missionDifficulty
- Description: "Return difficulty that has been forced for this mission, returns -1 if difficulty is not forced and it's used one from player's options."
- Example: difficulty
- Category: General
- @e
- missionName
- Description: "Returns the name of the current mission."
- Category: General
- @e
- missionNamespace
- Description: "Return the global namespace attached to mission."
- Category: General
- @e
- missionStart
- Description: "Returns the time of the mission start in format [year, month, day, hour, minute, second]."
- Category: General
- @e
- mod
- Left Argument: a
- Right Argument: b
- Description: "The remainder of a divided by b. Note that the remainer is calculated in the real domain."
- Example: 3 mod 2
- Example Return: 1
- Category: Default
- @e
- mod
- Left Argument: a
- Right Argument: b
- Description: "The remainder of a divided by b. Note that the remainer is calculated in the real domain."
- Example: 3 mod 2
- Example Return: 1
- Category: Default
- @e
- modelToWorld
- Left Argument: object
- Right Argument: modelPos
- Description: "Converts position from object model space to world space."
- Category: General
- @e
- modelToWorldVisual
- Left Argument: object
- Right Argument: modelPos
- Description: "Converts position from object model space to world space in render time."
- Category: General
- @e
- moonIntensity
- Description: "Returns moon light intensity."
- Category: General
- @e
- morale
- Left Argument: unit
- Description: "Checks a current morale level of the unit (-1..+1)."
- Example: morale leader player
- Example Return: 0.5
- Category: General
- @e
- move
- Left Argument: group
- Right Argument: pos
- Description: "Creates a move waypoint on the given position (format <ar>Position</ar>) and makes it the currently active group waypoint."
- Example: groupOne move getPos player
- Category: General
- @e
- moveInAny
- Left Argument: unit
- Right Argument: vehicle
- Description: "Attemps to move unit in any free position in vehicle"
- Example: player moveInAny vehicle
- Category: General
- @e
- moveInCargo
- Left Argument: soldier
- Right Argument: vehicle
- Description: "Moves the soldier into the vehicle's cargo position. (Immediately, without animation)."
- Example: soldierOne moveInCargo jeepOne
- Category: General
- @e
- moveInCommander
- Left Argument: soldier
- Right Argument: vehicle
- Description: "Moves the soldier into the vehicle's commander position. (Immediatetely, without animation)."
- Example: soldierOne moveInCommander jeepOne
- Category: General
- @e
- moveInDriver
- Left Argument: soldier
- Right Argument: vehicle
- Description: "Moves the soldier into the vehicle's driver position. (Immediately, without animation)."
- Example: soldierOne moveInDriver jeepOne
- Category: General
- @e
- moveInGunner
- Left Argument: soldier
- Right Argument: vehicle
- Description: "Moves the soldier into the vehicle's gunner position. (Immediately, without animation)."
- Example: soldierOne moveInGunner jeepOne
- Category: General
- @e
- moveInTurret
- Left Argument: soldier
- Right Argument: [vehicle, turret path]
- Description: "Moves the soldier into the vehicle's turret. (Immediately, without animation)."
- Example: soldierOne moveInTurret [tank, [0, 0]]
- Category: General
- @e
- moveObjectToEnd
- Left Argument: map
- Right Argument: object
- Description: "Shifts an editor object to the end of the objects array. This means that the object will be drawn last (after all other objects)."
- Category: Editor
- @e
- moveOut
- Left Argument: soldier
- Description: "Moves the soldier out of vehicle. (Immediately, without animation)."
- Category: General
- @e
- moveTime
- Left Argument: soldier
- Description: "Returns the current time of the most important RTM animation currently being played on the soldier."
- Example: moveTime player
- Category: General
- @e
- moveTo
- Left Argument: person
- Right Argument: position
- Description: "Low level command to person to move to given position."
- Category: General
- @e
- moveToCompleted
- Left Argument: person
- Description: "Check if latest low level moveTo command is finished."
- Category: General
- @e
- moveToFailed
- Left Argument: person
- Description: "Check if latest low level moveTo command failed."
- Category: General
- @e
- musicVolume
- Description: "Checks the current music volume (set by <f>fadeMusic</f>)."
- Category: General
- @e
- name
- Left Argument: object
- Description: "Returns the name of the variable assigned to the object in the mission editor. When used on a vehicle, the name of the first crew member is returned (in order: commander, driver, gunner)."
- Example: name vehicle player
- Category: General
- @e
- nameSound
- Left Argument: object
- Description: "Returns the nameSound of the variable assigned to the object in the mission editor."
- Example: nameSound player
- Category: General
- @e
- nearEntities
- Left Argument: position
- Right Argument: radius or [typeName, radius] or [[typeName1, typeName2, ...], radius]
- Description: "Find entities in the circle with given radius. If typeName(s) is (are) given, only entities of given type (or its subtype) are listed."
- Example: _list = position player nearObjects 50
- Category: General
- @e
- nearestBuilding
- Left Argument: obj
- Description: "Returns the nearest building to the given object."
- Example: neareastBuilding player
- Category: General
- @e
- nearestLocation
- Left Argument: [position, type]
- Description: "Find the nearest location (to the given position) of given type."
- Category: Location
- @e
- nearestLocations
- Left Argument: [position, [types], distance, <position to sort from>]
- Description: "Find the nearest locations (from the given position) of certain types, within the specified distance. If <position to sort from> is provided, locations will be ordered by distance from this point."
- Category: Location
- @e
- nearestLocationWithDubbing
- Left Argument: position
- Description: "Find the nearest location (to the given position) having it speech non-empty."
- Category: Location
- @e
- nearestObject
- Left Argument: pos
- Description: "Returns the nearest object of the given type to the given position or object.
- Pos may be using format [x,y,z, "type"] or [object, "type"]."
- Example: nearestObject [player, "StreetLamp"]
- Category: General
- @e
- nearestObject
- Left Argument: position
- Right Argument: type
- Description: "Find object nearest to given position with given type."
- Example: obj = position player nearestObject "Building"
- Category: General
- @e
- nearestObjects
- Left Argument: pos
- Description: "Returns a list of nearest objects of the given types to the given position or object, within the specified distance.
- Pos may be using format [x,y,z, ["type",...], limit] or [object, ["type",...], limit]."
- Example: nearestObjects [player, ["Car","Tank"], 200]
- Category: General
- @e
- nearObjects
- Left Argument: position
- Right Argument: radius or [typeName, radius]
- Description: "Find objects in the circle with given radius. If typeName is given, only objects of given type (or its subtype) are listed."
- Example: _list = position player nearObjects 50
- Category: General
- @e
- nearObjectsReady
- Left Argument: position
- Right Argument: radius
- Description: "Check whether all data are loaded to nearObjects will return in reasonable time."
- Example: _ok = position player nearObjectsReady 50
- Category: General
- @e
- nearRoads
- Left Argument: position or object
- Right Argument: radius
- Description: "Find the road segments within the circle of given radius."
- Example: _list = player nearRoads 50
- Category: General
- @e
- nearSupplies
- Left Argument: position
- Right Argument: radius or [typeName, radius]
- Description: "Find objects in the circle with given radius. If typeName is given, only objects of given type (or its subtype) are listed."
- Example: _list = position player nearSuplies 50
- Category: General
- @e
- nearTargets
- Left Argument: unit
- Right Argument: radius
- Description: "Check target database of the unit for all targets in max. distance radius around it. The output is list of items: [position, type, side, subj. cost, object]"
- Category: General
- @e
- needReload
- Left Argument: vehicle
- Description: "Return how much vehicle wants to reload its weapons."
- Category: General
- @e
- netId
- Left Argument: object
- Description: "Unique ID of an object."
- Example: netId player
- Example Return: 1:8965
- Category: General
- @e
- netObjNull
- Description: "A non-existing object. This value is not equal to anything, including itself."
- Example: myNetObject == objNetNull
- Example Return: false
- Category: General
- @e
- newOverlay
- Left Argument: map
- Right Argument: config
- Description: "Creates the new overlay dialog for the specified type of overlay."
- Category: Editor
- @e
- nextMenuItemIndex
- Left Argument: map
- Description: "Returns the next available menu item index."
- Category: Editor
- @e
- nextWeatherChange
- Description: "Return the time (in seconds) when the next weather change will occur."
- Category: General
- @e
- nil
- Description: "Nil value. This value can be used to undefine an existing variable."
- Example: variableToDestroy = nil
- Category: Default
- @e
- nil
- Description: "Nil value. This value can be used to undefine an existing variable."
- Example: variableToDestroy = nil
- Category: Default
- @e
- nMenuItems
- Left Argument: map
- Right Argument: menu index
- Description: "Returns the total number of user-added menu items belonging to the given menu."
- Category: Editor
- @e
- not
- Left Argument: a
- Description: "not a"
- Example: not false
- Example Return: true
- Category: Default
- @e
- not
- Left Argument: a
- Description: "not a"
- Example: not false
- Example Return: true
- Category: Default
- @e
- numberOfEnginesRTD
- Left Argument: RTD_helicopter
- Description: "Returns number of engines helicopter has."
- Category: General
- @e
- numberToDate
- Left Argument: [year,time]
- Description: "Convert float number to date."
- Example: date = NumberToDate [2008,0.5324]
- Category: General
- @e
- objectCurators
- Left Argument: obj
- Description: "Returns array with all curators which can edit given object."
- Category: General
- @e
- objectFromNetId
- Left Argument: id
- Description: "Get object with given unique ID."
- Example: objectFromNetId netId player
- Example Return: player
- Category: General
- @e
- objNull
- Description: "A non-existing object. This value is not equal to anything, including itself."
- Example: player == objNull
- Example Return: false
- Category: General
- @e
- objStatus
- Left Argument: objective
- Right Argument: status
- Description: "Sets the briefing objective status. Status may be one of: "ACTIVE", "FAILED", "DONE" or "HIDDEN"."
- Example: "obj_1" objStatus "FAILED"
- Category: General
- @e
- onBriefingGroup
- Left Argument: sound
- Description: "Defines a sound (voice) that is played the first time when the Group section in the briefing is selected."
- Example: onBriefingGroup "GroupVoiceOver"
- Category: General
- @e
- onBriefingNotes
- Left Argument: sound
- Description: "Defines a sound (voice) that is played the first time when the Notes section in the briefing is selected."
- Example: onBriefingNotes "NotesVoiceOver"
- Category: General
- @e
- onBriefingPlan
- Left Argument: sound
- Description: "Defines a sound (voice) that is played the first time when the Plan section in the briefing is selected."
- Example: onBriefingPlan "PlanVoiceOver"
- Category: General
- @e
- onBriefingTeamSwitch
- Left Argument: sound
- Description: "Defines a sound (voice) that is played the first time when the Team switch section in the briefing is selected."
- Example: onBriefingTeamSwitch "TeamSwitchVoiceOver"
- Category: General
- @e
- onCommandModeChanged
- Left Argument: command
- Description: "Defines an action performed when command mode change. Command receives <br/>
- _isHighCommand <t>bool</t> "
- Category: General
- @e
- onDoubleClick
- Left Argument: map
- Right Argument: command
- Description: "Defines an action performed when the user double clicks on the map. Command receives:<br/>
- <br/>
- _pos <t>array</t> position<br/>
- _units <t>array</t> selected units<br/>
- _shift,_alt <t>bool</t> key state"
- Category: Editor
- @e
- onEachFrame
- Left Argument: command
- Description: "Defines an action performed on each frame (even when game is paused). Code is performed synchronously, cannot contain any sleep or wait."
- Example: onEachFrame {}
- Category: General
- @e
- onGroupIconClick
- Left Argument: command
- Description: "Defines an action performed when player clicked on group marker (3D or in a map)"
- Category: General
- @e
- onGroupIconOverEnter
- Left Argument: command
- Description: "Defines an action performed when player clicked on group marker (3D or in a map)"
- Category: General
- @e
- onGroupIconOverLeave
- Left Argument: command
- Description: "Defines an action performed when player clicked on group marker (3D or in a map)"
- Category: General
- @e
- onHCGroupSelectionChanged
- Left Argument: command
- Description: "Defines an action performed when HC group has been selected. Command receives <br/>
- _group <t>group</t> selected group <br/>
- _isSelected <t>bool</t> new selection state"
- Category: General
- @e
- onMapSingleClick
- Left Argument: command
- Description: "Defines an action performed when the user clicks on the map. Command receives:<br/>
- <br/>
- _pos <t>array</t> position<br/>
- _units <t>array</t> selected units<br/>
- _shift,_alt <t>bool</t> key state<br/>
- <br/>If the click is processed, command should return true."
- Example: onMapSingleClick """SoldierEG"" createUnit [_pos, group player]"
- Category: General
- @e
- onMapSingleClick
- Left Argument: parameters
- Right Argument: command
- Description: "Defines an action performed when the user clicks on the map. Command receives:<br/>
- <br/>
- _pos <t>array</t> position<br/>
- _units <t>array</t> selected units<br/>
- _shift,_alt <t>bool</t> key state<br/>
- _this <t>any</t> parameters passed to this function<br/>
- <br/>If the click is processed, command should return true."
- Example: "SoldierEG" onMapSingleClick "_this createUnit [_pos, group player]"
- Category: General
- @e
- onPlayerConnected
- Left Argument: statement
- Description: "This statement is launched whenever a player is connected to a MP session. Variables _id, _name and _uid are set. See also getPlayerUID, kickUID, banUID."
- Category: General
- @e
- onPlayerDisconnected
- Left Argument: statement
- Description: "This statement is launched whenever a player is disconnected from a MP session. Variables _id, _name and _uid are set."
- Category: General
- @e
- onPreloadFinished
- Left Argument: command
- Description: "Defines an action performed after the preload screen finished."
- Category: General
- @e
- onPreloadStarted
- Left Argument: command
- Description: "Defines an action performed just before the preload screen started."
- Category: General
- @e
- onShowNewObject
- Left Argument: map
- Right Argument: command
- Description: "Defines an action performed when the user right clicks on the map and selects New Object. Set to empty for default behavior. Command receives:<br/>
- <br/>
- _pos <t>array</t> position"
- Category: Editor
- @e
- onTeamSwitch
- Left Argument: command
- Description: "Defines an action performed when the team switch is finished. Command receives:<br/>
- <br/>
- _from <t>object</t> previous unit<br/>
- _to <t>object</t> current units<br/>
- <br/>"
- Category: General
- @e
- openCuratorInterface
- Description: "Force opens curator interface."
- Category: General
- @e
- openDlcPage
- Left Argument: appId
- Description: "Opens a Steam page of the app with given appId. Only works for known appId (game + linked DLCs)"
- Example: openDlcPage 288520
- Category: General
- @e
- openMap
- Left Argument: [show, forced]
- Description: "Show player's map. If forced, cannot be closed."
- Example: openMap [true,true]
- Category: General
- @e
- openYoutubeVideo
- Left Argument: youTubeUrl
- Description: "Opens Steam overlay with the given YT video. The YT url is the end of the video page url. Example: for 'https://www.youtube.com/watch?v=DXIoEUq8YE8' set youTubeUrl to 'watch?v=DXIoEUq8YE8'"
- Category: General
- @e
- opfor
- Description: "Pre-defined variable for the opfor side."
- Category: General
- @e
- or
- Left Argument: a
- Right Argument: b
- Description: "a or b"
- Example: not alive player or not alive leader player
- Category: Default
- @e
- or
- Left Argument: a
- Right Argument: b
- Description: "a or b"
- Example: not alive player or not alive leader player
- Category: Default
- @e
- orderGetIn
- Left Argument: unitArray
- Right Argument: order
- Description: "Forces all units in the list to get in their assigned vehicle."
- Example: [unitOne, unitTwo] orderGetIn true
- Category: General
- @e
- overcast
- Description: "Return the current overcast."
- Category: General
- @e
- overcastForecast
- Description: "Return the overcast forecast."
- Category: General
- @e
- owner
- Left Argument: object
- Description: "On server machine, return the ID of the client where the object is local. Otherwise return 0."
- Category: General
- @e
- parseNumber
- Left Argument: string
- Description: "Parse string containing real number."
- Example: parseNumber "0.125"
- Category: Default
- @e
- parseNumber
- Left Argument: string
- Description: "Parse string containing real number."
- Example: parseNumber "0.125"
- Category: Default
- @e
- parseText
- Left Argument: text
- Description: "Creates a structured text by parsing the given XML description."
- Example: txt = parseText "First line<img image=data\isniper.paa/><br/>Second line"
- Category: General
- @e
- parsingNamespace
- Description: "Return the global namespace attached to config parser."
- Category: General
- @e
- particlesQuality
- Description: "Return current settings for particles quality."
- Category: General
- @e
- pi
- Description: "pi (180 degrees converted to radians)"
- Example: pi
- Example Return: 3.1415
- Category: Default
- @e
- pi
- Description: "pi (180 degrees converted to radians)"
- Example: pi
- Example Return: 3.1415
- Category: Default
- @e
- pickWeaponPool
- Left Argument: obj
- Description: "Transfers weapons and magazines from the cargo space of object obj to the weapon pool (used in campaigns to transfer weapons to the next mission)."
- Category: General
- @e
- pitch
- Left Argument: object
- Description: "Returns the pitch of the variable assigned to the object in the mission editor."
- Example: pitch player
- Category: General
- @e
- playableSlotsNumber
- Left Argument: side
- Description: "Returns the number of available slots in mission per side (both empty and taken). In singleplayer mission, it returns number of playable units per side."
- Category: General
- @e
- playableUnits
- Description: "Return a list of playable units (occupied by both AI or players)."
- Category: General
- @e
- playAction
- Left Argument: soldier
- Right Argument: action
- Description: "When used on a person, a smooth transition to the given action will be initiated."
- Example: soldierOne playAction "SitDown"
- Category: General
- @e
- playActionNow
- Left Argument: soldier
- Right Argument: action
- Description: "When used on a person, a smooth transition to the given action will be initiated, but all previous playAction are discarded."
- Example: soldierOne playActionNow "SitDown"
- Category: General
- @e
- player
- Description: "This is the person controlled by the player. In MP this value is different on each computer."
- Example: alive player
- Category: General
- @e
- playerRespawnTime
- Description: "Return the player remaining time to respawn."
- Category: General
- @e
- playerSide
- Description: "Returns the player's side. This is valid even when the player controlled person is dead (a difference from player side)."
- Category: General
- @e
- playersNumber
- Left Argument: side
- Description: "Returns the number of players playing on the given side."
- Category: General
- @e
- playGesture
- Left Argument: soldier
- Right Argument: moveName
- Description: "When used on a person, a smooth transition to the given move will be initiated."
- Example: soldierOne playGesture "Wave"
- Category: General
- @e
- playMission
- Left Argument: [campaign, mission] or [campaign, mission, skipBriefing]
- Description: "The mission is launched (from the main menu). Both campaign and mission are given as their directory name. If the campaign is empty, a single mission is launched. If skipBriefing is true, the intro and briefing are skipped."
- Example: playMission["XOutrage","x05Negotiator.Noe"]
- Category: General
- @e
- playMove
- Left Argument: soldier
- Right Argument: moveName
- Description: "When used on a person, a smooth transition to the given move will be initiated."
- Example: soldierOne playMove "Stand"
- Category: General
- @e
- playMoveNow
- Left Argument: soldier
- Right Argument: moveName
- Description: "When used on a person, a smooth transition to the given move will be initiated, but all previous playAction are discarded."
- Example: soldierOne playMoveNow "Stand"
- Category: General
- @e
- playMusic
- Left Argument: name
- Description: "Plays music defined in the description.ext file."
- Example: playMusic "musicname"
- Category: General
- @e
- playScriptedMission
- Left Argument: [world, expression, config, (ignoreChildWindow)]
- Description: "Load the given world, launch an empty mission and execute the given expression. Config (optional) can reference to the config entry replacing description.ext for this mission."
- Category: General
- @e
- playSound
- Left Argument: name
- Description: "Plays a sound defined in the description.ext file."
- Example: playSound "soundname"
- Category: General
- @e
- playSound3D
- Left Argument: ["filename", source, isInside, position, volume, frequency, distance]
- Description: "Plays a sound with given filename. Position of the source object in world coordinates. Distance is how far is sound audible (0 = no max distance). At least 2 parameters must be added."
- Example: playSound3D ["A3\Sounds_F\sfx\blip1.wav", player] or playSound3D ["A3\Sounds_F\sfx\blip1.wav", player, false, getPos player, 1, 1, 0]
- Category: General
- @e
- position
- Left Argument: object
- Description: "Returns the object position in format <ar>Position</ar>."
- Example: position player
- Category: General
- @e
- positionCameraToWorld
- Left Argument: position
- Description: "Transform position from camera coordinate space to world coordinate space."
- Example: _worldPos = positionCameraToWorld _cameraPos
- Category: General
- @e
- posScreenToWorld
- Left Argument: map
- Right Argument: [x, y]
- Description: "Convert screen coordinates in map to world coordinates."
- Category: General
- @e
- posWorldToScreen
- Left Argument: map
- Right Argument: position
- Description: "Convert world coordinates to screen coordinates in map."
- Category: General
- @e
- ppEffectAdjust
- Left Argument: string
- Right Argument: array
- Description: "Adjust parameters for specified post process effect"
- Example: "radialBlurr" ppEffectEnable []
- Category: Visual
- @e
- ppEffectCommit
- Left Argument: string
- Right Argument: number
- Description: "Set time when old pars are replaced by last set, if 0 set immediately"
- Example: ...
- Category: Visual
- @e
- ppEffectCommitted
- Left Argument: effect
- Description: "Check whether given post process effect is commited"
- Category: Visual
- @e
- ppEffectCreate
- Left Argument: effect
- Description: "Create post process effect specified by name and priority"
- Category: Visual
- @e
- ppEffectDestroy
- Left Argument: effect
- Description: "Destroy post process effect given by handle"
- Category: Visual
- @e
- ppEffectEnable
- Left Argument: string
- Right Argument: bool
- Description: "Enable/disable specified post process effect, is overloaded form multiple effects."
- Example: "radialBlurr" ppEffectEnable true, ["chromAberration", "radialBlurr"] ppEffectEnable true
- Category: Visual
- @e
- ppEffectForceInNVG
- Left Argument: number
- Right Argument: bool
- Description: "Forces to use PP effect in NVG"
- Category: Visual
- @e
- precision
- Left Argument: entity
- Description: "Return the precision of the given entity."
- Category: General
- @e
- preloadCamera
- Left Argument: position
- Description: "Preload all textures and models around given position"
- Category: General
- @e
- preloadObject
- Left Argument: distance
- Right Argument: object
- Description: "Preload all data for given object."
- Category: General
- @e
- preloadSound
- Left Argument: sound
- Description: "Make sure sound can start playing without any delay once we need it."
- Category: General
- @e
- preloadTitleObj
- Left Argument: effect
- Description: "Object title - argument uses format ["text","type",speed, showInMap] or ["name","type"]. Speed is ignored.
- Preload data
- The object can be defined in the description.ext file."
- Example: titleObj ["BISLogo","plain"]
- Category: General
- @e
- preloadTitleRsc
- Left Argument: effect
- Description: "Resource title - argument uses format ["name","type",speed, showInMap] or ["name","type"]. Speed is ignored.
- Preload data
- The resource can be defined in the description.ext file."
- Example: titleRsc ["BIS", "PLAIN"]
- Category: General
- @e
- preprocessFile
- Left Argument: filename
- Description: "Returns the preprocessed content of the given file. The preprocessor is C-like, it supports comments using // or /* and */ and macros defined with #define. On dedicated server/client connected to a dedicated server, if allowedPreprocessFileExtensions parameter is used in the DS config file this only returns contents of a given file if the file extension is listed in it. The list should containt at least the following extensions: hpp, sqs, sqf, fsm, cpp, paa, txt, xml, inc, ext, sqm, ods, fxy, lip, csv, kb, bik, bikn, html, biedi. Note, this list may not be completely up to date"
- Example: preprocessFile "myFunction.sqf"
- Example Return: "if a>b then {a} else {b}"
- Category: General
- @e
- preprocessFileLineNumbers
- Left Argument: filename
- Description: "Returns the preprocessed contents of a given file. The preprocessor is C-like, it supports comments using // or /* and */ and macros defined with #define. On dedicated server/client connected to a dedicated server, if allowedPreprocessFileExtensions parameter is used in the DS config file this only returns contents of a given file if the file extension is listed in it. The list should containt at least the following extensions: hpp, sqs, sqf, fsm, cpp, paa, txt, xml, inc, ext, sqm, ods, fxy, lip, csv, kb, bik, bikn, html, biedi. Note, this list may not be completely up to date."
- Example: preprocessFileLineNumbers "myFunction.sqf"
- Example Return: "if a>b then {a} else {b}"
- Category: General
- @e
- primaryWeapon
- Left Argument: vehicle
- Description: "Returns the name of the vehicle's primary weapon (an empty string if there is none)."
- Example: primaryWeapon player
- Category: General
- @e
- primaryWeaponItems
- Left Argument: unit
- Description: "Get array with all items assigned to a weapon."
- Category: General
- @e
- primaryWeaponMagazine
- Left Argument: vehicle
- Description: "Return the names of the types of currently loaded magazines in given weapon."
- Category: General
- @e
- priority
- Left Argument: task
- Description: "Return the priority of the task."
- Category: Identity
- @e
- private
- Left Argument: variable
- Description: "Introduces one or more local variables in the innermost scope."
- Category: Default
- @e
- private
- Left Argument: variable
- Description: "Introduces one or more local variables in the innermost scope."
- Category: Default
- @e
- processDiaryLink
- Left Argument: link
- Description: "Open the diary screen on the record specified by link."
- Category: Identity
- @e
- productVersion
- Description: "Return the product name, version, branch and flag if game is modded in form ["product name","product short name",version*100,build,"branche",customMods]"
- Example: productVersion
- Example Return: ["ArmA 3", "Arma3", 137, 87840, "Development", true]
- Category: General
- @e
- profileName
- Description: "Return profile name."
- Category: General
- @e
- profileNamespace
- Description: "Return the global namespace attached to user profile."
- Category: General
- @e
- progressLoadingScreen
- Left Argument: progress
- Description: "If loading screen is show, set progress bar to the given value (from interval [0, 1])"
- Category: General
- @e
- progressPosition
- Left Argument: control
- Description: "Returns the current position in the progress bar."
- Example: _pos = progressPosition _control
- Category: General
- @e
- progressSetPosition
- Left Argument: control
- Right Argument: pos
- Description: "Sets the current position in the progress bar."
- Example: _control sliderSetPosition 0
- Category: General
- @e
- publicVariable
- Left Argument: varName
- Description: "Broadcasts the variable value to all computers.
- Only type <t>Number</t> is supported in versions 1.33 and before.
- The following types are supported since 1.34:
- <t>Number</t>, <t>Boolean</t>, <t>Object</t> and <t>Group</t>."
- Example: publicVariable "CTFscoreOne"
- Category: General
- @e
- publicVariableClient
- Left Argument: clientId
- Right Argument: varName
- Description: "Send the variable value to the client computer.
- Only type <t>Number</t> is supported in versions 1.33 and before.
- The following types are supported since 1.34:
- <t>Number</t>, <t>Boolean</t>, <t>Object</t> and <t>Group</t>."
- Example: 3 publicVariableClient "CTFscoreOne"
- Category: General
- @e
- publicVariableServer
- Left Argument: varName
- Description: "Send the variable value to the server computer.
- Only type <t>Number</t> is supported in versions 1.33 and before.
- The following types are supported since 1.34:
- <t>Number</t>, <t>Boolean</t>, <t>Object</t> and <t>Group</t>."
- Example: publicVariableServer "CTFscoreOne"
- Category: General
- @e
- pushBack
- Left Argument: array
- Right Argument: element
- Description: "Add and element into the end of a given array."
- Example: array push_back "Hello"
- Category: Default
- @e
- pushBack
- Left Argument: array
- Right Argument: element
- Description: "Add and element into the end of a given array."
- Example: array push_back "Hello"
- Category: Default
- @e
- putWeaponPool
- Left Argument: obj
- Description: "Transfers weapons and magazines from the weapon pool (used in campaigns to transfer weapons to the next mission) into the cargo space of object obj."
- Category: General
- @e
- queryItemsPool
- Left Argument: name
- Description: "Returns the number of items of type name in the weapon pool (used in campaigns to transfer weapons to the next mission)."
- Category: General
- @e
- queryMagazinePool
- Left Argument: name
- Description: "Returns the number of magazines of type name in the weapon pool (used in campaigns to transfer weapons to the next mission)."
- Category: General
- @e
- queryWeaponPool
- Left Argument: name
- Description: "Returns the number of weapons of type name in the weapon pool (used in campaigns to transfer weapons to the next mission)."
- Category: General
- @e
- rad
- Left Argument: x
- Description: "Converts x from degrees to radians."
- Example: rad 180
- Example Return: 3.1415
- Category: Default
- @e
- rad
- Left Argument: x
- Description: "Converts x from degrees to radians."
- Example: rad 180
- Example Return: 3.1415
- Category: Default
- @e
- radioChannelAdd
- Left Argument: chan ix
- Right Argument: [units]
- Description: "Add the units to the custom radio channel."
- Category: General
- @e
- radioChannelCreate
- Left Argument: [[r,g,b,a], label, callSign, [unit1,unit2,...], sentenceColorType]
- Description: "Create Custom Radio Channel with given callSign color, callSign format and units. sentenceColorType sets color for sentences - true for colorMessageProtocol otherwise colorMessage. Returns index to identify/manipulate the created Custom Channel."
- Category: General
- @e
- radioChannelRemove
- Left Argument: chan ix
- Right Argument: [units]
- Description: "Remove the units from the custom radio channel."
- Category: General
- @e
- radioChannelSetCallSign
- Left Argument: chan ix
- Right Argument: callSign
- Description: "Set the custom channel call sign."
- Category: General
- @e
- radioChannelSetLabel
- Left Argument: chan ix
- Right Argument: label
- Description: "Set the custom channel label."
- Category: General
- @e
- radioVolume
- Description: "Checks the current radio volume (set by <f>setRadioVolume</f>)."
- Category: General
- @e
- rain
- Description: "Return the current rain."
- Category: General
- @e
- rainbow
- Description: "Return the current rainbow intensity."
- Category: General
- @e
- random
- Left Argument: x
- Description: "The random real value from 0 to x. (0<=random<1)"
- Example: random 1
- Category: Default
- @e
- random
- Left Argument: x
- Description: "The random real value from 0 to x. (0<=random<1)"
- Example: random 1
- Category: Default
- @e
- randomGen
- Left Argument: multiplier
- Description: "Create expression which will generate random number from interval <0, multiplier)"
- Example: randomGen 5
- Category: Simple expression
- @e
- rank
- Left Argument: unit
- Description: "Return the rank of the given unit."
- Category: General
- @e
- rankId
- Left Argument: unit
- Description: "Return the rank of the given unit for comparison."
- Category: General
- @e
- rating
- Left Argument: unit
- Description: "Checks the unit rating. This rating is increased for killing enemies, decreased for killing friendlies and can be changed by a mission designer."
- Example: rating player
- Category: General
- @e
- rectangular
- Left Argument: location
- Description: "Check if given location has rectangular shape."
- Category: Location
- @e
- registeredTasks
- Left Argument: teamMember
- Description: "List all registered task types."
- Category: Identity
- @e
- registerTask
- Left Argument: teamMember
- Right Argument: entry name
- Description: "Register a new task type. Parameters are defined in the given config class (subclass of CfgTasks)."
- Category: Identity
- @e
- reload
- Left Argument: vehicle
- Description: "Reload all weapons."
- Category: General
- @e
- reloadEnabled
- Left Argument: vehicle
- Description: "Check whether magazine is reloaded whenever emptied."
- Category: General
- @e
- remoteControl
- Left Argument: who
- Right Argument: whom
- Description: "Switch on remote control of the unit."
- Example: player remoteControl gunner _uav
- Category: General
- @e
- removeAction
- Left Argument: unit
- Right Argument: index
- Description: "Removes the action with the given id."
- Example: player removeAction 0
- Category: General
- @e
- removeAllActions
- Left Argument: unit
- Description: "Removes the action with the given id."
- Example: removeAllActions player
- Category: General
- @e
- removeAllAssignedItems
- Left Argument: unit
- Description: "Removes all linked items from gear (map, compass, headgear, goggles etc.)."
- Category: General
- @e
- removeAllContainers
- Left Argument: unit
- Description: "Removes all containers from the unit."
- Example: removeAllContainers player
- Category: General
- @e
- removeAllCuratorAddons
- Left Argument: curatorObj
- Description: "Restrict access to all addons for given curator."
- Category: General
- @e
- removeAllCuratorCameraAreas
- Left Argument: curatorObj
- Description: "Delete all curator camera areas."
- Category: General
- @e
- removeAllCuratorEditingAreas
- Left Argument: curatorObj
- Description: "Delete all curator edit areas."
- Category: General
- @e
- removeAllEventHandlers
- Left Argument: object
- Right Argument: handlerType
- Description: "Removes all event handlers of the given type which were added by <f>addEventHandler</f>."
- Example: player removeAllEventHandlers "killed"
- Category: General
- @e
- removeAllHandgunItems
- Left Argument: unit
- Description: "Removes all items from weapon except magazine."
- Category: General
- @e
- removeAllItems
- Left Argument: unit
- Description: "Removes all items from the uniform, vest and backpack."
- Category: General
- @e
- removeAllItemsWithMagazines
- Left Argument: unit
- Description: "Removes all items from the uniform, vest and backpack."
- Category: General
- @e
- removeAllMissionEventHandlers
- Left Argument: type
- Description: "Removes all event handlers of the given type which were added by <f>addMissionEventHandler</f>."
- Example: removeAllMissionEventHandlers "ended"
- Category: General
- @e
- removeAllMPEventHandlers
- Left Argument: object
- Right Argument: handlerType
- Description: "Removes all MP event handlers of the given type which were added by <f>addMPEventHandler</f>."
- Example: player removeAllMPEventHandlers "mpkilled"
- Category: General
- @e
- removeAllMusicEventHandlers
- Left Argument: type
- Description: "Remove all music track event handlers."
- Example: removeAllMusicEventHandlers "MusicStart"
- Category: General
- @e
- removeAllPrimaryWeaponItems
- Left Argument: unit
- Description: "Removes all items from weapon except magazine."
- Category: General
- @e
- removeAllWeapons
- Left Argument: unit
- Description: "Removes all weapons from the unit."
- Example: removeAllWeapons player
- Category: General
- @e
- removeBackpack
- Left Argument: unit
- Description: "Remove backpack from unit."
- Example: removeBackpack player
- Category: General
- @e
- removeBackpackGlobal
- Left Argument: unit
- Description: "Remove backpack from unit(even non-local)."
- Example: removeBackpackGlobal player
- Category: General
- @e
- removeCuratorAddons
- Left Argument: curatorObj
- Right Argument: [addons]
- Description: "Restrict curator use of given addon."
- Example: curator removeCuratorAddons [addon1, addon2]
- Category: General
- @e
- removeCuratorCameraArea
- Left Argument: curatorObj
- Right Argument: cameraAreaID
- Description: "Removes curator camera area"
- Category: General
- @e
- removeCuratorEditableObjects
- Left Argument: curatorObj
- Right Argument: [[object],removeCrew = true]
- Description: "Unregister objects which can be edited by a curator."
- Example: 0 removeCuratorEditableObjects [cursorTarget, true]
- Category: General
- @e
- removeCuratorEditingArea
- Left Argument: curatorObj
- Right Argument: editAreaID
- Description: "Removes editing area for given curator"
- Category: General
- @e
- removeDrawIcon
- Left Argument: map
- Right Argument: [object, string identifier]
- Description: "Removes an icon for an editor object."
- Category: Editor
- @e
- removeDrawLinks
- Left Argument: map
- Right Argument: [from, param type]
- Description: "Remove all drawn links for the given editor object for the given editor object type. Pass an empty string as param type to remove all draw links for an object."
- Category: Editor
- @e
- removeEventHandler
- Left Argument: object
- Right Argument: handler
- Description: "Removes event handler added by <f>addEventHandler</f>. Format of handler is [type,index]. Index is returned by addEventHandler. When any handler is removed, all handler indices higher that the deleted one should be decremented."
- Example: player removeEventHandler ["killed",0]
- Category: General
- @e
- removeFromRemainsCollector
- Left Argument: array
- Description: "Removes flag from given objects to be managed by unitRemove manager"
- Example: removeFromRemainsCollector [unit1, unit2]
- Category: General
- @e
- removeGoggles
- Left Argument: unit
- Description: "Remove goggles from unit."
- Example: removeBackpack player
- Category: General
- @e
- removeGroupIcon
- Left Argument: group
- Right Argument: icon ID
- Description: "Remove icon with given ID from group."
- Example: group removeGroupIcon id
- Category: General
- @e
- removeHandgunItem
- Left Argument: unit
- Right Argument: item
- Description: "Removes given item from the weapon cargo space."
- Example: player removeHandgunItem "ItemClassName"
- Category: General
- @e
- removeHeadgear
- Left Argument: unit
- Description: "Remove headgear from unit."
- Example: removeBackpack player
- Category: General
- @e
- removeItem
- Left Argument: unit
- Right Argument: item
- Description: "Remove item from the inventory."
- Category: General
- @e
- removeItemFromBackpack
- Left Argument: unit
- Right Argument: item
- Description: "Remove item from soldier's uniform."
- Category: General
- @e
- removeItemFromUniform
- Left Argument: unit
- Right Argument: item
- Description: "Remove item from soldier's uniform."
- Category: General
- @e
- removeItemFromVest
- Left Argument: unit
- Right Argument: item
- Description: "Remove item from soldier's uniform."
- Category: General
- @e
- removeItems
- Left Argument: unit
- Right Argument: item
- Description: "Remove all items with given template from the inventory."
- Category: General
- @e
- removeMagazine
- Left Argument: unit
- Right Argument: weaponName
- Description: "Removes the magazine from the unit. Note: you may create invalid combinations by using this function. When doing so, application behaviour is undefined."
- Example: player removeMagazine "M16"
- Category: General
- @e
- removeMagazineGlobal
- Left Argument: unit
- Right Argument: weaponName
- Description: "Removes the magazine from the unit. Note: you may create invalid combinations by using this function. When doing so, application behaviour is undefined."
- Example: player removeMagazineGlobal "M16"
- Category: General
- @e
- removeMagazines
- Left Argument: unit
- Right Argument: weaponName
- Description: "Removes all magazines of the given type from the unit. Note: you may create invalid combinations by using this function. When doing so, application behaviour is undefined."
- Example: player removeMagazines "M16"
- Category: General
- @e
- removeMagazinesTurret
- Left Argument: transport
- Right Argument: [weaponName, turret path]
- Description: "Removes all magazines of the given type from the unit. Use turret path [-1] for driver's turret. Note: you may create invalid combinations by using this function. When doing so, application behaviour is undefined."
- Example: vehicle player removeMagazines ["60rnd_cmflaremagazine",,[-1]]
- Category: General
- @e
- removeMagazineTurret
- Left Argument: transport
- Right Argument: [weaponName, turret path]
- Description: "Removes the magazine from the turret. Use turret path [-1] for driver's turret. Note: you may create invalid combinations by using this function. When doing so, application behaviour is undefined."
- Example: vehicle player removeMagazine ["60rnd_cmflaremagazine",[-1]]
- Category: General
- @e
- removeMenuItem
- Left Argument: map
- Right Argument: index of menu item to delete
- Description: "Removes a previously added menu item."
- Category: Editor
- @e
- removeMissionEventHandler
- Left Argument: [type, id]
- Description: "Removes event handler added by <f>addMissionEventHandler</f>. Id is returned by addMissionEventHandler. When any handler is removed, all handler indices higher that the deleted one should be decremented."
- Example: removeMissionEventHandler ["ended",0]
- Category: General
- @e
- removeMPEventHandler
- Left Argument: object
- Right Argument: handler
- Description: "Removes MP event handler added by <f>addMPEventHandler</f>. Format of handler is [type,index]. Index is returned by addMPEventHandler. When any handler is removed, all handler indices higher that the deleted one should be decremented."
- Example: player removeMPEventHandler ["killed",0]
- Category: General
- @e
- removeMusicEventHandler
- Left Argument: [type, id]
- Description: "Remove specified music track event handler."
- Example: removeMusicEventHandler ["MusicTerminate", "1"]
- Category: General
- @e
- removePrimaryWeaponItem
- Left Argument: unit
- Right Argument: item
- Description: "Removes given item from the weapon cargo space."
- Example: player removePrimaryWeaponItem "ItemClassName"
- Category: General
- @e
- removeSecondaryWeaponItem
- Left Argument: unit
- Right Argument: item
- Description: "Removes given item from the weapon cargo space."
- Example: player removeSecondaryWeaponItem "ItemClassName"
- Category: General
- @e
- removeSimpleTask
- Left Argument: person
- Right Argument: task
- Description: "Remove a simple task from the list of simple tasks."
- Category: Identity
- @e
- removeSwitchableUnit
- Left Argument: person
- Description: "Remove a unit from the list of units available for team switch."
- Category: General
- @e
- removeTeamMember
- Left Argument: team
- Right Argument: member
- Description: "Remove given member from given team."
- Example: _team removeTeamMember _teamMember
- Category: Agents
- @e
- removeUniform
- Left Argument: unit
- Description: "Remove uniform from unit."
- Example: removeBackpack player
- Category: General
- @e
- removeVest
- Left Argument: unit
- Description: "Remove vest from unit."
- Example: removeBackpack player
- Category: General
- @e
- removeWeapon
- Left Argument: unit
- Right Argument: weaponName
- Description: "Removes the weapon from the unit. Note: you may create invalid combinations by using this function. When doing so, application behaviour is undefined."
- Example: player removeWeapon "M16"
- Category: General
- @e
- removeWeaponAttachmentCargo
- Left Argument: vehicle(with supply)
- Right Argument: [weaponID,creatorID,"weaponAttachment"]
- Description: "Remove attachment linked to a weapon from the vehicle cargo space."
- Example: rearmTruckOne RemoveWeaponAttachment[weaponID,creatorID,"attachment"]
- Category: General
- @e
- removeWeaponCargo
- Left Argument: vehicle(with supply)
- Right Argument: [weaponID,creatorID]
- Description: "Remove weapon from the vehicle cargo space."
- Example: rearmTruckOne removeWeaponCargo [19, 1]
- Category: General
- @e
- removeWeaponGlobal
- Left Argument: unit
- Right Argument: weaponName
- Description: "Removes the weapon from the unit. Note: you may create invalid combinations by using this function. When doing so, application behaviour is undefined."
- Example: player removeWeaponGobal "M16"
- Category: General
- @e
- removeWeaponTurret
- Left Argument: vehicle
- Right Argument: [weaponName,turret array]
- Description: "Removes the weapon from the given vehicle's turret. "
- Example: vehicle player aremoveWeaponTurret ["Horn",[0,0]]
- Category: General
- @e
- requiredVersion
- Left Argument: version
- Description: "Checks whether the appropriate version of the application is available. If it's not, a warning message is shown and false is returned. The version format is "Major.Minor", e.g. "1.30"."
- Example: requiredVersion "1.30"
- Category: General
- @e
- resetCamShake
- Description: "Resets all camera shakes."
- Category: General
- @e
- resetSubgroupDirection
- Left Argument: subgroup member
- Description: "Reset direction of subgroup."
- Example: resetSubgroupDirection unit
- Category: General
- @e
- resistance
- Description: "The Resistance side."
- Category: General
- @e
- resize
- Left Argument: array
- Right Argument: count
- Description: "Changes the array size. This function can be used to add or remove elements from the array."
- Example: array resize 2
- Category: Default
- @e
- resize
- Left Argument: array
- Right Argument: count
- Description: "Changes the array size. This function can be used to add or remove elements from the array."
- Example: array resize 2
- Category: Default
- @e
- resources
- Left Argument: teamMember
- Description: "Return a list of the resources belonging to a team."
- Category: Agents
- @e
- respawnVehicle
- Left Argument: vehicle
- Right Argument: [delay = -1, count = 0]
- Description: "Set vehicle as respawnable in MP games. Delay is respawn delay, default respawnDelay from description.ext is used. Count tells how many respawns is processed (default unlimited)."
- Example: car respawnVehicle [5.0, 3]
- Category: General
- @e
- restartEditorCamera
- Left Argument: map
- Description: "Restarts the mission editor camera (if it was deleted by a script, for example)."
- Category: Editor
- @e
- reveal
- Left Argument: group
- Right Argument: unit
- Description: "Reveals the unit to the group. It does not matter whether the group can know about the unit or not."
- Example: soldierOne reveal soldierTwo
- Category: General
- @e
- revealMine
- Left Argument: side
- Right Argument: mine
- Description: "Sets given mine as known to the side."
- Category: General
- @e
- reverse
- Left Argument: array
- Description: "Reverse elements position in the array([0,1,2] -> [2,1,0])."
- Example: reverse [0,1,2]
- Category: Default
- @e
- reverse
- Left Argument: array
- Description: "Reverse elements position in the array([0,1,2] -> [2,1,0])."
- Example: reverse [0,1,2]
- Category: Default
- @e
- reversedMouseY
- Description: "Return if mouse vertical axe is inverted."
- Category: General
- @e
- roadsConnectedTo
- Left Argument: road segment
- Description: "Find the road segments connected to the given road segment."
- Category: General
- @e
- ropeAttachedObjects
- Left Argument: vehicle
- Description: "Returns list of attached objects on ropes"
- Example: ropeAttachedObjects obj
- Category: General
- @e
- ropeAttachedTo
- Left Argument: vehicle
- Description: "Returns the object it is attached to by rope"
- Example: ropeAttachedTo obj
- Category: General
- @e
- ropeAttachEnabled
- Left Argument: vehicle
- Description: "Check if the vehicle can be attached to ropes"
- Category: General
- @e
- ropeAttachTo
- Left Argument: [vehicle, (toPoint), (ropeEndDownDir)]
- Right Argument: rope
- Description: "Attach vehicle to rope with optional offset"
- Example: [veh, [0,0,0], [0,0,-1]] ropeAttachTo rope
- Category: General
- @e
- ropeCreate
- Left Argument: [fromObject, fromPoint, toObject, toPoint, (length), ([ropeStart, downDir]), ([ropeEnd, downDir])]
- Description: "Create instance of rope object attached on vehicle"
- Example: ropeCreate [veh1, [0,0,-2], veh2, [0,0,0], 10] or ropeCreate [veh1, [0,0,-2], 10] or ropeCreate [veh1, [0,0,-2], veh2, [0,0,0], 10, [], ["ropeend", [0,0,-1]]]
- Category: General
- @e
- ropeCut
- Left Argument: [rope, distance]
- Description: "Cut rope and detach rope from vehicle"
- Example: ropeCut [rope, 5]
- Category: General
- @e
- ropeDestroy
- Left Argument: rope
- Description: "Destroy rope and detach rope from vehicle"
- Example: ropeDestroy rope
- Category: General
- @e
- ropeDetach
- Left Argument: vehicle
- Right Argument: rope
- Description: "Detach vehicle from rope"
- Example: vehicle ropeDetachFrom rope
- Category: General
- @e
- ropeEndPosition
- Left Argument: rope
- Description: "Return rope end positions"
- Example: [start position, end position] ropeEndPosition ropeObj
- Category: General
- @e
- ropeLength
- Left Argument: rope
- Description: "Return rope length (set by ropeCreate, ropeCut, ropeUnwind)"
- Example: ropeLength rope
- Category: General
- @e
- ropes
- Left Argument: vehicle
- Description: "Return vehicle ropes"
- Example: ropes vehicle player
- Category: General
- @e
- ropeUnwind
- Left Argument: [rope, speed, targetLength, (relative)]
- Description: "Unwind rope to target length. Use relative parameter for change rope length +/- from current length"
- Example: ropeUnwind [rope, 3, 10]
- Category: General
- @e
- ropeUnwound
- Left Argument: rope
- Description: "False if unwiding in progress, otherwise true"
- Example: ropeUnwound rope
- Category: General
- @e
- rotorsForcesRTD
- Left Argument: RTD_helicopter
- Description: "Returns force produced by rotors."
- Category: General
- @e
- rotorsRpmRTD
- Left Argument: RTD_helicopter
- Description: "Returns rotors RPM."
- Category: General
- @e
- round
- Left Argument: x
- Description: "The round value of x."
- Example: round -5.25
- Example Return: -5
- Category: Default
- @e
- round
- Left Argument: x
- Description: "The round value of x."
- Example: round -5.25
- Example Return: -5
- Category: Default
- @e
- runInitScript
- Description: "Launch init.sqs script."
- Category: General
- @e
- safeZoneH
- Category: General
- @e
- safeZoneW
- Category: General
- @e
- safeZoneWAbs
- Category: General
- @e
- safeZoneX
- Category: General
- @e
- safeZoneXAbs
- Category: General
- @e
- safeZoneY
- Category: General
- @e
- saveGame
- Description: "Creates an autosave game (used for Retry)."
- Category: General
- @e
- saveIdentity
- Left Argument: person
- Right Argument: name
- Description: "Saves person's identity to objects.sav file in campaign directory as entry name."
- Example: player saveIdentity "playerIdentity"
- Category: General
- @e
- saveJoysticks
- Description: "Saves joysticks key mappings into the joysticks.cfg file. Engine add these joysticks to the Joystick Scheme mapping dialog in options controls section."
- Category: General
- @e
- saveOverlay
- Left Argument: map
- Description: "Save the current overlay."
- Example: saveOverlay _map
- Category: Editor
- @e
- saveProfileNamespace
- Description: "Saves the variables stored in profileNamespace to user profile."
- Category: General
- @e
- saveStatus
- Left Argument: object
- Right Argument: name
- Description: "Saves object's properties to objects.sav file in campaign directory as entry name."
- Example: player saveStatus "playerState"
- Category: General
- @e
- saveVar
- Left Argument: varName
- Description: "Saves the variable value into the global campaign space. The variable is then available to all following missions in the campaign."
- Example: saveVar "varOne"
- Category: General
- @e
- savingEnabled
- Description: "Check if saving the game is enabled."
- Category: General
- @e
- say
- Left Argument: unit or [unit, target]
- Right Argument: speechName
- Description: "The unit will play the given sound. If the unit is a person, it will also pefrorm the corresponding lipsync effect. The sound is defined in the description.ext file. If target is given, titles will be written to the conversation history."
- Example: soldierOne say "speechId"
- Category: General
- @e
- say2D
- Left Argument: unit or [unit, target]
- Right Argument: speechName
- Description: "Functionally same as Say, only difference is sound played as 2D (mono) allways."
- Example: soldierOne say "speechId"
- Category: General
- @e
- say3D
- Left Argument: unit or [unit, target]
- Right Argument: speechName
- Description: "Functionally same as Say, only difference is sound played as 3D allways."
- Example: soldierOne say "speechId"
- Category: General
- @e
- scopeName
- Left Argument: name
- Description: "defines name of current scope. Name is visible in debugger, and name is also used as reference in some commands. Scope name can be defined only once per scope."
- Category: Default
- @e
- scopeName
- Left Argument: name
- Description: "defines name of current scope. Name is visible in debugger, and name is also used as reference in some commands. Scope name can be defined only once per scope."
- Category: Default
- @e
- score
- Left Argument: unit
- Description: "MP: returns the unit's score."
- Example: score unitOne
- Category: General
- @e
- scoreSide
- Left Argument: side
- Description: "MP: returns side score."
- Example: score west
- Category: General
- @e
- screenToWorld
- Left Argument: position
- Description: "Returns the position on landscape (in world coordinates) corresponding to the given point on screen (in UI coordinates)."
- Category: General
- @e
- scriptDone
- Left Argument: script
- Description: "Check if script is already finished"
- Category: General
- @e
- scriptName
- Left Argument: name
- Description: "Assign a friendly name to the VM script thjis command is executed from."
- Example: scriptName "Trading"
- Category: Default
- @e
- scriptName
- Left Argument: name
- Description: "Assign a friendly name to the VM script thjis command is executed from."
- Example: scriptName "Trading"
- Category: Default
- @e
- scriptNull
- Description: "A non-existing script. This value is not equal to anything, including itself."
- Example: script == scriptNull
- Example Return: false
- Category: General
- @e
- scudState
- Left Argument: scud
- Description: "Returns the current state of the given scud launcher. The following states are recognized: 0 - No activity, 1 - Launch preparation, 2 - Launch prepared, 3 - Ignition and 4 - Launched. Note: non-integral values are used to indicate a transition between states."
- Example: scudState scudOne>=4
- Category: General
- @e
- secondaryWeapon
- Left Argument: vehicle
- Description: "Returns the name of a vehicle's secondary weapon (an empty string if there is none)."
- Example: secondaryWeapon player
- Category: General
- @e
- secondaryWeaponItems
- Left Argument: unit
- Description: "Get array with all items assigned to a weapon."
- Category: General
- @e
- secondaryWeaponMagazine
- Left Argument: vehicle
- Description: "Return the names of the types of currently loaded magazines in given weapon."
- Category: General
- @e
- select
- Left Argument: array
- Right Argument: index
- Description: "Selects index element of the array. Index 0 denotes the first element, 1 the second, etc."
- Example: [1, 2, 3] select 1
- Example Return: 2
- Category: Default
- @e
- select
- Left Argument: array
- Right Argument: index
- Description: "Selects index element of the array. Index 0 denotes the first element, 1 the second, etc."
- Example: [1, 2, 3] select 1
- Example Return: 2
- Category: Default
- @e
- selectBestPlaces
- Left Argument: [_position, _radius, _expression, _precision, _sourcesCount]
- Description: "Find the places with the max. value of _expression in the given area."
- Category: General
- @e
- selectDiarySubject
- Left Argument: person
- Right Argument: subject
- Description: "Select the subject page in a log."
- Category: Identity
- @e
- selectedEditorObjects
- Left Argument: map
- Description: "Returns a list of currently selected editor objects."
- Category: Editor
- @e
- selectEditorObject
- Left Argument: map
- Right Argument: object
- Description: "Select an editor object. Does not un-select previously selected objects."
- Category: Editor
- @e
- selectionPosition
- Left Argument: object
- Right Argument: selection name
- Description: "Search for selection in the object model (first in the memory level, then in other levels). Returns position in model space."
- Category: General
- @e
- selectLeader
- Left Argument: group
- Right Argument: unit
- Description: "Select group leader."
- Example: group player selectLeader player
- Category: General
- @e
- selectNoPlayer
- Description: "Switch player to no unit."
- Category: General
- @e
- selectPlayer
- Left Argument: unit
- Description: "Switch player to given unit."
- Example: selectPlayer aP
- Category: General
- @e
- selectWeapon
- Left Argument: unit
- Right Argument: weapon
- Description: "Selects the given weapon.
- For weapon values see <cl>CfgWeapons</cl>."
- Example: soldierOne selectWeapon "LAWLauncher"
- Category: General
- @e
- selectWeaponTurret
- Left Argument: vehicle
- Right Argument: [weapon, turret path]
- Description: "Selects the given weapon on specified turret"
- Example: tank selectWeaponTurret ["LAWLauncher", [0]]
- Category: General
- @e
- sendAUMessage
- Left Argument: [count|[clientList], "command"]
- Description: "Send the command to the list of clients or some count of clients."
- Example: SendAUMessage [[dpnid1, dpnid2], "ConnectTo: 192.168.1.66"]
- Category: General
- @e
- sendSimpleCommand
- Left Argument: object
- Right Argument: command
- Description: "Sends a simple command to the vehicle's driver / gunner."
- Example: vehicle player sendSimpleCommand "STOP"
- Category: General
- @e
- sendTask
- Left Argument: sender
- Right Argument: [receiver, [type] or [type, parentTask], priority, name1, value1, name2, value2, ...]
- Description: "Create a new AI task (subtask of parentTask). Type is name of registered task type."
- Category: Identity
- @e
- sendTaskResult
- Left Argument: task
- Right Argument: [state, result, sentence]
- Description: "Send a result of the task to the task sender."
- Category: Identity
- @e
- sendUDPMessage
- Left Argument: [ip,port,"message"]
- Description: "Send message to given adress using UDP protocol."
- Category: General
- @e
- serverCommand
- Left Argument: server command
- Description: "Process the specified server command.
- The Server command string is identical to that used in chat line in MP.
- This command needs to be executed from UI handler to succeed."
- Example: serverCommand "#kick friendlykiller"
- Category: General
- @e
- serverCommandAvailable
- Left Argument: server command
- Description: "Checks whether current user is able to process the specified server command. See also <f>serverCommand</f>"
- Example: serverCommandAvailable "#kick"
- Category: General
- @e
- serverCommandExecutable
- Left Argument: server command
- Description: "Checks whether current user is able to execute the specified server command.
- This command needs to be executed from UI handler to succeed and mirrors serverCommand behavior. See also <f>serverCommand</f>"
- Example: serverCommandExecutable "#kick"
- Category: General
- @e
- serverTime
- Description: "Server time synchronized to clients."
- Category: General
- @e
- set
- Left Argument: array
- Right Argument: element
- Description: "Format of element is [index, value].
- Changes an element of the given array. If the element does not exist, index+1 is called to create it."
- Example: array set [0, "Hello"]
- Category: Default
- @e
- set
- Left Argument: array
- Right Argument: element
- Description: "Format of element is [index, value].
- Changes an element of the given array. If the element does not exist, index+1 is called to create it."
- Example: array set [0, "Hello"]
- Category: Default
- @e
- setAccTime
- Left Argument: accFactor
- Description: "Sets the time acceleration coeficient. It can also be used to slow down time in cutscenes."
- Example: setAccTime 0.1
- Category: General
- @e
- setActualCollectiveRTD
- Left Argument: RTD_helicopter
- Right Argument: Set starting collective.
- Description: "Set wanted RPM of given motor, use index -1 for all motors."
- Category: General
- @e
- setAirportSide
- Left Argument: airportId
- Right Argument: side
- Description: "Set owner of the airport"
- Example: 0 setAirportSide east
- Category: General
- @e
- setAmmo
- Left Argument: unit
- Right Argument: [weapon, count]
- Description: "Set how many shots the unit has left for the loaded magazine in the given weapon type."
- Example: player setAmmo ["M16",5]
- Category: General
- @e
- setAmmoCargo
- Left Argument: vehicle
- Right Argument: ammoCargo
- Description: "Sets the amount of ammo resources in the cargo space of a repair vehicle. Ammo resources are used to resupply vehicles; soldiers use individual magazines instead. An amount of one indicates a full cargo."
- Example: rearmTruckOne setAmmoCargo 0
- Category: General
- @e
- setAperture
- Left Argument: set
- Description: "Sets custom camera apreture (-1 to do it automatically)."
- Category: General
- @e
- setApertureNew
- Left Argument: [min, std, max, std lum]
- Description: "Sets custom camera apreture (-1 to do it automatically)."
- Category: General
- @e
- setArmoryPoints
- Left Argument: points
- Description: "Store the given amount of armory points."
- Category: General
- @e
- setAttributes
- Left Argument: text
- Right Argument: [name1, value1, name2, value2, ...]
- Description: "Returns a structured text created by the given structured or plain text by setting attributes to the given values."
- Example: txt = img setAttributes ["image", "data\iSoldier.paa"]
- Category: General
- @e
- setAutonomous
- Left Argument: uav
- Right Argument: autonomous
- Description: "Set UAV autonomous mode."
- Example: uav setAutonomous true
- Category: General
- @e
- setBehaviour
- Left Argument: group
- Right Argument: behaviour
- Description: "Sets the group behaviour mode. Behaviour is one of: "CARELESS", "SAFE", "AWARE", "COMBAT" or "STEALTH"."
- Example: groupOne setBehaviour "SAFE"
- Category: General
- @e
- setBleedingRemaining
- Left Argument: obj
- Right Argument: time
- Description: "Sets bleeding time remaining."
- Example: player setBleedingRemaining 1.0
- Category: General
- @e
- setBrakesRTD
- Left Argument: RTD_helicopter
- Right Argument: [value, index]
- Description: "Set brakes. If value 1.0f, brakes are on, If value 0.0f, brakes are off. index = 1 - left; index = 2 - right; index = 3 - both sides"
- Category: General
- @e
- setCameraInterest
- Left Argument: entity
- Right Argument: interest
- Description: "Set camera interest for given entity."
- Example: _soldier setCameraInterest 50
- Category: General
- @e
- setCamShakeDefParams
- Left Argument: [power, duration, maxDistance, frequency, minSpeed, minMass, caliberCoefHit, caliberCoefFire, vehicleCoef]
- Description: "Sets camera shake default params."
- Category: General
- @e
- setCamShakeParams
- Left Argument: [posCoef, rotXCoef, rotYCoef, rotZCoef, interp]
- Description: "Sets camera shake params."
- Category: General
- @e
- setCamUseTi
- Left Argument: bool
- Right Argument: mode index
- Description: "Activate camera thermal vision"
- Category: General
- @e
- setCaptive
- Left Argument: person
- Right Argument: captive
- Description: "Marks the unit as captive. If the unit is a vehicle, the vehicle commander is marked instead.
- A captive is neutral to everyone.
- Note: This function does not remove the unit's weapons."
- Example: setCaptive player
- Category: General
- @e
- setCenterOfMass
- Left Argument: object
- Right Argument: com or [com, time]; com: vector
- Description: "Changes the center of mass of an object smoothly during the given time (in seconds). A time of zero means an immediate change."
- Example: myObject setCenterOfMass [[0,-1,0],0.5]
- Category: General
- @e
- setCollisionLight
- Left Argument: vehicle
- Right Argument: true/false
- Description: "Sets vehicle collision lights(true-on, false-off)."
- Example: vehicle player SetCollisionLight true
- Category: General
- @e
- setCombatMode
- Left Argument: group
- Right Argument: mode
- Description: "Sets the group's combat mode (engagement rules). Mode can be one of: "BLUE" (Never fire), "GREEN" (Hold fire - defend only), "WHITE" (Hold fire, engage at will), "YELLOW" (Fire at will) or "RED" (Fire at will, engage at will)."
- Example: groupOne setCombatMode "BLUE"
- Category: General
- @e
- setCompassOscillation
- Left Argument: [angle, frequencyMin, frequencyMax]
- Description: "Set Compass Oscilation."
- Category: General
- @e
- setCuratorCameraAreaCeiling
- Left Argument: curatorObj
- Right Argument: height
- Description: "Sets maximal height where curator can fly"
- Category: General
- @e
- setCuratorCoef
- Left Argument: curatorObj
- Right Argument: [action, coefficient/enabled?]
- Description: "Sets coef for some action (coef have to be bigger than -1 000 000 anything lower is considered as disabled action)"
- Example: 0 setCuratorCoef [0, 1] or 0 setCuratorCoef [0, false]
- Category: General
- @e
- setCuratorEditingAreaType
- Left Argument: curatorObj
- Right Argument: whitelist?
- Description: "Set curator areas to act like whitelist(true)/blacklist(false)."
- Example: curator setCuratorEditingAreaType true
- Category: General
- @e
- setCuratorWaypointCost
- Left Argument: curatorObj
- Right Argument: price
- Description: "Sets price for waypoint placement."
- Example: 0 setCuratorWaypointCost 0.1
- Category: General
- @e
- setCurrentTask
- Left Argument: person
- Right Argument: task
- Description: "Set the task as a current task of the person."
- Category: Identity
- @e
- setCurrentWaypoint
- Left Argument: group
- Right Argument: waypoint
- Description: "Switch the group to process the given waypoint."
- Category: General
- @e
- setCustomWeightRTD
- Left Argument: RTD_helicopter
- Right Argument: weight
- Description: "Add weight to helicopter."
- Category: General
- @e
- setDamage
- Left Argument: object
- Right Argument: damage
- Description: "Damages / repairs the object. Damage 0 means the object is fully functional, damage 1 means it's completely destroyed / dead.
- Note: this function is identical to <f>setDammage</f>. It was introduced to fix a spelling error in the original function name."
- Example: player setdamage 1
- Category: General
- @e
- setDammage
- Left Argument: obj
- Right Argument: dammage
- Description: "Damages / repairs the object. Damage 0 means the object is fully functional, damage 1 means it's completely destroyed / dead."
- Example: player setdammage 1
- Category: General
- @e
- setDate
- Left Argument: [year, month, day, hour, minute]
- Description: "Sets the actual mission date and time."
- Category: General
- @e
- setDebriefingText
- Left Argument: endType
- Right Argument: [title, description]
- Description: "Sets debriefing text."
- Example: "end1" setDebriefingText ["Title", "Description"]
- Category: General
- @e
- setDefaultCamera
- Left Argument: [ position, direction = [0,0,-1]]
- Description: "Sets the position and direction for camera used after camera is set on no object (e.g. leaving a multiplayer game)."
- Example: setDefaultCamera [ [ 5000,5000,200], [1,1,-1] ]
- Category: General
- @e
- setDestination
- Left Argument: object
- Right Argument: [position, planningMode, forceReplan]
- Description: "Set the destination for path planning of the pilot."
- Category: General
- @e
- setDetailMapBlendPars
- Left Argument: [fullDetail, noDetail]
- Description: "Sets the detail texture map blend pars."
- Example: setDetailMapBlendPars [20, 50]
- Category: General
- @e
- setDir
- Left Argument: obj
- Right Argument: heading
- Description: "Sets the object heading. The accepted heading range is from 0 to 360."
- Example: player setDir 180
- Category: General
- @e
- setDirection
- Left Argument: location
- Right Argument: direction
- Description: "Set a new direction (angle) of given location."
- Category: Location
- @e
- setDrawIcon
- Left Argument: map
- Right Argument: [object, texture, color, offset, width, height, maintain size?, angle, string identifier, shadow, is3D, draw line?, priority]
- Description: "Set the icon to be shown in 2D editor for the specified editor object. If maintain size is false, icon will not scale depending on the scale of the map. If maintain size is a number, the icon will maintain size if map scale is below that number. is3D, show line and priority are optional."
- Category: Editor
- @e
- setDropInterval
- Left Argument: particleSource
- Right Argument: interval
- Description: "Set interval of emitting particles from particle source."
- Example: _source setDropInterval 0.05
- Category: General
- @e
- setEditorMode
- Left Argument: map
- Right Argument: mode
- Description: "Sets map mode to MAP, 3D or PREVIEW."
- Category: Editor
- @e
- setEditorObjectScope
- Left Argument: map
- Right Argument: [objects,editor type,condition,scope,subordinates also]
- Description: "This command defines the level of access a user has to editor objects. objects is an array of either Editor Objects (eg [_unit_0]) or actual Game Objects (eg [player]). If the array is empty then the command will automatically parse all editor objects. editor type is the editor type to effect (eg unit), or for none. condition is an executable string that must evaluate to true or false. If true, the scope of the evaluated editor object will be modified. scope is one of HIDE, VIEW, SELECT, LINKTO, LINKFROM, ALLNODRAG, ALLNOTREE or ALL. subordinates also is a boolean value, if true then subordinates in the editor will be assigned the same scope as the parent."
- Example: _map setEditorObjectScope [[],vehicle,side effectiveCommander _x != side player,HIDE,false];
- Category: Editor
- @e
- setEffectCondition
- Left Argument: trigger or waypoint
- Right Argument: statement
- Description: "The statement is executed when the trigger or waypoint is activated and the effects are launched depending on the result. If the result is a boolean and true, the effect was launched. If the result is an object, the effect was launched if the result is the player or the player vehicle. If the result is an array, the effect was launched if the result contains the player or the player vehicle."
- Example: trigger setEffectCondition "thisList"
- Category: General
- @e
- setEngineRpmRTD
- Left Argument: RTD_helicopter
- Right Argument: [value, motor index]
- Description: "Set engines rpm. Index = -1 for all."
- Category: General
- @e
- setFace
- Left Argument: person
- Right Argument: soldier
- Description: "Sets the person's face."
- Example: setFace "Face10"
- Category: General
- @e
- setFaceanimation
- Left Argument: person
- Right Argument: blink
- Description: "Sets the facial animation phase (eye blinking). Blink is in the range from 0 to 1."
- Example: setFaceAnimation 0.5
- Category: General
- @e
- setFatigue
- Left Argument: unit
- Right Argument: value
- Description: "Sets the person's fatigue."
- Example: player setFatigue 0.5
- Category: General
- @e
- setFlagOwner
- Left Argument: flag
- Right Argument: owner
- Description: "Sets the flag owner. When the owner is set to objNull, the flag is returned to the flagpole."
- Example: setFlagOwner objNull
- Category: General
- @e
- setFlagSide
- Left Argument: flag
- Right Argument: side
- Description: "Sets the flag side."
- Example: setFlagSide east
- Category: General
- @e
- setFlagTexture
- Left Argument: flag
- Right Argument: texture
- Description: "Sets the flag texture. If the texture is "", the flag is not drawn."
- Example: setFlagTexture "usa_vlajka.pac"
- Category: General
- @e
- setFog
- Left Argument: time
- Right Argument: fog
- Description: "Changes the fog value smoothly during the given time (in seconds). A time of zero means there will be an immediate change. Fog can be either a single value indicating fog density or an array [fog, decay, base]: fog - indicates fog density, 0 - no fog, 1 - maximum fog; decay - indicates density falloff with altitude; base - indicates altitude at which fog will have its nominal density."
- Example: 1800 setFog 0.5
- Category: General
- @e
- setForceGeneratorRTD
- Category: General
- @e
- setFormation
- Left Argument: group
- Right Argument: formation
- Description: "Sets the group formation. Formation is one of: "COLUMN", "STAG COLUMN", "WEDGE", "ECH LEFT", "ECH RIGHT", "VEE" or "LINE"."
- Example: groupOne setFormation "LINE"
- Category: General
- @e
- setFormationTask
- Left Argument: object
- Right Argument: task
- Description: "Set the current task of the formation member."
- Category: General
- @e
- setFormDir
- Left Argument: group
- Right Argument: heading
- Description: "Sets the formation heading. The accepted heading range is from 0 to 360. The formation is facing this direction unless an enemy is seen. When the group is moving, this value is overridden by the movement direction."
- Example: player setformdir 180
- Category: General
- @e
- setFriend
- Left Argument: side1
- Right Argument: [side2, value]
- Description: "Sets how friendly side1 is with side2. For a value smaller than 0.6 it results in being enemy, otherwise it's friendly."
- Category: General
- @e
- setFromEditor
- Left Argument: teamMember
- Right Argument: fromEditor
- Description: "Set if given team member was inserted directly from editor."
- Example: _teamMember setFromEditor true
- Category: Agents
- @e
- setFSMVariable
- Left Argument: FSM handle
- Right Argument: [name, value]
- Description: "Set variable to given value in the variable space of given FSM. The FSM handle is the number returned by the execFSM command."
- Category: General
- @e
- setFuel
- Left Argument: vehicle
- Right Argument: amount
- Description: "Sets the fuel amount. A fuel level of one is a full gas tank."
- Example: jeepOne setFuel 0
- Category: General
- @e
- setFuelCargo
- Left Argument: vehicle
- Right Argument: amount
- Description: "Sets the fuel amount in the cargo space of a refuelling vehicle. A fuel level of one is a full gas tank."
- Example: refuelTruckOne setFuelCargo 0
- Category: General
- @e
- setGroupIcon
- Left Argument: group
- Right Argument: properties
- Description: "Set group icons properties."
- Example: setGroupIcon[id,"b_inf",[offsetX,ofsetY]]
- Category: General
- @e
- setGroupIconParams
- Left Argument: group
- Right Argument: properties
- Description: "Set group icons parameters. [color,string,float,bool]"
- Example: group setGroupIconParams [[1,1,1,1],"text",scale,show]
- Category: General
- @e
- setGroupIconsSelectable
- Left Argument: bool
- Description: "Sets if group icons raises onclick and onover events."
- Example: selectableGroupIcons true
- Category: General
- @e
- setGroupIconsVisible
- Left Argument: array
- Description: "Sets if group icons are visible."
- Example: showGroupIcons [true,true]
- Category: General
- @e
- setGroupid
- Left Argument: group
- Right Argument: [nameFomat, nameParam1, ...]
- Description: "Sets the group identity. nameFormat contains strings "%CLASS_NAME" where CLASS_NAME is name of class in CfgWorlds, parameters are names of subclasses of CLASS_NAME with the description of the name subpart."
- Category: General
- @e
- setGroupOwner
- Left Argument: group
- Right Argument: clientId
- Description: "Changes the ownership of a group to a given client. Group leader can't be a player. Only works when called from a server. Returns true if locality was changed."
- Category: General
- @e
- setGusts
- Left Argument: time
- Right Argument: gusts
- Description: "Changes the gusts value smoothly during the given time (in seconds). A time of zero means there will be an immediate change."
- Example: 1800 setGusts 0.5
- Category: General
- @e
- setHideBehind
- Left Argument: object
- Right Argument: [objectWhereHide, hidePosition]
- Description: "It sets the data for hiding. ObjectWhereHide can be taken using findCover. HidePosition can be taken using getHideFrom."
- Category: General
- @e
- setHit
- Left Argument: object
- Right Argument: [part, damage]
- Description: "Damage / repair part of object. Damage 0 means fully functional, damage 1 means completely destroyed / dead."
- Example: vehicle player setHit ["engine", 1]
- Category: General
- @e
- setHitPointDamage
- Left Argument: object
- Right Argument: [part, damage]
- Description: "Damage / repair part of object. Damage 0 means fully functional, damage 1 means completely destroyed / dead. Use name of hit point."
- Example: vehicle player setHit ["engine", 1]
- Category: General
- @e
- setHorizonParallaxCoef
- Left Argument: coef
- Description: "Sets coef used to shift horizon position based on camera height (use 0 to disable shifting)."
- Category: General
- @e
- setHUDMovementLevels
- Left Argument: [min speed, max speed, min alt, max alt, min dir, max dir, position[x,y,z] or target]
- Description: "Set min/max movement borders displayed in HUD gauges. Use -1 to skip some value.Speed [m/s],alt [m], dir [deg]. Use [-1,-1,-1] to keep current position"
- Example: SetHUDMovementLevels [20,30,-1,-1,0.23,2.1]
- Category: General
- @e
- setIdentity
- Left Argument: person
- Right Argument: identity
- Description: "Sets the identity of a person. Identities are defined in the descripion.ext file of the mission or campaign."
- Example: setIdentity "JohnDoe"
- Category: General
- @e
- setImportance
- Left Argument: location
- Right Argument: importance
- Description: "Set a new importance of given location."
- Category: Location
- @e
- setLeader
- Left Argument: team
- Right Argument: leader
- Description: "Set the leader of given team."
- Category: Agents
- @e
- setLightAmbient
- Left Argument: light
- Right Argument: [r, g, b]
- Description: "Set ambient color of light."
- Category: General
- @e
- setLightAttenuation
- Left Argument: light
- Right Argument: [startAttenuation, constantAttenuation, linearAttenuation, quadraticAttenuation, hardLimitStart, hardLimitEnd]
- Description: "Set attenuation of light."
- Category: General
- @e
- setLightBrightness
- Left Argument: light
- Right Argument: brightness
- Description: "Set brightness of light."
- Category: General
- @e
- setLightColor
- Left Argument: light
- Right Argument: [r, g, b]
- Description: "Set diffuse color of light."
- Category: General
- @e
- setLightDayLight
- Left Argument: light
- Right Argument: bool
- Description: "Sets if light can be used during day."
- Category: General
- @e
- setLightFlareMaxDistance
- Left Argument: light
- Right Argument: flareMaxDistance
- Description: "Sets max distance where the flare is visible."
- Category: General
- @e
- setLightFlareSize
- Left Argument: light
- Right Argument: flareSize
- Description: "Sets relative size of the flare for the light."
- Category: General
- @e
- setLightIntensity
- Left Argument: light
- Right Argument: intensity
- Description: "Set intensity of light."
- Category: General
- @e
- setLightnings
- Left Argument: time
- Right Argument: value
- Description: "Changes the lightnings value smoothly during the given time (in seconds). A time of zero means there will be an immediate change."
- Example: 1800 setLightnings 0.5
- Category: General
- @e
- setLightUseFlare
- Left Argument: light
- Right Argument: useFlare
- Description: "Sets if light should use flare."
- Category: General
- @e
- setLocalWindParams
- Left Argument: [strength, diameter]
- Description: "Sets parameters for local wind emiters (like helicopters). Default [1.0, 1.0]"
- Category: General
- @e
- setMagazineTurretAmmo
- Left Argument: vehicle
- Right Argument: [magazineClass, ammoCount, turretPath]
- Description: "Sets ammo count to given amount for given turret."
- Example: vehicle player ammoTurret ["cls", [0]]
- Category: General
- @e
- setMarkerAlpha
- Left Argument: marker
- Right Argument: alpha
- Description: "Sets the marker alpha. The marker is modified on all computers in a network session."
- Example: "MarkerOne" setMarkerAlpha 0.5
- Category: General
- @e
- setMarkerAlphaLocal
- Left Argument: marker
- Right Argument: alpha
- Description: "Sets the marker alpha. The marker is only modified on the computer where the command is called."
- Example: "MarkerOne" setMarkerAlpha 0.5
- Category: General
- @e
- setMarkerBrush
- Left Argument: name
- Right Argument: brush
- Description: "Selects the fill texture for the marker ("RECTANGLE" or "ELLIPSE"). Brush is the name of the subclass in CfgMarkerBrushes. The marker is modified on all computers in a network session."
- Example: "Marker1" setMarkerBrush "DiagGrid"
- Category: General
- @e
- setMarkerBrushLocal
- Left Argument: name
- Right Argument: brush
- Description: "Selects the fill texture for the marker ("RECTANGLE" or "ELLIPSE"). Brush is the name of the subclass in CfgMarkerBrushes. The marker is only modified on the computer where the command is called."
- Example: "Marker1" setMarkerBrushLocal "DiagGrid"
- Category: General
- @e
- setMarkerColor
- Left Argument: marker
- Right Argument: color
- Description: "Sets the marker color. Color is one of: "Default", "ColorBlack", "ColorRed", "ColorRedAlpha", "ColorGreen", "ColorGreenAlpha", "ColorBlue", "ColorYellow" or "ColorWhite". The marker is modified on all computers in a network session."
- Example: "MarkerOne" setMarkerColor "ColorBlack"
- Category: General
- @e
- setMarkerColorLocal
- Left Argument: marker
- Right Argument: color
- Description: "Sets the marker color. Color is one of: "Default", "ColorBlack", "ColorRed", "ColorRedAlpha", "ColorGreen", "ColorGreenAlpha", "ColorBlue", "ColorYellow" or "ColorWhite". The marker is only modified on the computer where the command is called."
- Example: "MarkerOne" setMarkerColorLocal "ColorBlack"
- Category: General
- @e
- setMarkerDir
- Left Argument: name
- Right Argument: angle
- Description: "Sets the orientation of the marker. Angle is in degrees. The marker is modified on all computers in a network session."
- Example: "Marker1" setMarkerDir 90
- Category: General
- @e
- setMarkerDirLocal
- Left Argument: name
- Right Argument: angle
- Description: "Sets the orientation of the marker. Angle is in degrees. The marker is only modified on the computer where the command is called."
- Example: "Marker1" setMarkerDirLocal 90
- Category: General
- @e
- setMarkerPos
- Left Argument: markerName
- Right Argument: pos
- Description: "Moves the marker. The format of pos is <ar>Position2D</ar>. The marker is modified on all computers in a network session."
- Example: "MarkerOne" setMarkerPos getMarkerPos "MarkerTwo"
- Category: General
- @e
- setMarkerPosLocal
- Left Argument: markerName
- Right Argument: pos
- Description: "Moves the marker. The format of pos is <ar>Position2D</ar>. The marker is only modified on the computer where the command is called."
- Example: "MarkerOne" setMarkerPosLocal getMarkerPos "MarkerTwo"
- Category: General
- @e
- setMarkerShape
- Left Argument: name
- Right Argument: shape
- Description: "Selects the shape (type) of the marker. Shape can be "ICON", "RECTANGLE" or "ELLIPSE". The marker is modified on all computers in a network session."
- Example: "Marker1" setMarkerShape "RECTANGLE"
- Category: General
- @e
- setMarkerShapeLocal
- Left Argument: name
- Right Argument: shape
- Description: "Selects the shape (type) of the marker. Shape can be "ICON", "RECTANGLE" or "ELLIPSE". The marker is only modified on the computer where the command is called."
- Example: "Marker1" setMarkerShapeLocal "RECTANGLE"
- Category: General
- @e
- setMarkerSize
- Left Argument: marker
- Right Argument: size
- Description: "Sets the marker size. Size is in format [a-axis, b-axis]. The marker is modified on all computers in a network session."
- Example: "MarkerOne" setMarkerSize [100, 200]
- Category: General
- @e
- setMarkerSizeLocal
- Left Argument: marker
- Right Argument: size
- Description: "Sets the marker size. Size is in format [a-axis, b-axis]. The marker is only modified on the computer where the command is called."
- Example: "MarkerOne" setMarkerSizeLocal [100, 200]
- Category: General
- @e
- setMarkerText
- Left Argument: name
- Right Argument: text
- Description: "Sets the text label of an existing marker. The marker is modified on all computers in a network session."
- Example: "Marker1" setMarkerText You are here.
- Category: General
- @e
- setMarkerTextLocal
- Left Argument: name
- Right Argument: text
- Description: "Sets the text label of an existing marker. The marker is only modified on the computer where the command is called."
- Example: "Marker1" setMarkerTextLocal You are here.
- Category: General
- @e
- setMarkerType
- Left Argument: markerName
- Right Argument: markerType
- Description: "Sets the marker type. Type may be any of: "Flag", "Flag1", "Dot", "Destroy", "Start", "End", "Warning", "Join", "Pickup", "Unknown", "Marker", "Arrow" or "Empty". The marker is modified on all computers in a network session."
- Example: "MarkerOne" setMarkerType "Arrow"
- Category: General
- @e
- setMarkerTypeLocal
- Left Argument: markerName
- Right Argument: markerType
- Description: "Sets the marker type. Type may be any of: "Flag", "Flag1", "Dot", "Destroy", "Start", "End", "Warning", "Join", "Pickup", "Unknown", "Marker", "Arrow" or "Empty". The marker is only modified on the computer where the command is called."
- Example: "MarkerOne" setMarkerTypeLocal "Arrow"
- Category: General
- @e
- setMass
- Left Argument: object
- Right Argument: mass or [mass, time]
- Description: "Changes the mass of an object smoothly during the given time (in seconds). A time of zero means an immediate change."
- Example: myObject setMass [10,0.5]
- Category: General
- @e
- setMimic
- Left Argument: person
- Right Argument: mimic
- Description: "Sets a unit's mimic. The following values are recognized: "Default", "Normal", "Smile", "Hurt", "Ironic", "Sad", "Cynic", "Surprised", "Agresive" and "Angry"."
- Example: setMimic "Angry"
- Category: General
- @e
- setMousePosition
- Left Argument: [x, y]
- Description: "Move (UI) mouse pointer to specified position of the screen."
- Example: setMousePosition [0.5, 0.5]
- Category: General
- @e
- setMusicEffect
- Left Argument: trigger or waypoint
- Right Argument: track
- Description: "Defines the music track played on activation. Track is a subclass name of CfgMusic. "$NONE$" (no change) or "$STOP$" (stops the current music track)."
- Example: trigger setMusicEffect "Track1"
- Category: General
- @e
- setMusicEventHandler
- Left Argument: [type, function]
- Description: "Sets given music track event handler."
- Example: setMusicEventHandler ["MusicTerminate", ""]
- Category: General
- @e
- setName
- Left Argument: person
- Right Argument: name
- Description: "Sets the name of a person."
- Example: setName "JohnDee"
- Category: General
- @e
- setNameSound
- Left Argument: person
- Right Argument: nameSound
- Description: "Sets the nameSound of a person."
- Example: nameSound "JohnDeeSound"
- Category: General
- @e
- setObjectArguments
- Left Argument: map
- Right Argument: [object, [name1, value1, ...]]
- Description: "Set object arguments in mission editor."
- Category: Editor
- @e
- setObjectMaterial
- Left Argument: object
- Right Argument: material
- Category: General
- @e
- setObjectProxy
- Left Argument: map
- Right Argument: [object, proxy object]
- Description: "Set the proxy object associated with the given editor object."
- Category: Editor
- @e
- setObjectTexture
- Left Argument: object
- Right Argument: texture
- Category: General
- @e
- setObjectTextureGlobal
- Left Argument: obj
- Right Argument: [selection,texture]
- Description: "Set the texture of the given selection on all computers in a network session"
- Example: player setObjectTextureGlobal [0,"\MyAddon\blue.pac"]
- Category: General
- @e
- setObjectViewDistance
- Left Argument: distance
- Description: "Sets the rendering distance of objects."
- Example: setobjectviewdistance 2000
- Category: General
- @e
- setOvercast
- Left Argument: time
- Right Argument: overcast
- Description: "Changes the overcast level to the given value smoothly during the given time (in seconds). A time of zero means an immediate change. An overcast level of zero means clear (sunny) weather and with an overcast level of one, storms and showers are very likely."
- Example: 1800 setOvercast 0.5
- Category: General
- @e
- setOwner
- Left Argument: object
- Right Argument: clientId
- Description: "On server machine, change ownership of a non-AI object or an agent to a given client. Returns true if locality was changed."
- Category: General
- @e
- setOxygenRemaining
- Left Argument: unit
- Right Argument: oxygen
- Description: "Sets oxygen remaining. It has no effect when soldier is not diving."
- Example: player setOxygenRemaining 0.5
- Category: General
- @e
- setParticleCircle
- Left Argument: particleSource
- Right Argument: [radius, velocity]
- Description: "Update particle source to create particles on circle with given radius. Velocity is transformed and added to total velocity."
- Category: General
- @e
- setParticleClass
- Left Argument: particleSource
- Right Argument: className
- Description: "Set parameters from config class. className is name of the class from CfgCloudlets."
- Category: General
- @e
- setParticleFire
- Left Argument: particleSource
- Right Argument: [coreIntensity, coreDistance, damageTime]
- Category: General
- @e
- setParticleParams
- Left Argument: particleSource
- Right Argument: array
- Description: "Set parameters to particle source. Array is in format <ar>ParticleArray</ar>."
- Category: General
- @e
- setParticleRandom
- Left Argument: particleSource
- Right Argument: [lifeTime, position, moveVelocity, rotationVelocity, size, color, randomDirectionPeriod, randomDirectionIntensity, {angle}]
- Description: "Set randomization of particle source parameters."
- Category: General
- @e
- setPilotLight
- Left Argument: vehicle
- Right Argument: true/false
- Description: "Sets vehicle pilot lights(true-on, false-off)."
- Example: vehicle player SetPilotLight true
- Category: General
- @e
- setPiPEffect
- Left Argument: pipTargetName
- Right Argument: [effect, optionalParam1, ..., optionalParamN]
- Description: "Set a Render Target's visual effect (Picture-in-Picture)."
- Example: rendertarget0 setPiPEffect [0, 0, [], [], []]
- Category: General
- @e
- setPitch
- Left Argument: person
- Right Argument: pitch
- Description: "Sets the pitch of a persons voice."
- Example: setName 1
- Category: General
- @e
- setPlayable
- Left Argument: unit
- Description: "Create MP role for the unit."
- Example: setPlayable aP
- Category: General
- @e
- setPlayerRespawnTime
- Left Argument: time interval
- Description: "Set the time interval to wait on player respawn. It is set to mission default on mission start again."
- Category: General
- @e
- setPos
- Left Argument: obj
- Right Argument: pos
- Description: "Sets the object position. The pos array uses the <ar>Position</ar> format."
- Example: player setPos [getpos player select 0, getpos player select 1 + 10]
- Category: General
- @e
- setPosASL
- Left Argument: obj
- Right Argument: pos
- Description: "Sets the object position. The pos array uses the <ar>PositionASL</ar> format."
- Example: player setPosASL [getPosASL player select 0, getPosASL player select 1 + 10, getPosASL select 2]
- Category: General
- @e
- setPosASL2
- Left Argument: obj
- Right Argument: pos
- Description: "Sets the object position. The pos array uses the <ar>PositionASL</ar> format. The version of the command does not offset based on object center."
- Category: General
- @e
- setPosASLW
- Left Argument: obj
- Right Argument: pos
- Description: "Sets the object position above sea surface. The pos array uses the <ar>PositionASLW</ar> format."
- Example: player setPosASLW [getPosASLW player select 0, getPosASLW player select 1 + 10, getPosASLW select 2]
- Category: General
- @e
- setPosATL
- Left Argument: obj
- Right Argument: pos
- Description: "Sets the object position. The pos array uses the <ar>PositionATL</ar> format."
- Example: player setPosASL [getPosATL player select 0, getPosATL player select 1 + 10, getPosATL select 2]
- Category: General
- @e
- setPosition
- Left Argument: location
- Right Argument: position
- Description: "Set a new position of given location."
- Category: Location
- @e
- setPosWorld
- Left Argument: obj
- Right Argument: pos
- Description: "Sets the object position without any additional adjustations. The pos array uses the <ar>Position</ar> format."
- Example: player setPosWorld [getposWorld player select 0, getposWorld player select 1 + 10]
- Category: General
- @e
- setRadioMsg
- Left Argument: index
- Right Argument: text
- Description: "Sets the radio message (0, 0, map radio) to the given text. Use "NULL" to disable the radio slot."
- Example: 0 setRadioMsg "Alpha Radio"
- Category: General
- @e
- setRain
- Left Argument: time
- Right Argument: rainDensity
- Description: "Changes the rain density smoothly during the given time (in seconds). A time of zero means an immediate change. A rain level of zero is no rain and a rain level of one is maximum rain. Rain is not possible when overcast is smaller than 0.7."
- Example: 60 setRain 1
- Category: General
- @e
- setRainbow
- Left Argument: time
- Right Argument: rainbow
- Description: "Changes the rainbow value smoothly during the given time (in seconds). A time of zero means there will be an immediate change."
- Example: 1800 setWindStr 0.5
- Category: General
- @e
- setRandomLip
- Left Argument: person
- Right Argument: bool
- Description: "Enables/Disables random lip."
- Category: General
- @e
- setRank
- Left Argument: unit
- Right Argument: rank
- Description: "Sets rank of given unit. Possible values: PRIVATE, CORPORAL, SERGEANT, LIEUTENANT, CAPTAIN, MAJOR or COLONEL."
- Example: player setRank "COLONEL"
- Category: General
- @e
- setRectangular
- Left Argument: location
- Right Argument: rectangular
- Description: "Set if given location has rectangular shape."
- Category: Location
- @e
- setRepairCargo
- Left Argument: vehicle
- Right Argument: amount
- Description: "Sets the amount or repair resources in the cargo space of a repair vehicle. An amount of one is a full cargo space."
- Example: repairTruckOne setRepairCargo 0
- Category: General
- @e
- setRotorBrakeRTD
- Left Argument: RTD_helicopter
- Category: General
- @e
- setShadowDistance
- Left Argument: newDistance
- Description: "Sets the shadows rendering distance."
- Example: setShadowDistance 1000
- Category: General
- @e
- setSide
- Left Argument: location
- Right Argument: side
- Description: "Set a new target side of given location."
- Category: Location
- @e
- setSimpleTaskDescription
- Left Argument: task
- Right Argument: [description, descriptionShort, descriptionHUD]
- Description: "Attach descriptions to the simple task."
- Category: Identity
- @e
- setSimpleTaskDestination
- Left Argument: task
- Right Argument: position
- Description: "Attach a destination to the simple task. Overrides setSimpleTaskTarget."
- Category: Identity
- @e
- setSimpleTaskTarget
- Left Argument: task
- Right Argument: [target,precise position]
- Description: "Attach a target to the simple task. Overrides setSimpleTaskDestination."
- Example: task setSimpleTaskTarget [vehicle, true]
- Category: Identity
- @e
- setSimulWeatherLayers
- Left Argument: layers
- Description: "Sets simul weather layers"
- Category: General
- @e
- setSize
- Left Argument: location
- Right Argument: [sizeX, sizeZ]
- Description: "Set a new size (width, height) of given location."
- Category: Location
- @e
- setSkill
- Left Argument: vehicle
- Right Argument: [type, skill]
- Description: "Sets skill of given type of person (commander unit). Value of skill may vary from 0 to 1."
- Example: hero setSkill ["Endurance", 1]
- Category: General
- @e
- setSlingLoad
- Left Argument: vehicle
- Right Argument: cargo
- Description: "Create sling loading from first object to second if possible"
- Example: veh1 setSlingLoad veh2
- Category: General
- @e
- setSoundEffect
- Left Argument: trigger or waypoint
- Right Argument: [sound, voice, soundEnv, soundDet]
- Description: "Defines the different sound effects. Sound / voice plays a 2D / 3D sound from CfgSounds. SoundEnv plays an enviromental sound from CfgEnvSounds. SoundDet (only for triggers) creates a dynamic sound object attached to a trigger defined in CfgSFX."
- Example: trigger setSoundEffect ["Alarm", "", "", ""]
- Category: General
- @e
- setSpeaker
- Left Argument: person
- Right Argument: speaker
- Description: "Sets the speaker of a person."
- Example: setSpeaker "JohnDee"
- Category: General
- @e
- setSpeech
- Left Argument: location
- Right Argument: speech
- Description: "Add speech to location."
- Category: Location
- @e
- setSpeedMode
- Left Argument: group
- Right Argument: mode
- Description: "Sets the group speed mode. Mode may be one of: "LIMITED" (half speed), "NORMAL" (full speed, maintain formation) or "FULL" (do not wait for any other units in the formation)."
- Example: groupOne setSpeedMode "LIMITED"
- Category: General
- @e
- setStatValue
- Left Argument: [statName, value]
- Description: "Sets a value to given stat. "
- Category: General
- @e
- setSystemOfUnits
- Left Argument: value
- Description: "Set system of units. 0 for metric, 1 for mixed, 2 for imperial."
- Category: General
- @e
- setTargetAge
- Left Argument: object
- Right Argument: age
- Description: "Sets how the target is known to the other centers. They behave like the target was seen age seconds ago. Possible age values are: "ACTUAL", "5 MIN", "10 MIN", "15 MIN", "30 MIN", "60 MIN", "120 MIN" or "UNKNOWN"."
- Example: player setTargetAge "10 MIN"
- Category: General
- @e
- setTaskResult
- Left Argument: task
- Right Argument: [state, result]
- Description: "Set a result of the task."
- Category: Identity
- @e
- setTaskState
- Left Argument: task
- Right Argument: state
- Description: "Set a new state of the task."
- Category: Identity
- @e
- setTerrainGrid
- Left Argument: grid
- Description: "Sets the desired terrain resolution (in meters). For default landscapes the supported resolutions are: 50, 25, 12.5, 6.25 and 3.125. If you select an unsupported resolution, the nearest supported resolution is used instead."
- Example: setTerrainGrid 12.5
- Category: General
- @e
- setText
- Left Argument: location
- Right Argument: text
- Description: "Set a new text attached to given location."
- Category: Location
- @e
- setTimeMultiplier
- Left Argument: multiplier
- Description: "Time multiplier for in game time."
- Example: setTimeMultiplier 60
- Category: General
- @e
- setTitleEffect
- Left Argument: trigger or waypoint
- Right Argument: [type, effect, text]
- Description: "Defines the title effect. Type can be "NONE", "OBJECT", "RES" or "TEXT". For "TEXT", the effect defines a subtype: "PLAIN", "PLAIN DOWN", "BLACK", "BLACK FADED", "BLACK OUT", "BLACK IN", "WHITE OUT" or "WHITE IN". Text is shown as text itself. For "OBJECT", text defines the shown object, a subclass of CfgTitles. For "RES", text defines a resource class, a subclass of RscTitles."
- Example: trigger setTitleEffect ["TEXT", "PLAIN DOWN", "Hello world."]
- Category: General
- @e
- setTrafficDensity
- Left Argument: [density, xMin, xMax, zMin, zMax]
- Description: "Set the density of ambient cars in a rectangle (in cars per kilometer)."
- Category: General
- @e
- setTrafficDistance
- Left Argument: distance
- Description: "Set maximum ambient traffic draw distance (in 2D)."
- Category: General
- @e
- setTrafficGap
- Left Argument: [gap, xMin, xMax, zMin, zMax]
- Description: "Set the average gap between ambient cars in a rectangle (in meters)."
- Category: General
- @e
- setTrafficSpeed
- Left Argument: [speed, xMin, xMax, zMin, zMax]
- Description: "Set ambient traffic speed in a rectangle (in kilometers per hour)."
- Category: General
- @e
- setTriggerActivation
- Left Argument: trigger
- Right Argument: [by, type, repeating]
- Description: "Defines the trigger activation type. The first argument - who activates trigger (side, radio, vehicle or group member): "NONE", "EAST", "WEST", "GUER", "CIV", "LOGIC", "ANY", "ALPHA", "BRAVO", "CHARLIE", "DELTA", "ECHO", "FOXTROT", "GOLF", "HOTEL", "INDIA", "JULIET", "STATIC", "VEHICLE", "GROUP", "LEADER" or "MEMBER". The second argument - when is it activated (presention or detection by the specified side): "PRESENT", "NOT PRESENT", "WEST D", "EAST D", "GUER D" or "CIV D". The third argument - whether the activation is repeating."
- Example: trigger setTriggerActivation ["WEST", "EAST D", true]
- Category: General
- @e
- setTriggerArea
- Left Argument: trigger
- Right Argument: [a, b, angle, rectangle]
- Description: "Defines the area controlled by the trigger. The area is rectangular or elliptic, the width is 2 * a, the height is 2 * b. It is rotated angle degrees."
- Example: trigger setTriggerArea [100, 50, 45, false]
- Category: General
- @e
- setTriggerStatements
- Left Argument: trigger
- Right Argument: [cond, activ, desactiv]
- Description: "The first argument can modify the condition of when the trigger is activated. The result of the activation defined by trigger activation is in variable this. Variable thisList contains all vehicles which caused the activation. Activ and desactiv expressions are launched upon trigger activation / deactivation."
- Example: trigger setTriggerStatements ["this", "ok = true", "ok = false"]
- Category: General
- @e
- setTriggerText
- Left Argument: trigger
- Right Argument: text
- Description: "Sets the text label attached to the trigger object. This is used for example as a radio slot label for radio activated triggers."
- Example: trigger setTriggerText "Call for support"
- Category: General
- @e
- setTriggerTimeout
- Left Argument: trigger
- Right Argument: [min, mid, max, interruptable]
- Description: "Defines the time between condition satisfaction and trigger activation (randomly from min to max, with an average value mid). If the last argument is true, the condition must be fullfilled all the time."
- Example: trigger setTriggerTimeout [5, 10, 7, false]
- Category: General
- @e
- setTriggerType
- Left Argument: trigger
- Right Argument: action
- Description: "Sets the type of action processed by the trigger after activation (no action, a waypoints switch or an end of mission): "NONE", "SWITCH", "END1", "END2", "END3", "END4", "END5", "END6", "LOOSE" or "WIN"."
- Example: trigger setTriggerType "END1"
- Category: General
- @e
- setType
- Left Argument: location
- Right Argument: type
- Description: "Set a new type of given location."
- Category: Location
- @e
- setUnconscious
- Left Argument: unit
- Right Argument: set
- Description: "Set / reset the unconscious life state of the given unit (in MP works only for a local unit)."
- Category: General
- @e
- setUnitAbility
- Left Argument: unit
- Right Argument: skill
- Description: "Sets skill of given unit. Skill may vary from 0.2 to 1.0."
- Example: player setUnitSkill 1.0
- Category: General
- @e
- setUnitPos
- Left Argument: unit
- Right Argument: mode
- Description: "Sets the unit position rules. Mode may be one of: "DOWN", "UP" or "AUTO"."
- Example: soldierOne setUnitPos "Down"
- Category: General
- @e
- setUnitPosWeak
- Left Argument: unit
- Right Argument: mode
- Description: "Equal to setUnitPos, for usage in formation FSM (to avoid collision with setUnitPos used by the mission)."
- Example: soldierOne setUnitPosWeak "Down"
- Category: General
- @e
- setUnitRank
- Left Argument: unit
- Right Argument: rank
- Description: "Sets rank of given unit. Possible values: PRIVATE, CORPORAL, SERGEANT, LIEUTENANT, CAPTAIN, MAJOR or COLONEL."
- Example: player setUnitRank "COLONEL"
- Category: General
- @e
- setUnitRecoilCoefficient
- Left Argument: unit
- Right Argument: coefficient
- Description: "Proportionaly increase/decrease unit's recoil."
- Example: soldier setUnitRecoilCoefficient 0.5
- Category: General
- @e
- setUnloadInCombat
- Left Argument: vehicle
- Right Argument: [allowCargo, allowTurrets]
- Description: "Check if cargo of this vehicle want to get out when in combat. Vehicle has to be local."
- Example: vehicle setUnloadInCombat [true, false]
- Category: General
- @e
- setUserActionText
- Left Argument: unit
- Right Argument: [action index, "text", "textDefault", "textToolTip"]
- Description: "Change action texts."
- Example: player VehSetUserActionText [0, "hello"]
- Category: General
- @e
- setVariable
- Left Argument: namespace
- Right Argument: [name, value]
- Description: "Set variable to given value in the given namespace."
- Category: Default
- @e
- setVariable
- Left Argument: namespace
- Right Argument: [name, value]
- Description: "Set variable to given value in the given namespace."
- Category: Default
- @e
- setVectorDir
- Left Argument: object
- Right Argument: [x, z, y]
- Description: "Set object's direction vector. Up vector will remain unchanged."
- Category: General
- @e
- setVectorDirAndUp
- Left Argument: object
- Right Argument: [[x, z, y],[x, y, z]]
- Description: "Set object's direction and up vector"
- Category: General
- @e
- setVectorUp
- Left Argument: object
- Right Argument: [x, z, y]
- Description: "Set object's up vector. Direction vector will remain unchanged."
- Category: General
- @e
- setVehicleAmmo
- Left Argument: object
- Right Argument: value
- Description: "Sets how much ammunition (compared to the current stored magazines, but fully loaded) the vehicle has. The value ranges from 0 to 1."
- Example: player setVehicleAmmo 0
- Category: General
- @e
- setVehicleAmmoDef
- Left Argument: unit
- Right Argument: value
- Description: "Sets how much ammunition (compared to the current configuration of magazines, but fully loaded) the vehicle has. The value ranges from 0 to 1."
- Example: player setVehicleAmmoDef 0
- Category: General
- @e
- setVehicleArmor
- Left Argument: object
- Right Argument: value
- Description: "Sets the armor (or health for men) state of the vehicle (a value from 0 to 1)."
- Example: player setVehicleArmor 0.5
- Category: General
- @e
- setVehicleId
- Left Argument: object
- Right Argument: id
- Description: "Sets id (integer value) to vehicle. By this id vehicle is referenced by triggers and waypoints."
- Example: player setVehicleId 1
- Category: General
- @e
- setVehicleLock
- Left Argument: vehicle
- Right Argument: state
- Description: "Set how vehicle is locked for player. Possible values: UNLOCKED, DEFAULT or LOCKED."
- Example: veh1 setVehicleLock "LOCKED"
- Category: General
- @e
- setVehiclePosition
- Left Argument: object
- Right Argument: [position, markers, placement]
- Description: "Changes the object position. If the markers array contains more than one marker names, the position of a random one is used. Otherwise, the given position is used. The object is placed inside a circle with this position as its center and placement as its radius."
- Example: player setVehiclePosition [[0, 0, 0], ["Marker1"], 0]
- Category: General
- @e
- setVehicleTiPars
- Left Argument: vehicle
- Right Argument: tiParams
- Description: "Set ti parameters for specified vehicle, pars: engine/body, tracks/wheels, main gun."
- Category: General
- @e
- setVehicleVarName
- Left Argument: object
- Right Argument: name
- Description: "Sets the name of the variable which contains a reference to this object. It is necessary in MP to change the variable content after a respawn."
- Example: player setVehicleVarName "aP"
- Category: General
- @e
- setVelocity
- Left Argument: vehicle
- Right Argument: [x, z, y]
- Description: "Sets the velocity (speed vector) of a vehicle."
- Category: General
- @e
- setVelocityTransformation
- Left Argument: soldier
- Right Argument: [position1, position2, velocity1, velocity2, direction1, direction2, up1, up2, time]
- Description: "interpolates and sets vectors. Time has to be from <0,1>."
- Category: General
- @e
- setViewDistance
- Left Argument: distance
- Description: "Sets the rendering distance. Default is 900 meters. The accepted range is from 500 to 5000 meters."
- Example: setviewdistance 2000
- Category: General
- @e
- setVisibleIfTreeCollapsed
- Left Argument: map
- Right Argument: [object, visible if tree collapsed]
- Description: "Sets whether or not the object is visible even if the tree is collapsed."
- Category: Editor
- @e
- setWantedRPMRTD
- Left Argument: RTD_helicopter
- Right Argument: [value <0,1>, time to reach, motor index]
- Description: "Set wanted RPM of given motor, use index -1 for all motors."
- Category: General
- @e
- setWaves
- Left Argument: time
- Right Argument: waves
- Description: "Changes the waves value smoothly during the given time (in seconds). A time of zero means there will be an immediate change."
- Example: 1800 setWaves 0.5
- Category: General
- @e
- setWaypointBehaviour
- Left Argument: waypoint
- Right Argument: mode
- Description: "Switches the unit behaviour when the waypoint becomes active. Possible values are: "UNCHANGED", "CARELESS", "SAFE", "AWARE", "COMBAT" and "STEALTH"."
- Example: [grp, 2] setWaypointBehaviour "AWARE"
- Category: General
- @e
- setWaypointCombatMode
- Left Argument: waypoint
- Right Argument: mode
- Description: "The group combat mode is switched when the waypoint becomes active. Possible values are: "NO CHANGE", "BLUE", "GREEN", "WHITE", "YELLOW" and "RED"."
- Example: [grp, 2] setWaypointCombatMode "RED"
- Category: General
- @e
- setWaypointCompletionRadius
- Left Argument: waypoint
- Right Argument: radius
- Description: "Set the radius around the waypoint where is the waypoint completed."
- Example: [grp, 2] setWaypointCompletionRadius 30
- Category: General
- @e
- setWaypointDescription
- Left Argument: waypoint
- Right Argument: text
- Description: "Sets the description shown in the HUD while the waypoint is active."
- Example: [grp, 2] setWaypointDescription "Move here."
- Category: General
- @e
- setWaypointFormation
- Left Argument: waypoint
- Right Argument: formation
- Description: "Switches the group formation when the waypoint becomes active. Possible values are: "NO CHANGE", "COLUMN", "STAG COLUMN", "WEDGE", "ECH LEFT", "ECH RIGHT", "VEE" and "LINE"."
- Example: [grp, 2] setWaypointFormation "LINE"
- Category: General
- @e
- setWaypointHousePosition
- Left Argument: waypoint
- Right Argument: pos
- Description: "For waypoints attached to a house, this defines the target house position."
- Example: [grp, 2] setWaypointHousePosition 1
- Category: General
- @e
- setWaypointLoiterRadius
- Left Argument: waypoint
- Right Argument: loiter radius
- Description: "Assignes loiter radius to waypoint"
- Example: [_grp, 2] setWaypointLoiterRadius 200
- Category: General
- @e
- setWaypointLoiterType
- Left Argument: waypoint
- Right Argument: loiter type
- Description: "Assignes loiter type to waypoint"
- Example: [_grp, 2] setWaypointLoiterType "CIRCLE"
- Category: General
- @e
- setWaypointName
- Left Argument: waypoint
- Right Argument: name
- Description: "Changes the waypoint name."
- Example: [grp, 2] WaypointSetName "someName"
- Category: General
- @e
- setWaypointPosition
- Left Argument: waypoint
- Right Argument: [center, radius]
- Description: "Moves the waypoint to a random position in a circle with the given center and radius."
- Example: [grp, 2] setWaypointPosition [position player, 0]
- Category: General
- @e
- setWaypointScript
- Left Argument: waypoint
- Right Argument: command
- Description: "Attaches a script to a scripted waypoint. Command consist of a script name and additional script arguments."
- Example: [grp, 2] setWaypointScript "find.sqs player"
- Category: General
- @e
- setWaypointSpeed
- Left Argument: waypoint
- Right Argument: mode
- Description: "Switches the group speed mode when the waypoint becomes active. Possible values are: "UNCHANGED", "LIMITED", "NORMAL" and "FULL"."
- Example: [grp, 2] setWaypointSpeed "FULL"
- Category: General
- @e
- setWaypointStatements
- Left Argument: waypoint
- Right Argument: [condition, statement]
- Description: "The waypoint is done only when the condition is fulfilled. When the waypoint is done, the statement expression is executed."
- Example: [grp, 2] setWaypointStatements ["true", ""]
- Category: General
- @e
- setWaypointTimeout
- Left Argument: waypoint
- Right Argument: [min, mid, max]
- Description: "Defines the time between condition satisfaction and waypoint finish (randomly from min to max, with an average value mid)."
- Example: [grp, 2] setWaypointTimeout [5, 10, 6]
- Category: General
- @e
- setWaypointType
- Left Argument: waypoint
- Right Argument: type
- Description: "Changes the waypoint type. Type can be: "MOVE", "DESTROY", "GETIN", "SAD", "JOIN", "LEADER", "GETOUT", "CYCLE", "LOAD", "UNLOAD", "TR UNLOAD", "HOLD", "SENTRY", "GUARD", "TALK", "SCRIPTED", "SUPPORT", "GETIN NEAREST", "AND" or "OR"."
- Example: [grp, 2] setWaypointType "HOLD"
- Category: General
- @e
- setWaypointVisible
- Left Argument: waypoint
- Right Argument: visible
- Description: "Set waypoint's visibility."
- Example: [grp, 2] setWaypointVisible false
- Category: General
- @e
- setWeaponReloadingTime
- Left Argument: vehicle
- Right Argument: [gunner unit, weaponName, reloadTime <0-1>]
- Description: "Set phase of weapon reloading. ReloadTime goes from 0 to 1, where 1 is the end of loading procedure. Return values tells if given weapon was found for given gunner"
- Example: _done = _vehicle setWeaponReloadingTime [gunner, , 0.5]
- Category: General
- @e
- setWind
- Left Argument: [x, z, forced]
- Description: "Set current (forced == false) or permanent (forced == true) wind direction and force."
- Category: General
- @e
- setWindDir
- Left Argument: time
- Right Argument: azimut
- Description: "Changes the wind direction smoothly during the given time (in seconds). A time of zero means there will be an immediate change."
- Example: 1800 setWindDir 120
- Category: General
- @e
- setWindDir
- Left Argument: [x, z]
- Description: "Set current wind direction and force."
- Category: General
- @e
- setWindForce
- Left Argument: time
- Right Argument: wind
- Description: "Set max. wind overall wind changes in time. A time of zero means there will be an immediate change. A wind level of zero is minimal changes and a wind level of one means that wind can chage rapidly and max. wind speed i 35m/s."
- Example: 1800 setFog 0.5
- Category: General
- @e
- setWindStr
- Left Argument: time
- Right Argument: value
- Description: "Changes the wind strength smoothly during the given time (in seconds). A time of zero means there will be an immediate change."
- Example: 1800 setWindStr 0.5
- Category: General
- @e
- setWingForceScaleRTD
- Left Argument: RTD_helicopter
- Right Argument: [left horizontal, right horizontal, vertical]
- Description: "Set effectivity of wings. Values <0.0,1.0>. Use -1 to keep original value."
- Category: General
- @e
- setWPPos
- Left Argument: wapoint
- Right Argument: position
- Description: "Sets the waypoint position. Waypoint uses format <ar>Waypoint</ar>. Position uses format <ar>Position2D</ar>."
- Example: [groupOne, 1] setWPPos getMarkerPos "MarkerOne"
- Category: General
- @e
- show3DIcons
- Left Argument: map
- Right Argument: bool
- Description: "Toggle the drawing of 3D icons."
- Category: Editor
- @e
- showChat
- Left Argument: true/false
- Description: "Shows/hides the whole chat window."
- Example: showChat false
- Category: General
- @e
- showCinemaBorder
- Left Argument: show
- Description: "Forces drawing of the cinema borders. This is normally used in cutscenes to indicate the player has no control."
- Category: General
- @e
- showCommandingMenu
- Left Argument: class name
- Description: "Create the commanding menu described by the given config class. When class name is empty, current commanding menu is hidden."
- Category: General
- @e
- showCompass
- Left Argument: show
- Description: "Enables the compass (the default is true)."
- Category: General
- @e
- showCuratorCompass
- Left Argument: show?
- Description: "Hides or shows compass in curator interface."
- Category: General
- @e
- showGps
- Left Argument: show
- Description: "Enables the GPS receiver (the default is false)."
- Category: General
- @e
- showHUD
- Left Argument: enable
- Description: "Enable / disable showing of HUD."
- Category: General
- @e
- showLegend
- Left Argument: map
- Right Argument: bool
- Description: "Show/hide map legend."
- Category: Editor
- @e
- showMap
- Left Argument: show
- Description: "Enables the map (the default is true)."
- Example: showMap true
- Category: General
- @e
- shownArtilleryComputer
- Description: "Checks whether the player has the artillery computer currently enabled."
- Category: General
- @e
- shownChat
- Description: "Checks whether the player chat is visible."
- Category: General
- @e
- shownCompass
- Description: "Checks whether the player has the compass enabled."
- Category: General
- @e
- shownCuratorCompass
- Description: "Returns true if compass is shown."
- Category: General
- @e
- showNewEditorObject
- Left Argument: map
- Right Argument: [type, class, side, position]
- Description: "Show the add editor object dialog, type is editor object type, class is class definition to automatically select, side filters by a certain side, pos is position to create the object."
- Category: Editor
- @e
- shownGps
- Description: "Checks whether the player has the GPS receiver enabled."
- Category: General
- @e
- shownMap
- Description: "Checks whether the player has the map enabled."
- Category: General
- @e
- shownPad
- Description: "Checks whether the player has the notebook enabled."
- Category: General
- @e
- shownRadio
- Description: "Checks whether the player has the radio transmitter enabled."
- Category: General
- @e
- shownUAVFeed
- Description: "True if UAV view is visible."
- Category: General
- @e
- shownWarrant
- Description: "Checks whether the player has the ID card enabled.
- (Obsolete)."
- Category: General
- @e
- shownWatch
- Description: "Checks whether the player has the watch enabled."
- Category: General
- @e
- showPad
- Left Argument: show
- Description: "Enables the notepad (the default is true)."
- Category: General
- @e
- showRadio
- Left Argument: show
- Description: "Enables the radio (the default is false)."
- Category: General
- @e
- showSubtitles
- Left Argument: enable
- Description: "Enable / disable showing of subtitles. Return the previous state."
- Category: General
- @e
- showUAVFeed
- Left Argument: show
- Description: "Show UAV view."
- Example: showUAVFeed true
- Category: General
- @e
- showWarrant
- Left Argument: show
- Description: "Obsolete.
- Enables the ID card (the default is false)."
- Category: General
- @e
- showWatch
- Left Argument: show
- Description: "Enables the watch (the default is true)."
- Category: General
- @e
- showWaypoint
- Left Argument: waypoint
- Right Argument: show
- Description: "Sets the condition determining when the waypoint is shown. Possible values are: "NEVER", "EASY" and "ALWAYS"."
- Example: [grp, 2] showWaypoint "ALWAYS"
- Category: General
- @e
- side
- Left Argument: unit
- Description: "Returns the side of the unit."
- Example: side player == west
- Category: General
- @e
- sideChat
- Left Argument: unit
- Right Argument: chatText
- Description: "Types text to the side radio channel.
- Note: this function only types text to the list, it does not broadcast the message. If you want the message to show on all computers, you have to execute it on all of them."
- Example: soldierOne sideChat "Show this text"
- Category: General
- @e
- sideEnemy
- Description: "The Enemy side (used for renegades)."
- Category: General
- @e
- sideFriendly
- Description: "The Friendly side (used for captives)."
- Category: General
- @e
- sideLogic
- Description: "The Logic side."
- Category: General
- @e
- sideRadio
- Left Argument: unit
- Right Argument: radioName
- Description: "Sends the message to the side radio channel. The message is defined in the description.ext file or radio protocol."
- Example: soldierOne sideRadio "messageOne"
- Category: General
- @e
- sideUnknown
- Description: "The unknown side."
- Category: General
- @e
- simpleTasks
- Left Argument: person
- Description: "Return all simple tasks assigned to given person."
- Category: Identity
- @e
- simulationEnabled
- Left Argument: entity
- Description: "Check if the entity has enabled simulation."
- Category: General
- @e
- simulCloudDensity
- Left Argument: position
- Description: "Returns density of clouds at given position."
- Category: General
- @e
- simulCloudOcclusion
- Left Argument: [position1, position2]
- Description: "Returns clouds occlusion between two given points (0 = no clouds, 1 = full clouds)."
- Category: General
- @e
- simulInClouds
- Left Argument: position
- Description: "Returns if given position is in clouds."
- Category: General
- @e
- simulWeatherSync
- Description: "Synchronizes SW with arma weather, generates all keyframes."
- Category: General
- @e
- sin
- Left Argument: x
- Description: "The sine of x, the argument is in degrees."
- Example: sin 30
- Example Return: 0.5
- Category: Default
- @e
- sin
- Left Argument: x
- Description: "The sine of x, the argument is in degrees."
- Example: sin 30
- Example Return: 0.5
- Category: Default
- @e
- size
- Left Argument: location
- Description: "Return size of given location (width, height)."
- Category: Location
- @e
- sizeOf
- Left Argument: typeName
- Description: "Return the size of the entity of given type."
- Category: General
- @e
- skill
- Left Argument: vehicle
- Right Argument: type
- Description: "Returns skill of given type of person (commander unit). Value of skill may vary from 0 to 1."
- Example: hero skill "Endurance"
- Category: General
- @e
- skill
- Left Argument: person
- Description: "Returns the current level of ability of the person."
- Example: skill player
- Category: General
- @e
- skillFinal
- Left Argument: vehicle
- Right Argument: type
- Description: "Returns final (calculated) skill of given type of person (commander unit). Value of skill may vary from 0 to 1."
- Example: hero skill "Endurance"
- Category: General
- @e
- skipTime
- Left Argument: duration
- Description: "Skips the specified time. Daytime is adjusted, a weather change is estimated and no changes to any units are done. Duration is in hours."
- Example: skipTime 2.5
- Category: General
- @e
- sleep
- Left Argument: delay
- Description: "Suspend execution of script for given time."
- Example: sleep 0.5
- Category: General
- @e
- sliderPosition
- Left Argument: control
- Description: "Returns the current thumb position of the given slider."
- Example: _pos = sliderPosition _control
- Category: General
- @e
- sliderRange
- Left Argument: control
- Description: "Returns the limits (as an array [min, max]) of the given slider."
- Example: _limits = sliderRange _control
- Category: General
- @e
- sliderSetPosition
- Left Argument: control
- Right Argument: pos
- Description: "Sets the current thumb position of the given slider."
- Example: _control sliderSetPosition 0
- Category: General
- @e
- sliderSetPosition
- Left Argument: [idc, pos]
- Description: "Sets the current thumb position of the slider with id idc of the topmost user dialog."
- Example: sliderSetPosition [100, 0]
- Category: General
- @e
- sliderSetRange
- Left Argument: [idc, min, max]
- Description: "Sets the limits of the slider with id idc of the topmost user dialog."
- Example: sliderSetRange [100, 0, 10]
- Category: General
- @e
- sliderSetRange
- Left Argument: control
- Right Argument: [min, max]
- Description: "Sets the limits of the slider with id idc of the given slider."
- Example: _control sliderSetRange [0, 10]
- Category: General
- @e
- sliderSetSpeed
- Left Argument: control
- Right Argument: [line, page]
- Description: "Sets the speed (a click on the arrow results in a move per line. A click on the scale outside the thumb results in a move per page) of the given slider."
- Example: _control sliderSetSpeed [0.5, 2.0]
- Category: General
- @e
- sliderSetSpeed
- Left Argument: [idc, line, page]
- Description: "Sets the speed (a click on the arrow results in a move per line. A click on the scale outside the thumb results in a move per page) of the slider with id idc of the topmost user dialog."
- Example: sliderSetSpeed [100, 0.5, 2.0]
- Category: General
- @e
- sliderSpeed
- Left Argument: control
- Description: "Returns the speed (as an array [line, page]) of the given slider."
- Example: _speed = sliderSpeed _control
- Category: General
- @e
- slingLoadAssistantShown
- Description: "Return true if Sling Load Assistant is shown."
- Example: slingLoadAssistantShown
- Category: General
- @e
- SoldierMagazines
- Left Argument: unit
- Description: "Get array with all magazines from vest."
- Category: General
- @e
- someAmmo
- Left Argument: unit
- Description: "Checks whether the unit has some ammo remaining."
- Example: someAmmo vehicle player
- Category: General
- @e
- soundVolume
- Description: "Checks the current sound volume (set by <f>setSoundVolume</f>)."
- Category: General
- @e
- spawn
- Left Argument: arguments
- Right Argument: script
- Description: "Executes a script. Argument is passed to the script as local variable _this."
- Category: General
- @e
- speaker
- Left Argument: object
- Description: "Returns the speaker of the variable assigned to the object in the mission editor."
- Example: speaker player
- Category: General
- @e
- speed
- Left Argument: obj
- Description: "Returns the object speed (in km/h)."
- Example: speed player
- Category: General
- @e
- speedMode
- Left Argument: grp
- Description: "Returns the speed mode of the group ("LIMITED", "NORMAL" or "FULL")."
- Example: speedMode group player
- Category: General
- @e
- sqrt
- Left Argument: x
- Description: "The square root of x."
- Example: sqrt 9
- Example Return: 3
- Category: Default
- @e
- sqrt
- Left Argument: x
- Description: "The square root of x."
- Example: sqrt 9
- Example Return: 3
- Category: Default
- @e
- squadParams
- Left Argument: unit
- Description: "Returns data about squad of given unit loaded from squad.xml"
- Category: General
- @e
- stance
- Left Argument: unit
- Description: "Returns the stance of the given unit."
- Category: General
- @e
- startLoadingScreen
- Left Argument: [text] or [text, resource]
- Description: "Shows loading screen with the given text, using the given resource. When loading screen is shown, simulation and scene drawing is disabled, scripts run at full speed."
- Category: General
- @e
- step
- Left Argument: for /.../
- Right Argument: step
- Description: "Optionaly can set step. If you want to count down, step must be specified, and set negative. Default value is 1."
- Example: for "_x" from 20 to 10 step -2 do {..code..}
- Category: Default
- @e
- step
- Left Argument: for /.../
- Right Argument: step
- Description: "Optionaly can set step. If you want to count down, step must be specified, and set negative. Default value is 1."
- Example: for "_x" from 20 to 10 step -2 do {..code..}
- Category: Default
- @e
- stop
- Left Argument: unit
- Right Argument: stop
- Description: "Stops an AI unit. This function is obsolete. Use disableAI to get better control over stopping a unit."
- Example: soldierOne stop true
- Category: General
- @e
- stopEngineRTD
- Left Argument: RTD_helicopter
- Description: "Instant engines stop."
- Category: General
- @e
- stopped
- Left Argument: unit
- Description: "Checks whether the unit is stopped using the "stop" command."
- Example: stopped jeepOne
- Category: General
- @e
- str
- Left Argument: any value
- Description: "Converts any variable to a string."
- Example: str(2+3)
- Example Return: "5"
- Category: Default
- @e
- str
- Left Argument: any value
- Description: "Converts any variable to a string."
- Example: str(2+3)
- Example Return: "5"
- Category: Default
- @e
- sunOrMoon
- Description: "Returns sun to moon transition state."
- Category: General
- @e
- supportInfo
- Left Argument: mask
- Description: "Creates list of supported operators and type. Each field of array has format: "x:name" where x is 't' - type, 'n' - nullary operator, 'u' - unary operator, 'b' - binary operator. 'name' is operator's/type's name (in case operator, type of input operands is included). `mask` parameter can be empty string, or one of field. In this case, function returns empty array, if operator is not included in list. `mask` can contain wildcards, for example: *:name, t:*, t:name* or *:*."
- Example: supportInfo "b:select*"
- Example Return: ["b:ARRAY select SCALAR","b:ARRAY select BOOL"]
- Category: Default
- @e
- supportInfo
- Left Argument: mask
- Description: "Creates list of supported operators and type. Each field of array has format: "x:name" where x is 't' - type, 'n' - nullary operator, 'u' - unary operator, 'b' - binary operator. 'name' is operator's/type's name (in case operator, type of input operands is included). `mask` parameter can be empty string, or one of field. In this case, function returns empty array, if operator is not included in list. `mask` can contain wildcards, for example: *:name, t:*, t:name* or *:*."
- Example: supportInfo "b:select*"
- Example Return: ["b:ARRAY select SCALAR","b:ARRAY select BOOL"]
- Category: Default
- @e
- suppressFor
- Left Argument: unit
- Right Argument: timeToSuppress
- Description: "Makes the unit to apply suppressive fire on known enemies."
- Category: General
- @e
- surfaceIsWater
- Left Argument: [x, y]
- Description: "Returns whether water is on given position."
- Category: General
- @e
- surfaceNormal
- Left Argument: [x, y]
- Description: "Returns surface normal on given position."
- Category: General
- @e
- surfaceType
- Left Argument: [x, y]
- Description: "Returns what surface is on given position."
- Category: General
- @e
- SwimInDepth
- Left Argument: unit
- Right Argument: height
- Description: "Sets the target depth level for swimming soldier."
- Example: soldier SwimInDepth -20
- Category: General
- @e
- switch
- Left Argument: exp
- Description: "Begins switch form"
- Example: switch (_a) do { case 1: {block}; case 2 : {block}; default {block};}
- Category: Default
- @e
- switch
- Left Argument: exp
- Description: "Begins switch form"
- Example: switch (_a) do { case 1: {block}; case 2 : {block}; default {block};}
- Category: Default
- @e
- switchableUnits
- Description: "Return a list of units accessible through team switch."
- Category: General
- @e
- switchAction
- Left Argument: soldier
- Right Argument: action
- Description: "When used on a person, the given action is started immediately (there is no transition). Use switchmove "" to switch back to the default movement if there is no transition back, otherwise the person may be stuck."
- Example: soldierOne switchAction "SitDown"
- Category: General
- @e
- switchCamera
- Left Argument: unit
- Right Argument: mode
- Description: "Switches the camera to the given vehicle / camera. Mode is one of: "INTERNAL" (1st person), "GUNNER" (optics / sights), "EXTERNAL" (3rd person) or "GROUP" (group)."
- Example: sniperOne switchCamera "gunner"
- Category: General
- @e
- switchGesture
- Left Argument: soldier
- Right Argument: moveName
- Description: "When used on a person, the given move is started immediately (there is no transition)."
- Example: soldierOne switchGesture "Wave"
- Category: General
- @e
- switchLight
- Left Argument: lamppost
- Right Argument: mode
- Description: "Controls the lamppost mode. Mode may be "ON", "OFF" and "AUTO". "AUTO" is default and means the lampost is only on during nighttime."
- Example: nearestObject [player, "StreetLamp"] switchLight "Off"
- Category: General
- @e
- switchMove
- Left Argument: soldier
- Right Argument: moveName
- Description: "When used on a person, the given move is started immediately (there is no transition). Use switchmove "" to switch back to the default movement if there is no transition back, otherwise the person may be stuck."
- Example: soldierOne switchMove "FXStandDip"
- Category: General
- @e
- synchronizedObjects
- Left Argument: unit/trigger
- Description: "Return the list of objects synchronized with the given unit/trigger."
- Category: General
- @e
- synchronizedTriggers
- Left Argument: waypoint
- Description: "Return the list of triggers synchronized with a given waypoint."
- Example: synchronizedTriggers [group player, 1]
- Category: General
- @e
- synchronizedWaypoints
- Left Argument: trigger
- Description: "Return the list of waypoints synchronized with a given trigger."
- Example: synchronizedWaypoints trigger1
- Category: General
- @e
- synchronizeObjectsAdd
- Left Argument: unit/trigger
- Right Argument: [objects]
- Description: "Add given objects to the unit/trigger's list of synchronized objects."
- Example: player synchronizeObjectsAdd cursorTarget
- Category: General
- @e
- synchronizeObjectsRemove
- Left Argument: unit/trigger
- Right Argument: [objects]
- Description: "Remove given objects from the unit/trigger's list of synchronized objects."
- Example: player syncrhonizeObjectsRemove cursorTarget
- Category: General
- @e
- synchronizeTrigger
- Left Argument: trigger
- Right Argument: [waypoint1, waypoint2, ...]
- Description: "Synchronizes the trigger with waypoints. Each waypoint is given as an array [group, index]."
- Example: trigger synchronizeWaypoint []
- Category: General
- @e
- synchronizeWaypoint
- Left Argument: waypoint
- Right Argument: [waypoint1, waypoint2, ...]
- Description: "Synchronizes the waypoint with other waypoints. Each waypoint is given as an array [group, index]."
- Example: [group1, 2] synchronizeWaypoint [[group2, 3]]
- Category: General
- @e
- systemChat
- Left Argument: chatText
- Description: "Types text to the system radio channel.
- Note: this function only types text to the list, it does not broadcast the message. If you want the message to show on all computers, you have to execute it on all of them."
- Example: systemChat "Dam of Peace"
- Category: General
- @e
- systemOfUnits
- Description: "Returns 0 for metric, 1 for mixed (ground units uses metric, air units uses imperial) and 2 for imperial."
- Category: General
- @e
- tan
- Left Argument: x
- Description: "The tangens of x, the argument is in degrees."
- Example: tan 45
- Example Return: 1
- Category: Default
- @e
- tan
- Left Argument: x
- Description: "The tangens of x, the argument is in degrees."
- Example: tan 45
- Example Return: 1
- Category: Default
- @e
- targetsAggregate
- Left Argument: [speaker, side, unit, place, time]
- Right Argument: candidates
- Description: "Aggregate candidates."
- Category: Conversations
- @e
- targetsQuery
- Left Argument: speaker
- Right Argument: [receiver, side, unit, place, time]
- Description: "Find all targets known to sender matching given query."
- Category: Conversations
- @e
- taskChildren
- Left Argument: task
- Description: "Return the child tasks of the specified task."
- Category: Identity
- @e
- taskCompleted
- Left Argument: task
- Description: "Return if task is completed. (state Succeeded, Failed or Canceled)"
- Category: Identity
- @e
- taskDescription
- Left Argument: task
- Description: "Returns the descripction of the task."
- Category: Identity
- @e
- taskDestination
- Left Argument: task
- Description: "Returns the position of the task (as specified by destination parameter in config)."
- Category: Identity
- @e
- taskHint
- Left Argument: text
- Description: "Shows info about new,changed or failed task. The text can contain several lines. \n is used to indicate the end of a line."
- Example: taskHint "Capture town."
- Category: General
- @e
- taskNull
- Description: "A non-existing task. This value is not equal to anything, including itself."
- Example: taskNull == taskNull
- Example Return: false
- Category: Identity
- @e
- taskParent
- Left Argument: task
- Description: "Return the parent task of the specified task."
- Category: Identity
- @e
- taskResult
- Left Argument: task
- Description: "Return the result of the given task."
- Category: Identity
- @e
- taskState
- Left Argument: task
- Description: "Return the state of the given task."
- Category: Identity
- @e
- teamMember
- Left Argument: person
- Description: "Return an agent for given person."
- Example: _agent = teamMember player
- Category: Agents
- @e
- teamMemberNull
- Description: "A non-existing team member. This value is not equal to anything, including itself."
- Example: _teamMember == teamMemberNull
- Example Return: false
- Category: Agents
- @e
- teamName
- Left Argument: team
- Description: "Return a name of given team."
- Example: _name = teamName _team
- Category: Agents
- @e
- teams
- Description: "Return a list of teams in the current mission."
- Example: _teams = teams
- Category: Agents
- @e
- teamSwitch
- Description: "Invoke the team switch dialog (force it even when conditions are not met)."
- Category: General
- @e
- teamSwitchEnabled
- Description: "Check if tam switch is currently enabled."
- Category: General
- @e
- teamType
- Left Argument: team
- Description: "Return a type of given team."
- Example: _type = teamType _team
- Category: Agents
- @e
- terminate
- Left Argument: script
- Description: "Terminate (abort) the script"
- Category: General
- @e
- terrainIntersect
- Left Argument: [ position begin, position end ]
- Description: "Checks for intersection of terrain between two positions. Returns true if intersects with terrain"
- Example: _doesIntersect = terrainIntersect [ position player, position enemy1 ];
- Category: General
- @e
- terrainIntersectASL
- Left Argument: [ positionASL begin, positionASL end ]
- Description: "Checks for intersection of terrain between two positions. Returns true if intersects with terrain"
- Example: _doesIntersect = terrainIntersectASL [ getposAsl player, getposAsl enemy1 ];
- Category: General
- @e
- text
- Left Argument: text
- Description: "Creates a structured text containing the given plain text."
- Example: txt2 = text "Hello world."
- Category: General
- @e
- textLog
- Left Argument: anything
- Description: "Dumps the argument value into the debugging output."
- Example: textLog player
- Category: General
- @e
- textLogFormat
- Left Argument: [format, arg1, arg2, ...]
- Description: "Shortcut to textLog format [format, arg1, arg2, ...] (for better performance in retail version)."
- Category: General
- @e
- tg
- Left Argument: x
- Description: "The tangens of x, the argument is in degrees."
- Example: tg 45
- Example Return: 1
- Category: Default
- @e
- tg
- Left Argument: x
- Description: "The tangens of x, the argument is in degrees."
- Example: tg 45
- Example Return: 1
- Category: Default
- @e
- then
- Left Argument: if
- Right Argument: codeToExecute
- Description: "The code is executed when the if condition is met. If the code is executed, the last value calculated in the code is returned. If the code is not executed, <t>nothing</t> is returned."
- Example: if (a>b) then {c=1}
- Category: Default
- @e
- then
- Left Argument: if
- Right Argument: codeToExecute
- Description: "The code is executed when the if condition is met. If the code is executed, the last value calculated in the code is returned. If the code is not executed, <t>nothing</t> is returned."
- Example: if (a>b) then {c=1}
- Category: Default
- @e
- throw
- Left Argument: expression
- Description: "Throws an exception. The exception is processed by first catch block. See <f>try</f>."
- Example: throw "invalid argument"
- Category: Default
- @e
- throw
- Left Argument: expression
- Description: "Throws an exception. The exception is processed by first catch block. See <f>try</f>."
- Example: throw "invalid argument"
- Category: Default
- @e
- time
- Description: "Returns the time that elapsed since the mission started (in seconds)."
- Category: General
- @e
- timeMultiplier
- Description: "Returns game time multiplier setted to speed up game time"
- Example: multiplier
- Category: General
- @e
- titleCut
- Left Argument: effect
- Description: "Obsolete."
- Category: General
- @e
- titleFadeOut
- Left Argument: duration
- Description: "Terminate the title effect and set duration of the fade out phase to the given time."
- Example: titleFadeIn 1.0
- Category: General
- @e
- titleObj
- Left Argument: effect
- Description: "Object title - the argument uses format ["text","type",speed, showInMap] or ["name","type"]. If speed is not given, it's assumed to be one.
- The object can be defined in the description.ext file."
- Example: titleObj ["BISLogo","plain"]
- Category: General
- @e
- titleRsc
- Left Argument: effect
- Description: "Resource title - the argument uses format ["name","type",speed, showInMap] or ["name","type"]. If speed is not given, it's assumed to be one.
- Resource can be defined in the description.ext file."
- Example: titleRsc ["BIS", "PLAIN"]
- Category: General
- @e
- titleText
- Left Argument: effect
- Description: "Text title - the argument uses format ["text","type",speed, showInMap] or ["text","type"]. If speed is not given, it's assumed to be one."
- Example: titleText ["Show this text", "PLAIN"]
- Category: General
- @e
- to
- Left Argument: for "_var" from a
- Right Argument: b
- Description: "Continue sequence of 'for' command."
- Example: for "_x" from 10 to 20 do {..code..}
- Category: Default
- @e
- to
- Left Argument: for "_var" from a
- Right Argument: b
- Description: "Continue sequence of 'for' command."
- Example: for "_x" from 10 to 20 do {..code..}
- Category: Default
- @e
- toArray
- Left Argument: string
- Description: "Convert the string to the array of characters."
- Example: toArray "ArmA"
- Example Return: [65, 114, 109, 65]
- Category: Default
- @e
- toArray
- Left Argument: string
- Description: "Convert the string to the array of characters."
- Example: toArray "ArmA"
- Example Return: [65, 114, 109, 65]
- Category: Default
- @e
- toLower
- Left Argument: string
- Description: "Convert the string to lower case."
- Example: toLower "ArmA"
- Example Return: "arma"
- Category: Default
- @e
- toLower
- Left Argument: string
- Description: "Convert the string to lower case."
- Example: toLower "ArmA"
- Example Return: "arma"
- Category: Default
- @e
- toString
- Left Argument: characters
- Description: "Convert the array of characters to the string."
- Example: toString [65, 114, 109, 65]
- Example Return: "ArmA"
- Category: Default
- @e
- toString
- Left Argument: characters
- Description: "Convert the array of characters to the string."
- Example: toString [65, 114, 109, 65]
- Example Return: "ArmA"
- Category: Default
- @e
- toUpper
- Left Argument: string
- Description: "Convert the string to upper case."
- Example: toUpper "ArmA"
- Example Return: "ARMA"
- Category: Default
- @e
- toUpper
- Left Argument: string
- Description: "Convert the string to upper case."
- Example: toUpper "ArmA"
- Example Return: "ARMA"
- Category: Default
- @e
- triggerActivated
- Left Argument: trigger
- Description: "Returns true if the trigger has been activated."
- Category: General
- @e
- triggerActivation
- Left Argument: trigger
- Description: "Returns trigger activation in the form [by, type, repeating]"
- Category: General
- @e
- triggerArea
- Left Argument: trigger
- Description: "Returns trigger area in the form [a, b, angle, rectangle]"
- Category: General
- @e
- triggerAttachedVehicle
- Left Argument: trigger
- Description: "Returns vehicle attached to the trigger (for example using <f>triggerAttachVehicle</f>)"
- Category: General
- @e
- triggerAttachObject
- Left Argument: trigger
- Right Argument: objectId
- Description: "Assigns a static object to the trigger. The activation source is changed to "STATIC"."
- Example: trigger triggerAttachObject 1234
- Category: General
- @e
- triggerAttachVehicle
- Left Argument: trigger
- Right Argument: [] or [vehicle]
- Description: "If [] is given, the trigger is detached from the assigned vehicle. If the activation source is "VEHICLE", "GROUP", "LEADER" or "MEMBER", it's changed to "NONE". If [vehicle] is given, the trigger is attached to the vehicle or its group. When the source is "GROUP", "LEADER" or "MEMBER", it's attached to the group, otherwise it's attached to the vehicle and the source is changed to "VEHICLE"."
- Example: trigger triggerAttachVehicle [player]
- Category: General
- @e
- triggerStatements
- Left Argument: trigger
- Description: "Returns trigger statements in the form [cond, activ, desactiv]"
- Category: General
- @e
- triggerText
- Left Argument: trigger
- Description: "Returns trigger text."
- Category: General
- @e
- triggerTimeout
- Left Argument: trigger
- Description: "Returns trigger timeout in the form [min, mid, max, interruptable]"
- Category: General
- @e
- triggerTimeoutCurrent
- Left Argument: trigger
- Description: "Returns trigger timeout or -1 if countdown is not in progress."
- Example: triggerTimeoutCurrent triggerOne
- Category: General
- @e
- triggerType
- Left Argument: trigger
- Description: "Returns trigger type."
- Category: General
- @e
- true
- Description: "Always true."
- Category: Default
- @e
- true
- Description: "Always true."
- Category: Default
- @e
- try
- Left Argument: code
- Description: "Defines try-catch structure. This is structured exception block. Any thrown exception in try block is caught in catch block. The structured exception block has following form<pre>try //begin of try-catch block
- {
- //block, that can throw exception
- }
- catch{
- //block, that process an exception. Exception is described in _exception variable
- }</pre>;
- "
- Category: Default
- @e
- try
- Left Argument: code
- Description: "Defines try-catch structure. This is structured exception block. Any thrown exception in try block is caught in catch block. The structured exception block has following form<pre>try //begin of try-catch block
- {
- //block, that can throw exception
- }
- catch{
- //block, that process an exception. Exception is described in _exception variable
- }</pre>;
- "
- Category: Default
- @e
- turretLocal
- Left Argument: vehicle
- Right Argument: turret array
- Description: "Checks whether the given vehicle's turret is local or is not."
- Example: vehicle player isTurretLocal [0,0]
- Category: General
- @e
- turretOwner
- Left Argument: vehicle
- Right Argument: [turret path]
- Description: "Returns id of owner of given turret"
- Example: vehicle turretOwner [0]
- Category: General
- @e
- turretUnit
- Left Argument: vehicle
- Right Argument: turret path
- Description: "Returns the unit in the vehicle turret."
- Category: General
- @e
- tvAdd
- Left Argument: control
- Right Argument: [[path], text]
- Description: "Adds an item with given text to Tree View under specified path (zero based)."
- Example: _control tvAdd [[0], "text"]
- Category: General
- @e
- tvAdd
- Left Argument: [idc, [path], text]
- Description: "Adds an item with given text to Tree View with given idc under specified path (zero based)."
- Example: tvAdd [101, [0], "First item"]
- Category: General
- @e
- tvClear
- Left Argument: idc
- Description: "Removes all items from Tree View with given idc."
- Example: tvClear 101
- Category: General
- @e
- tvCollapse
- Left Argument: control
- Right Argument: [path]
- Description: "Collapses given path."
- Example: _control tvCollapse [0]
- Category: General
- @e
- tvCollapse
- Left Argument: [idc, [path]]
- Description: "Collapses tree item pointed to by path. IDC means id of parent Tree View."
- Example: tvCollapse [101,[0]]
- Category: General
- @e
- tvCount
- Left Argument: control
- Right Argument: [path]
- Description: "Returns count of items in given path."
- Example: _control tvCount [0]
- Category: General
- @e
- tvCount
- Left Argument: [idc, [path]]
- Description: "Returns childrens count of item on given path. IDC means id of parent Tree View."
- Example: tvCount [101,[0]]
- Category: General
- @e
- tvCurSel
- Left Argument: idc
- Description: "Returns path to currently selected item. IDC means id of parent Tree View."
- Example: tvCurSel 101
- Category: General
- @e
- tvData
- Left Argument: [idc, [path]]
- Description: "Returns string data from item on given path. IDC means id of parent Tree View."
- Example: tvData [101,[0]]
- Category: General
- @e
- tvData
- Left Argument: control
- Right Argument: [path]
- Description: "Returns string from given path."
- Example: _control tvData [0]
- Category: General
- @e
- tvDelete
- Left Argument: control
- Right Argument: [path]
- Description: "Deletes item in given path."
- Example: _control tvDelete [0]
- Category: General
- @e
- tvDelete
- Left Argument: [idc, [path]]
- Description: "Removes an item on given path from Tree View with given idc."
- Example: tvDelete [101, [0,0]]
- Category: General
- @e
- tvExpand
- Left Argument: [idc, [path]]
- Description: "Expands tree item pointed to by path. IDC means id of parent Tree View."
- Example: tvExpand [101,[0]]
- Category: General
- @e
- tvExpand
- Left Argument: control
- Right Argument: [path]
- Description: "Expands given path."
- Example: _control tvExpand [0]
- Category: General
- @e
- tvPicture
- Left Argument: control
- Right Argument: [path]
- Description: "Returns picture on given path of tree."
- Example: _control tvPicture [0]
- Category: General
- @e
- tvPicture
- Left Argument: [idc, [path]]
- Description: "Returns name of picture from item pointed to by path. IDC means id of parent Tree View."
- Example: tvPicture [101,[0]]
- Category: General
- @e
- tvSetCurSel
- Left Argument: [idc, [path]]
- Description: "Sets cursor to given item on given path. IDC means id of parent Tree View."
- Example: tvSetCurSel [101,[0]]
- Category: General
- @e
- tvSetCurSel
- Left Argument: control
- Right Argument: [path]
- Description: "Sets cursor to given path."
- Example: _control tvSetCurSel [0]
- Category: General
- @e
- tvSetData
- Left Argument: [idc, [path], "data"]
- Description: "Sets string data to item on given path. IDC means id of parent Tree View."
- Example: tvSetData [101,[0],"Test data"]
- Category: General
- @e
- tvSetData
- Left Argument: control
- Right Argument: [[path], text]
- Description: "Sets data to given path."
- Example: _control tvSetData [[0], "text"]
- Category: General
- @e
- tvSetPicture
- Left Argument: control
- Right Argument: [[path], name]
- Description: "Sets picture to item selected by path."
- Example: _control tvSetPicture [[0], "picture"]
- Category: General
- @e
- tvSetPicture
- Left Argument: [idc, [path],name]
- Description: "Sets picture to item selected by path. IDC means id of parent Tree View. Name is the picture name. The picture is searched in the mission directory"
- Example: tvSetPicture [101,[0],"picture"]
- Category: General
- @e
- tvSetPictureColor
- Left Argument: [idc, [path], [r,g,b,a]]
- Description: "Sets color of picture to item selected by path. IDC means id of parent Tree View."
- Example: tvSetPictureColor [101,[0],[1,0,1,1]]
- Category: General
- @e
- tvSetPictureColor
- Left Argument: control
- Right Argument: [[path], [r,g,b,a]]
- Description: "Sets color of picture to item selected by path."
- Example: _control tvSetPicture [[0], [1,0,1,1]]
- Category: General
- @e
- tvSetTooltip
- Left Argument: control
- Right Argument: [[path], tooltip]
- Description: "Sets tooltip for item in the given path of the given ctree control to the given data."
- Example: _control lbSetData [1, "tooltip"]
- Category: General
- @e
- tvSetTooltip
- Left Argument: [idc, index, tooltip]
- Description: "Sets tooltip for item with the given index of the tree view with id idc of the topmost user dialog to the given data."
- Example: tvSetTooltip [101, 1, "tooltip"]
- Category: General
- @e
- tvSetValue
- Left Argument: [idc, [path], val]
- Description: "Sets scalar data to item on given path. IDC means id of parent Tree View."
- Example: tvSetValue [101,[0], 555]
- Category: General
- @e
- tvSetValue
- Left Argument: control
- Right Argument: [[path], val]
- Description: "Sets value to given path."
- Example: _control tvSetValue [[0], 1]
- Category: General
- @e
- tvSort
- Left Argument: [idc,[path],reversed]
- Description: "Sorts childrens of given item by data. Param reversed is optional. IDC means id of parent Tree View."
- Example: tvSort [101,[0],false]
- Category: General
- @e
- tvSort
- Left Argument: control
- Right Argument: [[path], reversed]
- Description: "Sorts childrens of given item by data."
- Example: _control tvSort [[0], true]
- Category: General
- @e
- tvSortByValue
- Left Argument: [idc,[path],reversed]
- Description: "Sorts childrens of given item by value. Param reversed is optional. IDC means id of parent Tree View."
- Example: tvSort [101,[0],false]
- Category: General
- @e
- tvSortByValue
- Left Argument: control
- Right Argument: [[path], reversed]
- Description: "Sorts childrens of given item by value."
- Example: _control tvSortByValue [[0], true]
- Category: General
- @e
- tvText
- Left Argument: control
- Right Argument: [path]
- Description: "Gets text from given path"
- Example: _control tvText [0]
- Category: General
- @e
- tvText
- Left Argument: [idc, [path]]
- Description: "Returns shown text in the item on given path. IDC means id of parent Tree View."
- Example: tvText [101,[0]]
- Category: General
- @e
- tvTooltip
- Left Argument: control
- Right Argument: [path]
- Description: "Returns the tooltip in the path of given ctree."
- Example: _text = _control tvText [0]
- Category: General
- @e
- tvTooltip
- Left Argument: [idc, path]
- Description: "Returns the tooltip of the item in the given path of the treeview with id idc of the topmost user dialog."
- Example: _text = lbText [101, 0]
- Category: General
- @e
- tvValue
- Left Argument: [idc, [path]]
- Description: "Returns scalar data from item on given path. IDC means id of parent Tree View."
- Example: tvValue [101,[0]]
- Category: General
- @e
- tvValue
- Left Argument: control
- Right Argument: [path]
- Description: "Reads value from given path."
- Example: _control tvValue [0]
- Category: General
- @e
- type
- Left Argument: task
- Description: "Return the type of the task."
- Category: Identity
- @e
- typeName
- Left Argument: any
- Description: "Returns type-name of expression. Type is returned as string"
- Example: typeName "hello"
- Example Return: "string"
- Category: Default
- @e
- typeName
- Left Argument: any
- Description: "Returns type-name of expression. Type is returned as string"
- Example: typeName "hello"
- Example Return: "string"
- Category: Default
- @e
- typeOf
- Left Argument: object
- Description: "Returns the name of the type of the given object."
- Example: typeOf player
- Example Return: "SoldierWB"
- Category: General
- @e
- UAVControl
- Left Argument: Uav
- Description: "Get list with unit connected to vehicle and position in that vehicle."
- Example: UAVControl cameraOn
- Category: General
- @e
- uiNamespace
- Description: "Return the global namespace attached to user interface."
- Category: General
- @e
- uisleep
- Left Argument: delay
- Description: "Suspend execution of script for given uitime."
- Example: uisleep 0.5
- Category: General
- @e
- unassignCurator
- Left Argument: curatorObj
- Description: "Unassign curator (will destroy both sides of connection)."
- Category: General
- @e
- unassignItem
- Left Argument: unit
- Right Argument: item
- Description: "Unassign existing item to the soldier's containers. "
- Category: General
- @e
- unassignTeam
- Left Argument: vehicle
- Description: "Unassigns the vehicle (its commander unit) from his team. This is equal to vehicle assignTeam "MAIN"."
- Example: unassignTeam soldier2
- Category: General
- @e
- unassignVehicle
- Left Argument: unit
- Description: "The person is unassigned from the vehicle. If he is currently inside, the group leader will issue an order to disembark."
- Example: unassignVehicle player
- Category: General
- @e
- underwater
- Left Argument: object
- Description: "Return whether object is fully underwater."
- Category: General
- @e
- uniform
- Left Argument: unit
- Description: "Returns name of currently used uniform."
- Category: General
- @e
- uniformContainer
- Left Argument: unit
- Description: "Returns container of currently used uniform."
- Category: General
- @e
- uniformItems
- Left Argument: unit
- Description: "Get array with all items from uniform."
- Category: General
- @e
- uniformMagazines
- Left Argument: unit
- Description: "Get array with all magazines from vest."
- Category: General
- @e
- unitAddons
- Left Argument: unitClass
- Description: "Get list with addons which unitClass belongs to."
- Example: unitAddons unitClass
- Category: General
- @e
- unitBackpack
- Left Argument: unit
- Description: "Returns unit's backpack."
- Category: General
- @e
- unitPos
- Left Argument: person
- Description: "Return the unit position rules."
- Category: General
- @e
- unitReady
- Left Argument: unit
- Description: "Checks whether the unit is ready. A unit is busy when it's given an order like "move", until the command is finished."
- Example: unitReady player
- Category: General
- @e
- unitRecoilCoefficient
- Left Argument: soldier
- Description: "Returns unit's custom recoil coefficient."
- Example: coef = unitRecoilCoefficient player
- Category: General
- @e
- units
- Left Argument: grp
- Description: "Returns an array with all the units in the group."
- Example: player in units group player
- Category: General
- @e
- unitsBelowHeight
- Left Argument: group
- Right Argument: height
- Description: "Return units in group below passed height."
- Example: group player unitsBelowHeight 50
- Category: General
- @e
- unlinkItem
- Left Argument: unit
- Right Argument: item
- Description: "Unlink and remove existing linked item from soldier"
- Category: General
- @e
- unlockAchievement
- Left Argument: name
- Description: "Unlock the given achievement."
- Category: General
- @e
- unregisterTask
- Left Argument: teamMember
- Right Argument: name
- Description: "Unregister a task type."
- Category: Identity
- @e
- updateDrawIcon
- Left Argument: map
- Right Argument: [object, string identifier, color, offset, width, height, maintain size?, angle, shadow]
- Description: "Updates the icon to be shown in 2D editor for the specified editor object. If maintain size is false, icon will not scale depending on the scale of the map. If maintain size is a number, the icon will maintain size if map scale is below that number."
- Category: Editor
- @e
- updateMenuItem
- Left Argument: map
- Right Argument: [menu item index,text,command]
- Description: "Sets the text and command for the menu item. index is index as returned from addMenuItem command. command is optional."
- Category: Editor
- @e
- updateObjectTree
- Left Argument: map
- Description: "Update the editor object tree."
- Category: Editor
- @e
- useAudioTimeForMoves
- Left Argument: soldier
- Right Argument: toggle
- Description: "Switch between elapsed gamet time and audio time being used as animation timer. Used for audio/animation synchronization."
- Example: player useAudioTimeForMoves true
- Category: General
- @e
- vectorAdd
- Left Argument: vector
- Right Argument: vector
- Description: "Adds two 3D vectors"
- Example: vector1 vectorAdd vector2
- Category: General
- @e
- vectorCos
- Left Argument: vector
- Right Argument: vector
- Description: "Cosine of angle between 2 vectors"
- Example: vector1 vectorCos vector2
- Category: General
- @e
- vectorCrossProduct
- Left Argument: vector
- Right Argument: vector
- Description: "Cross product of two 3D vectors"
- Example: left vectorCrossProduct right
- Category: General
- @e
- vectorDiff
- Left Argument: vector
- Right Argument: vector
- Description: "Subtracts right 3D vector from left"
- Example: left vectorDiff right
- Category: General
- @e
- vectorDir
- Left Argument: obj
- Description: "Return object's direction vector in world coordinates as [x, z, y]."
- Category: General
- @e
- vectorDirVisual
- Left Argument: obj
- Description: "Return object's direction vector in world coordinates as [x, z, y]."
- Category: General
- @e
- vectorDistance
- Left Argument: vector
- Right Argument: vector
- Description: "Squared distance between 2 vectors"
- Example: vector1 vectorDistance vector2
- Category: General
- @e
- vectorDistanceSqr
- Left Argument: vector
- Right Argument: vector
- Description: "Squared distance between 2 vectors"
- Example: vector1 vectorDistanceSqr vector2
- Category: General
- @e
- vectorDotProduct
- Left Argument: vector
- Right Argument: vector
- Description: "Dot product of two 3D vectors"
- Example: vector1 vectorDotProduct vector2
- Category: General
- @e
- vectorFromTo
- Left Argument: vector
- Right Argument: vector
- Description: "Unit vector equal to direction from left to right vector"
- Example: vector1 vectorFromTo vector2
- Category: General
- @e
- vectorMagnitude
- Left Argument: array
- Description: "Magnitude of a vector"
- Example: vectorMagnitude [0,8,7]
- Category: General
- @e
- vectorMagnitudeSqr
- Left Argument: array
- Description: "Squared magnitude of a vector"
- Example: vectorMagnitudeSqr [4,1,3]
- Category: General
- @e
- vectorMultiply
- Left Argument: vector
- Right Argument: scalar
- Description: "Multiplies vector by a scalar"
- Example: vector1 vectorMultiply 3.14
- Category: General
- @e
- vectorNormalized
- Left Argument: array
- Description: "Normalized vector (unit vector), if original vector is zero, result is a zero vector as well"
- Example: vectorNormalized [4,1,3]
- Category: General
- @e
- vectorUp
- Left Argument: obj
- Description: "Return object's up vector in world coordinates as [x, z, y]."
- Category: General
- @e
- vectorUpVisual
- Left Argument: obj
- Description: "Return object's up vector in world coordinates as [x, z, y]."
- Category: General
- @e
- vehicle
- Left Argument: unit
- Description: "Returns the vehicle in which the given unit is mounted. If there is none, the unit is returned."
- Example: vehicle player != player
- Category: General
- @e
- vehicleChat
- Left Argument: unit
- Right Argument: chatText
- Description: "Types text to the vehicle radio channel.
- Note: this function only types text to the list, it does not broadcast the message. If you want the message to show on all computers, you have to execute it on all of them."
- Example: soldierOne vehicleChat "Show this text"
- Category: General
- @e
- vehicleRadio
- Left Argument: unit
- Right Argument: radioName
- Description: "Sends the message to the vehicle radio channel. The message is defined in the description.ext file or radio protocol."
- Example: soldierOne vehicleRadio "messageOne"
- Category: General
- @e
- vehicles
- Description: "Return a list of vehicles in the current mission."
- Example: _vehicles = vehicles
- Category: General
- @e
- vehicleVarName
- Left Argument: object
- Description: "Returns the name of the variable which contains a reference to this object."
- Category: General
- @e
- velocity
- Left Argument: vehicle
- Description: "Returns the velocity (speed vector) of the vehicle as an array with format [x, z, y]."
- Category: General
- @e
- velocityModelSpace
- Left Argument: vehicle
- Description: "Returns the velocity (speed vector) of the vehicle as an array with format [x, z, y]. Vector is in model space"
- Category: General
- @e
- verifySignature
- Left Argument: filename
- Description: "Check if file is signed by any key present in game keys folders. Note: On client, it does not check against the keys accepted by server."
- Category: General
- @e
- vest
- Left Argument: unit
- Description: "Returns name of currently used vest."
- Category: General
- @e
- vestContainer
- Left Argument: unit
- Description: "Returns container of currently used vest."
- Category: General
- @e
- vestItems
- Left Argument: unit
- Description: "Get array with all items from vest."
- Category: General
- @e
- vestMagazines
- Left Argument: unit
- Description: "Get array with all magazines from vest."
- Category: General
- @e
- viewDistance
- Description: "Returns the rendering distance."
- Category: General
- @e
- visibleCompass
- Description: "Checks whether the player has the compass opened and visible."
- Category: General
- @e
- visibleGps
- Description: "Checks whether the player has the GPS receiver opened and visible."
- Category: General
- @e
- visibleMap
- Description: "Return true if the main map is shown (active)."
- Category: General
- @e
- visiblePosition
- Left Argument: object
- Description: "Returns the object rendered position in format <ar>Position</ar>."
- Example: visiblePosition player
- Category: General
- @e
- visiblePositionASL
- Left Argument: object
- Description: "Returns the object rendered position in format <ar>PositionASL</ar>."
- Example: visiblePositionASL player
- Category: General
- @e
- visibleWatch
- Description: "Checks whether the player has the watch opened and visible."
- Category: General
- @e
- waitUntil
- Left Argument: condition
- Description: "Suspend execution of script until condition is satisfied."
- Example: _i = 0; waitUntil {_i = _i + 1; _i >= 100}
- Category: Default
- @e
- waitUntil
- Left Argument: condition
- Description: "Suspend execution of script until condition is satisfied."
- Example: _i = 0; waitUntil {_i = _i + 1; _i >= 100}
- Category: Default
- @e
- waves
- Description: "Return waves value."
- Category: General
- @e
- waypointAttachedObject
- Left Argument: waypoint
- Description: "Gets the object attached to the waypoint."
- Example: waypointAttachedObject [groupOne, 1]
- Category: General
- @e
- waypointAttachedVehicle
- Left Argument: waypoint
- Description: "Gets the vehicle attached to the waypoint."
- Example: waypointAttachedVehicle [groupOne, 1]
- Category: General
- @e
- waypointAttachObject
- Left Argument: waypoint
- Right Argument: idStatic or object
- Description: "Attaches a static object to the given waypoint."
- Example: [grp, 2] waypointAttachObject 1234
- Category: General
- @e
- waypointAttachVehicle
- Left Argument: waypoint
- Right Argument: vehicle
- Description: "Attaches a vehicle to the given waypoint."
- Example: [grp, 2] waypointAttachVehicle vehicle player
- Category: General
- @e
- waypointBehaviour
- Left Argument: waypoint
- Description: "Gets the waypoint behavior."
- Example: waypointBehaviour [groupOne, 1]
- Category: General
- @e
- waypointCombatMode
- Left Argument: waypoint
- Description: "Gets the waypoint combat mode."
- Example: waypointCombatMode [groupOne, 1]
- Category: General
- @e
- waypointCompletionRadius
- Left Argument: waypoint
- Description: "Gets the radius around the waypoint where is the waypoint completed."
- Example: _radius = waypointCompletionRadius [groupOne, 1]
- Category: General
- @e
- waypointDescription
- Left Argument: waypoint
- Description: "Gets the waypoint description."
- Example: waypointDescription [groupOne, 1]
- Category: General
- @e
- waypointFormation
- Left Argument: waypoint
- Description: "Gets the waypoint formation."
- Example: waypointFormation [groupOne, 1]
- Category: General
- @e
- waypointHousePosition
- Left Argument: waypoint
- Description: "Gets the house position assigned to the waypoint."
- Example: waypointHousePosition [groupOne, 1]
- Category: General
- @e
- waypointLoiterRadius
- Left Argument: waypoint
- Description: "Gets the waypoint loiter radius. Waypoint uses format <ar>Waypoint</ar>.
- "
- Example: waypointLoiterRadius [groupOne, 1]
- Category: General
- @e
- waypointLoiterType
- Left Argument: waypoint
- Description: "Gets the waypoint loiter type. Waypoint uses format <ar>Waypoint</ar>.
- "
- Example: waypointLoiterRadius [groupOne, 1]
- Category: General
- @e
- waypointName
- Left Argument: waypoint
- Description: "Gets the waypoint name."
- Example: waypointName [groupOne, 1]
- Category: General
- @e
- waypointPosition
- Left Argument: waypoint
- Description: "Gets the waypoint position. Waypoint uses format <ar>Waypoint</ar>.
- Note: this function is identical to <f>getWaypointPosition</f>."
- Example: waypointPosition [groupOne, 1]
- Category: General
- @e
- waypoints
- Left Argument: group
- Description: "Return the list of waypoints for given group."
- Category: General
- @e
- waypointScript
- Left Argument: waypoint
- Description: "Gets the waypoint script."
- Example: waypointScript [groupOne, 1]
- Category: General
- @e
- waypointsEnabledUAV
- Left Argument: vehicle
- Description: "Returns if player can set waypoints for given UAV in AV terminal"
- Example: waypointsEnabledUAV vehicle
- Category: General
- @e
- waypointShow
- Left Argument: waypoint
- Description: "Gets the waypoint show/hide status."
- Example: waypointShow [groupOne, 1]
- Category: General
- @e
- waypointSpeed
- Left Argument: waypoint
- Description: "Gets the waypoint speed."
- Example: waypointSpeed [groupOne, 1]
- Category: General
- @e
- waypointStatements
- Left Argument: waypoint
- Description: "Gets the waypoint statements."
- Example: waypointStatements [groupOne, 1]
- Category: General
- @e
- waypointTimeout
- Left Argument: waypoint
- Description: "Gets the waypoint timeout values."
- Example: waypointTimeout [groupOne, 1]
- Category: General
- @e
- waypointTimeoutCurrent
- Left Argument: waypoint
- Description: "Gets the current waypoint timeout or -1 if countdown is not in progress."
- Example: waypointTimeoutCurrent groupOne
- Category: General
- @e
- waypointType
- Left Argument: waypoint
- Description: "Gets the waypoint type."
- Example: waypointType [groupOne, 1]
- Category: General
- @e
- waypointVisible
- Left Argument: waypoint
- Description: "Gets waypoint visibility."
- Example: visible = waypointVisible [groupOne, 1]
- Category: General
- @e
- weaponAccessories
- Left Argument: vehicle
- Right Argument: weapon
- Description: "Get array with all items linked to a given weapon."
- Category: General
- @e
- weaponAccessoriesCargo
- Left Argument: vehicle
- Right Argument: [weaponId,creatorId]
- Description: "Show list of attachments linked to a given weapon"
- Category: General
- @e
- weaponCargo
- Left Argument: box
- Description: "Get array with weapons from ammo box (or any general weapon holder container). "
- Category: General
- @e
- weaponDirection
- Left Argument: vehicle
- Right Argument: weaponName
- Description: "Returns direction where is given weapon aiming."
- Example: _dir = _vehicle weaponDirection "M16"
- Category: General
- @e
- weaponInertia
- Left Argument: soldier
- Description: "Returns current rate of how much the weapon view is distorted because of quick aiming"
- Example: weaponInertia player
- Category: General
- @e
- weaponLowered
- Left Argument: soldier
- Description: "True if given soldier's weapon is lowered."
- Example: weaponLowered player
- Category: General
- @e
- weapons
- Left Argument: vehicle
- Description: "Returns an array of names of all the vehicle's weapons."
- Example: weapons player
- Category: General
- @e
- weaponsItems
- Left Argument: vehicle
- Description: "Returns an array with subarrays contains class names and also names of connected items of all the vehicle's weapons like [['arifle_MX_ACO_pointer_F','','acc_pointer_IR','optic_Aco',['30Rnd_65x39_caseless_mag',29]]]"
- Example: weaponsItems player
- Category: General
- @e
- weaponsItemsCargo
- Left Argument: vehicle
- Description: "Returns an array with subarrays contains class names and also names of connected items of all the vehicle's cargo weapons like [['arifle_MX_ACO_pointer_F','','acc_pointer_IR','optic_Aco',['30Rnd_65x39_caseless_mag',29]]]"
- Example: weaponsItemsCargo vehicle player
- Category: General
- @e
- weaponState
- Left Argument: Gunner or [veh,turret path]
- Description: "Returns the current weapon state as an array of strings in the follow format [WeaponName, MuzzleName, ModeName, MagazineName]."
- Example: weaponState player or weaponState [vehicle player,[0]]
- Category: General
- @e
- weaponsTurret
- Left Argument: vehicle
- Right Argument: turretPath
- Description: "Returns all weapons of given turret. Use turret path [-1] for drivers turret."
- Example: vehicle player weaponsTurret [0,0]
- Category: General
- @e
- weightRTD
- Left Argument: helicopter
- Description: "Returns weight of helicopter."
- Example: [fuselage weight, crew weight, fuel weight, custom weight, weapons weight]
- Category: General
- @e
- west
- Description: "The West side."
- Category: General
- @e
- WFSideText
- Left Argument: object
- Description: "Returns the unlocalized text value of a object's side as: East, West, Resistance, Civilian, or Unknown."
- Example: WFSideText player
- Category: General
- @e
- while
- Left Argument: condition
- Description: "The first part of the while contruct."
- Example: while "x<10" do {x=x+1}
- Category: Default
- @e
- while
- Left Argument: condition
- Description: "The first part of the while contruct."
- Example: while "x<10" do {x=x+1}
- Category: Default
- @e
- wind
- Description: "Return the current wind vector."
- Category: General
- @e
- windDir
- Description: "Return the current wind azimut."
- Category: General
- @e
- windRTD
- Description: "Returns wind strength and direction."
- Category: General
- @e
- windStr
- Description: "Return the current wind strength."
- Category: General
- @e
- wingsForcesRTD
- Left Argument: RTD_helicopter
- Description: "Returns force produced by wings."
- Category: General
- @e
- with
- Left Argument: namespace
- Description: "The first part of the with contruct."
- Example: with missionNamespace do {global=global+1}
- Category: Default
- @e
- with
- Left Argument: namespace
- Description: "The first part of the with contruct."
- Example: with missionNamespace do {global=global+1}
- Category: Default
- @e
- worldName
- Description: "Return the name of the currently loaded world."
- Category: General
- @e
- worldToModel
- Left Argument: object
- Right Argument: worldPos
- Description: "Converts position from world space to object model space."
- Category: General
- @e
- worldToModelVisual
- Left Argument: object
- Right Argument: worldPos
- Description: "Converts position from world space to object model space in render time."
- Category: General
- @e
- worldToScreen
- Left Argument: position
- Description: "Converts position in world space into screen (UI) space."
- Category: General
- @e
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