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 ArmA III Cheats

 
   
 
 
ArmA III

Cheat Codes:
------------
Submitted by: David K.
This game is titled also "Armed Assault 3"

Complete Current Mission for ArmA 3:
------------------------------------
Hold the left Shift button while pressing numpad minus (-) during a Single-Player 
game to bring up a hidden cheat textbox (This will be invissible). Then enter the 
code 'endmission' (without the quotes) to complete the current mission.


Steam achievements:
-------------------
Complete the following tasks to unlock the corresponding achievement. To view your 
achievements and stats in Steam, select "Community", then "My profile", then "View 
all my games", then the game and view stats.

Achievement             Description
-------------------------------------------------
Every Man for Himself - Epilogue B completed. You choose to escape Altis on your own.
Guerilla Warfare      - Episode Adapt completed. You have gained the trust of the FIA
                        movement and prepared the way for a NATO invasion.
Peacekeeper           - Epilogue A completed. NATO has accepted the AAF capitulation.
Question of Loyalty   - Episode Win completed. You have chosen your side in the final
                        hour of the invasion.
Tactical Withdrawal   - Episode Survive completed. You have survived the AAF attack 
                        and escaped Stratis.


How to Unlock Humanitarian Achievement
--------------------------------------
Written by Mel.

* The Peacekeeper: Make sure no supply crate get damaged. Plan your air drop location 
  carefully. 
* The Guerrilla: Do not use IDAP ambulance in the barricade. There are other vehicles
  you can use instead. 
* The Redacted: Do not kill IDAP doctor. He’ll return back to the church if you wait
  (the delay is shorter when you identify him). (Hint: Press T to identify targets 
  and the IDAP doctor while using laser designator to observe the town.) 
* The Survivor: Reach the church unarmed. Picking up a weapon is fine as long you 
  drop it and do not kill anyone. 
* The Major: Do not execute any incapacitated enemy. Spreading mines has no effect 
  on this, the situation justifies it. (In case this condition didn’t work anyhow, 
  try reverting to "The Major" then not using the APERS mine dispensers at all – 
  this should be the ultimate guarantee to fulfill the requirement).
* You'd get the achievement after credits, when the reporter's article appears.



How to Delete Terrain Object Bridges with a Trigger in 3Den:
------------------------------------------------------------
Written by Klomster

* After searching for a bit it seemed like people gave up hope on managing to make  
  destructible bridges in arma 3.
* Problems with floating road sections, invisible roads which could be driven on, not 
  possible at all, complex scripts and generally not working.
* But i did it, and it’s super easy. You need 1 module, 1 variable name and one line of code.
* It’s more like deleting the bridge, but with enough smoke this is good enough.

-=Step 1=-
Find the bridge you want to delete/blow up.

-=Step 2=-
Get the ‘Edit terrain object’ module, double click it and make sure the ‘. . .’ icon is 
pressed in object types.

-=Step 3=-
Now take your edit terrain object module and move it so the bridge gets a purple/pink box. 
Then you go into the module and in Object variable name write ‘bridge’ (or whatever).

-=Step 4=-
Now you can reference this through code. So get a trigger, for simplicity make a trigger 
with if player present.
In the ‘on activation’ simply put.

-=Step 5=-
Walk into the trigger area, watch the bridge vanish.

-=Step 6=-
Make something much much cooler and fancy than this, with timed explosives, spawning rubble, 
sound effects, what have you.

And that is my simple tutorial! It might not be news for everyone, but i’m super stoked i 
managed to figure it out.



How to modify player loadout on Respawn:
----------------------------------------
Written by By MonkInsane

A quick Guide on how to modify a player’s loadout on respawn, since I find conflicting 
info all over, some leading to issues later on in your scenario.
This will enable you to Remove gear and Add Gear.
 
-=Set up your scenario=- 
Firstly, set up your scenario and players in the eden editor. Save the mission. 
No special setup in Player init is required. 
 
-=Create Respawn Script=-
 Here’s the important bit. 
 
Navigate to My Documents\ARMA 3\. 
in there are 2 folders: 

* missions 
* mpmissions
 
Depending on what you saved your mission as (mission/mpmission), your mission files 
will be stored under one of these directories , in a folder named what you named
 your mission. 
 
In your mission folder, create a new file called "OnPlayerRespawn.sqf"
 
Paste the contents below in the file and save. 
 
waitUntil {!isNull player}; 
unit = player; 
removeAllWeapons unit; 
removeAllItems unit; 
removeAllAssignedItems unit; 
removeUniform unit; 
removeVest unit; 
removeBackpack unit; 
removeHeadgear unit; 
removeGoggles unit; 
sleep 1; 
unit addUniform “UniformName”; 
unit addVest “vestname”; 
unit addItemToVest “itemname”; 
unit addBackpack “backpackname”; 
unit addItemToBackpack “itemname”; 
unit addHeadgear “headgearname”; 
unit addGoggles “gogglesname”; 
unit addWeapon “weaponname”; 
unit addPrimaryWeaponItem “weaponname”; 
unit addHandgunItem “handgunitemname”; 
unit linkItem “itemname”; 
 
if(true) exitWith{}; 
 
For Example: 
 
waitUntil {!isNull player}; 
unit = player; 
removeAllWeapons unit; 
removeAllItems unit; 
removeAllAssignedItems unit; 
removeVest unit; 
removeBackpack unit; 
removeHeadgear unit; 
removeGoggles unit; 
sleep 1; 
unit addItemToUniform “16Rnd_9x21_Mag”; 
unit addItemToUniform “16Rnd_9x21_Mag”; 
unit addItemToUniform “FirstAidKit”; 
unit addWeapon “hgun_Rook40_F”; 
 
if(true) exitWith{}; 
 


* Profit!
* That’s it! Easy Peasy. 
* Now go back to Eden Editor, save map & export it to multiplayer. 
* Time to Play. 




How to Change Rain to Snow without Mods:
----------------------------------------
Written by Tagged

Add the Code to Change the Rain to Snow

* Put this code in the "initServer.sqf" file. 
* This will work just fine.

----------------------------------------------------------------------------
0 setOvercast 1;
0 setRain 1;
0 setFog 0.1; // snow affects visibility at distance
setHumidity 0.9; // don't want to see dust clouds
enableEnvironment [false, true]; // don't want to see snakes and butterflies either

forceWeatherChange;
[
	"a3\data_f\rainnormal_ca.paa",	// rainDropTexture
	1,	// texDropCount
	0.01,	// minRainDensity
	15,	// effectRadius
	0.3,	// windCoef
	0.5,	// dropSpeed
	0.7,	// rndSpeed
	0.5,	// rndDir
	0.01,	// dropWidth
	0.01,	// dropHeight
	[0.2, 0.1, 0.1, 1],	// dropColor
	0.1,	// lumSunFront
	0.1,	// lumSunBack
	5.5,	// refractCoef
	0.3,	// refractSaturation
	true,	// snow
	false	// dropColorStrong
]
call BIS_fnc_setRain;
----------------------------------------------------------------------------

This will change the rain drops into snowflakes. This is a neat trick!

 

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