]
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
_isHighCommand bool "
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:
_pos array position
_units array selected units
_shift,_alt bool 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
_group group selected group
_isSelected bool new selection state"
Category: General
@e
onMapSingleClick
Left Argument: command
Description: "Defines an action performed when the user clicks on the map. Command receives:
_pos array position
_units array selected units
_shift,_alt bool key state
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:
_pos array position
_units array selected units
_shift,_alt bool key state
_this any parameters passed to this function
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:
_pos array position"
Category: Editor
@e
onTeamSwitch
Left Argument: command
Description: "Defines an action performed when the team switch is finished. Command receives:
_from object previous unit
_to object current units
"
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 Position."
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 Number is supported in versions 1.33 and before.
The following types are supported since 1.34:
Number, Boolean, Object and Group."
Example: publicVariable "CTFscoreOne"
Category: General
@e
publicVariableClient
Left Argument: clientId
Right Argument: varName
Description: "Send the variable value to the client computer.
Only type Number is supported in versions 1.33 and before.
The following types are supported since 1.34:
Number, Boolean, Object and Group."
Example: 3 publicVariableClient "CTFscoreOne"
Category: General
@e
publicVariableServer
Left Argument: varName
Description: "Send the variable value to the server computer.
Only type Number is supported in versions 1.33 and before.
The following types are supported since 1.34:
Number, Boolean, Object and Group."
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 setRadioVolume)."
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 addEventHandler."
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 addMissionEventHandler."
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 addMPEventHandler."
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 addEventHandler. 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 addMissionEventHandler. 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 addMPEventHandler. 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 CfgWeapons."
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 serverCommand"
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 serverCommand"
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 setDammage. 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 Position2D. 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 Position2D. 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 ParticleArray."
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 Position 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 PositionASL 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 PositionASL 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 PositionASLW 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 PositionATL 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 Position 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 Waypoint. Position uses format Position2D."
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 setSoundVolume)."
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, nothing 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, nothing 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 try."
Example: throw "invalid argument"
Category: Default
@e
throw
Left Argument: expression
Description: "Throws an exception. The exception is processed by first catch block. See try."
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 triggerAttachVehicle)"
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 formtry //begin of try-catch block
{
//block, that can throw exception
}
catch{
//block, that process an exception. Exception is described in _exception variable
};
"
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 formtry //begin of try-catch block
{
//block, that can throw exception
}
catch{
//block, that process an exception. Exception is described in _exception variable
};
"
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 Position."
Example: visiblePosition player
Category: General
@e
visiblePositionASL
Left Argument: object
Description: "Returns the object rendered position in format PositionASL."
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 Waypoint.
"
Example: waypointLoiterRadius [groupOne, 1]
Category: General
@e
waypointLoiterType
Left Argument: waypoint
Description: "Gets the waypoint loiter type. Waypoint uses format Waypoint.
"
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 Waypoint.
Note: this function is identical to getWaypointPosition."
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