Operation Flashpoint Editor Commands

unit AddMagazine "ammotype"

soldier1 addmagazine "m16"

     Adds one magazine of a specified ammo type to a Unit

unit AddMagazineCargo ["ammotype", amount]

truck1 addmagazinecargo ["m16", 10]

     Adds specified number of specified ammo type to a vehicle or ammo crate as retrievable cargo

 

unit AddWeapon "weapontype"

soldier1 addweapon "m16"

     Adds one specified weapon to a Unit

 

unit AddWeaponCargo ["weapontype", amount]

crate1 addweaponcargo ["m16", 10]

     Adds a specified number of specified weapons to a vehicle or ammo crate as retrievable cargo

 

Alive unit      or   not Alive unit

alive soldier1  or   not alive soldier1

     Checks whether a Unit is alive or dead/destroyed

 

unit AllowFleeing switch

soldier1 allowfleeing 0

     Sets likelihood of Unit fleeing. 0 = never flees, up to 1 = always flees

 

command And command

not alive soldier1 and alive truck1 and tank1 distance base1 < 100

     Links commands that all need to be true for Trigger to activate or another Variable to be true

 

unit Distance object distance

soldier1 distance tank1 < 100

     Checks the distance between a Unit and another Unit/Trigger/object in meters

 

unit DoMove GetPos object     or  unit DoMove GetMarkerPos "markername"

soldier1 domove getpos tank1  or  tank1 domove getmarkerpos "coast1"

            Orders a Unit to move to the position of another Unit/object or a Marker

 

unit FlyInHeight altitude

heli1 flyinheight 120

            Orders a helicopter to fly at a specified altitude between 50-1000 meters

 

unit InFlame switch

fire1 inflame true

     Lights or extinguishes Unit: Fire.  true= fire lit,  false= fire out

 

"Objective#" ObjStatus "switch"

"1" objstatus "failed"

            Sets the status of objectives in the briefing notes. "Objective#" corresponds to the objective             number as writen in the briefing.html file in the mission's folder.

            "failed"= failed, "done"= completed, "active"= show if hidden, "hidden"= hide.

 

command Or command

not alive soldier1 or not alive truck1 or tank1 distance base1 < 100

            Links commands of which one needs to be true for Trigger to activate.

 

RemoveAllWeapons unit

removeallweapons soldier1

     Removes everything (weapons, ammo, equipment) from Unit's inventory.

 

unit RemoveMagazine "ammotype"

soldier1 removemagazine "m16"

     Removes one magazine of a specified ammo type from a Unit.

 

unit RemoveMagazines "ammotype"

soldier1 removemagazines "m16"

     Removes all magazines of a specified ammo type from a Unit.

 

unit RemoveWeapon "weapontype"

soldier1 removeweapon "m16"

     Removes a specified weapon from a Unit.

 

ScudState unit >= switch

scudstate scud1>=1

     Checks status of ScudLauncher.

            1=Launch sequence activated, 2=Missile upright, ready to launch,

            3=Launch in progress (ignition), 4= Missile high up, in flight.

 

unit setBehaviour "behaviourtype"

soldier1 setbehaviour "safe"

            Sets behaviour of unit. "careless"= unresponsive to threats,

            "safe"= guns on back, vehicles use roads/lights on, "aware"= low threat response/defence,             "combat"= high threat response/defence, "stealth"= high use of cover/crawling.

 

unit setCombatMode "combatmode"

soldier1 setbehaviour "blue"

            Sets rules of engagement for a unit. "blue"= never fire, "green"= fire only in defence,

            "white"= hold fire, engage at will, "yellow"= fire, "red"= fire and seek enemy.

 

unit setDamage switch

soldier1 setdamage 1

     Sets damage/repairs/heals a Unit.  0=no damage/injury, up to 1=dead/destroyed.

 

unit setFlagTexture "flagtype"

flag1 setflagtexture "usa_vlajka.pac"

            Sets flag for Unit: Flag. "rus_vlajka.pac"=Russian flag, "usa_vlajka.pac"=US flag.

 

"marker" setMarkerSize [axis a, axis b]

"border1" setmarkersize [30,250]

     Sets the size of a Marker.

 

"marker" setMarkerType "icontype"

"base1" setmarkertype "arrow"

     Sets Icon type of a Marker.  ("flag"= Objective crosshair, "flag1"= normal flag).

 

SkipTime hours

skiptime 2.5

            Moves time ahead by specified number of hours.

 

This command

this addweapon "m16"

            Applies command to unit which has the command in its Initialization:.

Multiple Commands

Use  ;  after any command to input further commands.

(t1 setdammage 1; skiptime 10; soldier1 addweapon "m4")

 

Respawns

Create file named: description.ext in the mission's folder and input the following commands:

            respawn=0;  (0=none, 1=seagull, 2=instant, 3=marker, 4=leader respawn)

            respawndelay=0;  (time, in seconds until respawn)

When final version of map is complete, save the mission, then, with description.ext in the mission's folder, export the saved map to multiplayer through the editor's map save option.

 

Respawn Markers (required for respawn=3; command)

Create Marker in editor at a desired respawn location and input the following:

            Name: respawn_east   [Icon]

            Colour: Default         Icon: Empty

     Text: respawn_east

Name/Text: may also be: respawn_west, respawn_civilian, respawn_resistance.

 

Loaded Weapons

When adding a weapon and ammo to a Unit, input the ammo command before the weapon command to make the unit hold a loaded weapon. 

(soldier1 addmagazine "m16"; soldier1 addweapon "m16")

 

Waypoints

Placement radius determines area, in meters, within which unit randomly reaches its waypoint. The greater the radius, the more random unit movements will be.

 

Hostile Civilians

Make group leader of Civilian group be an Eastern, Western or Resistance unit to make grouped Civilians behave as and be treated as that type of unit by other units even if the lead unit is eliminated.

 

Multiple Objectives

-Create Triggers which mark objectives as completed (using objstatus commands) and add to them Variables which are marked as true when the objective is complete.

(On Activation: "1" objstatus "done"; truckdead=true)

(On Activation: "2" objstatus "done"; scuddead=true)

(On Activation: "3" objstatus "done"; basereached=true)

-Then create a final Trigger which will activate and end the mission only when all Variables are true.

(Condition: truckdead=true and scuddead=true and basereached=true)

 

Delivery/Retrieval Objectives

-Create any vehicle and give it any name (Name: plane1)

-Then create a Trigger at a destination or place where the vehicle is to be taken and give it any name

(Name: base1). Then add to that Trigger a distance command which will activate the Trigger only when that specific vehicle is within a certain range (Condition: plane1 distance base1 < 300)

 

Disappearing Map Markers

-Use setmarkersize command to make any Rectangle or Ellipse type Marker disappear by setting its size to 0 when a Trigger is activated. (On Activation: "border1" setmarkersize [0,0])

-Use setmarkertype command to make Icon type Markers disappear, by switching them into an Empty Icon when a Trigger is activated (On Activation: "enemyconvoy1" setmarkertype "empty")

 

Appearing Map Markers

-To make Rectangle or Ellipse type Markers appear, create a Marker with a size of 0 (Axis a: 0 Axis b: 0) then make them appear during play by increasing their size with the setmarkersize command when a Trigger is activated (On Activation:"border1" setmarkersize [30,300]).

-To make Icon type Markers appear, create a Marker and make its Icon: Empty.  Use setmarkertype command to make them switch into any other Icon when a Trigger is activated.

(On Activation: "enemyconvoy1" setmarkertype "arrow").

   

WEST

M16

M16

M16GrenadeLauncher

GrenadeLauncher

M4

M4

M21

M21

M60

M60

HK

HK

G36a

G36aMag

Steyr

SteyrMag

XMS

M4

Fal

FalMag

HKG3

HKG3Mag

LAWLauncher

LAWLauncher

CarlGustavLauncher

CarlGustavLauncher

AALauncher

AALauncher

MM1

MM1Magazine

Beretta

BerettaMag

Glock

GlockMag

GlockS

GlockSMag

Revolver

RevolverMag

UZI

UZIMag

Ingram

IngramMag

HuntingRifle

HuntingRifleMag

EAST

AK74

AK74

AK74GrenadeLauncher

GrenadeLauncher

AK74SU

AK74

AK47

AK47

AK47Grenadelauncher

Grenadelauncher

AK47CZ

AK47

SVDDragunov

SVDDragunov

PK

PK

Bizon

BizonMag

RPGLauncher

RPGLauncher

AT4Launcher

AT4Launcher

9K32Launcher

9K32Launcher

6G30

6G30Magazine

CZ75

CZ75Mag

Tokarev

TokarevMag

Scorpion

ScorpionMag

Equipment

Binocular

NVGoggles

HandGrenade

Mortar

Mine

PipeBomb

Flare

Flare

FlareRed

FlareRed

FlareGreen

FlareGreen

FlareYellow

FlareYellow

SmokeShell

SmokeShellRed

SmokeShellGreen

LaserDesignator

LaserDesignator