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        <title>acm</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:editor_modules:acm&amp;rev=1722545595&amp;do=diff</link>
        <description>ArmA 2 ACM

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

ACM - Ambient Combat Module

It randomly spawns AI units, of all sides of the player, which then fight each other.

It can create a war of any size around you as you travel in the world. You can control whether it spawns enemies and friendlies, or just one or the other. You can set which types of units are spawned, so im…</description>
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        <title>alice</title>
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        <description>ArmA 2 Ambient Civilians

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

Ambient Life In Civilian Environment (ALICE) is system for populating towns with civilian units and simulating their common life.

Initialization

Paths

Editor:

Units (F1) &gt; Game Logic &gt; Ambient Civilians</description>
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        <title>artillery</title>
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        <description>ArmA 2 Artillery Module

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

Introduction

The ARTY module allows scenario designers to utilize AI and player-controlled Artillery in their scenarios. ARTY supports any properly configured unit and will support fixed or self propelled vehicles as artillery pieces. The framework supports rocket artillery such as the MLRS and Grad weapon …</description>
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        <description>ArmA 2 Artillery Examples

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

Artillery module examples

Magazine loads, run these on init line or init.sqf etc.

MLRS


this call {_m270mags = magazines _this; {_this removeMagazine _x} forEach _m270mags; _this addMagazine &quot;ARTY_12Rnd_227mmHE_M270&quot;};</description>
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        <title>coin</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:editor_modules:coin&amp;rev=1722545833&amp;do=diff</link>
        <description>ArmA 2 Construction Interface

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

Construction Interface (CoIn) is universal system for base construction primarily made for Warfare 2.

Initialization

Startup

Place CoIn module manager where you want to have base center (you can change this position dynamically during the game). You can place as many construction sites as you want.</description>
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        <title>function</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:editor_modules:function&amp;rev=1722545890&amp;do=diff</link>
        <description>ArmA 2 Function Library

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

Functions Library

Function Library is pack of script functions available from anywhere in game.

Initialization

Paths

Editor: Units (F1) &gt; Game Logic &gt; Modules &gt; Function Library

Data: ca\modules\functions</description>
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        <description>ArmA 2 The Garbage Collector

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

The Garbage Collector is a module that is used internally by some other modules. It basically cleans up dynamically created content (units, groups, markers, etc.) that is not used anymore. This prevents the game from running slower and slower because of an abundance of objects. It can be used by anyone …</description>
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        <title>high_command</title>
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        <description>ArmA 2 High Command

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High Command (HC)

Initialization

Paths

Editor:

Units (F1) &gt; Game Logic &gt; Modules &gt; High Command - Commander

Units (F1) &gt; Game Logic &gt; Modules &gt; High Command - Subordinate

Data:

ca\modules\hc

Startup

For every new commander, place</description>
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        <title>locations</title>
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        <description>ArmA 2 Locations

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

Locations alone do not server any function, they are just piece of text on the map.

Each map, like utes, comes with locations already defined on it. They are used by modules and scripts so they know where to do things. E.g. where to place people (ambient civilians and vehicles are more likely to appear in cities t…</description>
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        <description>ArmA 2 Ambient Civilian Vehicles

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

System for Including Land Vehicles Into Environment (SILVIE) is, as said in title, system for spawning empty cars in villages and towns. All vehicles are created on mission start and are constantly replaced when some of the is destroyed.</description>
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        <title>som</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:editor_modules:som&amp;rev=1722546174&amp;do=diff</link>
        <description>ArmA 2 SOM

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

Secondary Operations Manager

Its what generates the little side missions in the campaign, but of course, if you run it on an empty map you essentially have a random mission generator.

Usage:

Place the SOM gamelogic on the map, then synchronize it with the player.</description>
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        <dc:date>2024-08-01T21:03:34+00:00</dc:date>
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        <title>surrender</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:editor_modules:surrender&amp;rev=1722546214&amp;do=diff</link>
        <description>ArmA 2 Surrender

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

Surrender module

The surrender module does not need to be synced or grouped.

The surrender module will kick in as soon as there are fleeing units.

When units flee, there is a set of conditions that are checked, and depending on these conditions, the units can surrender.</description>
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        <title>uav</title>
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        <description>ArmA 2 UAV

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

Unmanned Aerial Vehicle (UAV) module manages movement and access to aerial camera of UAV.

Initialization

Paths

Editor:

Units (F1) &gt; Game Logic &gt; Modules &gt; UAV

Data:

ca\modules\uav

Editor setup



	*  UAV manager - module manager.</description>
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