
Obviously a series as long in the tooth as ArmA has a lot of legacy code. It actually lets you work with your whole screen.) (Note I’ve artfully shrunk it down so it fits here in the post. The animation viewer is a win-win: it means us mission makers can find what we need easily and it means no-one needs to bother with documentation. Then, knowing which animation to use was an exercise in trial-and-error. Firstly, finding the list of animation names (for the version of ArmA you’re using) was an adventure. Explicitly calling certain animations is fairly advanced, as mission making goes, but it had always been a pain. Here’s a screen grab showing the four corners of this camera tool: Great for taking screen shots for your mission. We have a picture-taking tool which lets you play a camera-man with the power to fly, control time and manipulate the weather. One can even make their own modules, I believe, which should work wonders in the way mission designers can share code. This is so much better than arcane scripts and esoteric knowledge buried in forums and wikis. Check out this screen-grab from the Modules dialog.ĭocumentation! With a little example scenario! You can click the little icons and it explains what each piece does and how you need to configure it. What follows are my thoughts on that experience. I felt compelled to make a mission on it.


The ArmA 3 beta recently released its main island, Altis.

On the negative side, the editing tool-set is often inconsistent, poorly documented, unintuitive and/or downright broken. On the plus side, it’s a very powerful tool that gives mission creators massive flexibility, and it’s one of the few creative endeavours that puts me in a strange mood. I have a love-hate relationship with making missions for the ArmA series.
