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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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C# | 12 min ago | 0.59 KB
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