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 |