Category Archives: Basic

Arma 3 Editor – Adding Groups

By pressing the F2-Key in the Arma 3 Editor you will activate the group menu. This enables you to place whole groups on the map. After you decides which side to place units for, you can then make a choice between infantry units, tanks or helicopter groups. This possibility saves a lot of time, because not every unit needs to be placed on the map individually. The groups are all predefined, but you do have the ability to edit the group as you want. This makes it possible for you to add or remove single units. You can also change the classes of each single unit.


Once you have decided on a side for the units, you have to make some selections. The
option “class” offers the type of units, such as infantry, tanks, or helicopter groups. By
using this option it is possible to set a whole group quite fast.

At the option “Unit”, it’s possible to make a choice between different types of groups.

Opfor and Blufor both have 7 different classes of infantry squads right now, there may be changes when the whole game is released.

Rifle Squad – Merged infantry squads
Weapon Squad – Smaller Infantry squad
Fire Team – Small fire team
Anti-Armor –
Anti Tank group
Special squad
- Special Forces
Motorized Patrol – Infantry squad with UAC
Mechanized Squad – Infantry squad with APC

More information when the game is released

Arma 3 Editor Adding Units

Let’s talk a little about adding units in Arma 3 Editor. If you press F-1 on your keyboard in the Arma 3 Editor or  if you want to use your mouse to click on the button “F1 Units”  and then double clicking somewhere on the map a little menu will open up. In this unit menu you have many possibilities to create a unit exacly how you want it. You can also place vehicles, helicopters, airplanes, objects, mortars, machineguns and game logic.

Arma 3 editor

Control – Player or Playable
This is where you decide what kind of person you want to play. Maybe you want to play with a unit or maybe you want the unit to be playable or not playable (AI). If you are creating a multiplayer mission it’s important to set atleast one unit as a playable unit so other people can join in. If you choose to add playable units in a single player misson you can switch back and forward between them to bring them to different positions.

                                       Player                                 The player himself
                                       Playable                              Playable unit
                                       Non Playable                      Not playable unit

You can also decide which seat you want to use in the vehicle and set it immediately.

  • Player as Driver
  • Player as Pilot
  • Player as Gunner

RankRank of the selected unit
The rank of each unit can be set here. The unit with the highest rank in Arma 3 Editor will be the leader of the group automatically.

  • Private
  • Corporal
  • Sergeant
  • Lieutenant
  • Captain
  • Major
  • Colonel

UnitWich type of unit
After adjusting the units, whether it’s a soldier or a vehicle, the specification of the classis possible here. You have many choices in the section “Men” because you can make a decision between different types of soldiers – maybe you would like a Rifleman  or why not the grenadier, on up to the marksman; these are only a few of the types available. The same is possible with the vehicles and Airplanes.

Special – Particularities of a unit
This option enables the adjustment of several settings that often get ignored by some of the peolple that using the Arma 3 Editor. For example you can enable start the mission while flying a helicopter or airplane.

None - If the user places a unit on the map and sets the option “None“,Then this unit will move to the leader’s position even when she’s far away from the leader’s position.

In Formation - If a unit has been placed on the map as a part of a group, with the option
“In Formation”, then the game places this unit next to the position of the leader.

In Cargo - When the player sets a group on the map, with the option “In Cargo”,
and one of its units is a vehicle (this unit must not be the leader) then all units of this group will sit in the vehicle when the mission begins.

Flying All flying units are already in the air (flying) when the mission

Name – Name of the unit
The name of the unit or the object will be displayed here. This is very important to communicating with this unit while working with scripts, triggers and waypoints. We will talk about that later on.

Skill – Skills of the unit
The abilities of a unit are defined here.

Azimut – Direction of view of an unit
You can adjust a rough direction of view by clicking somewhere in the cycle. The values
of the direction are from 0 – 360 degrees. If the you want to spin the unit around after pressing OK because the units direction is still not the right one. You can adjust the direction by using the left mouse button and left shift-key. To do this, don’t double-click on the map to enter the menu, just click the left mouse button to select the respective unit. Then press and hold the shift key and move your mouse to the direction you would like.

Initialization – The initialization-line
Every unit and every object has an initialization line. Here you can write scripts that will be executed by the game immediately. We will talk about scripts later on the advanced editing page.

Description – The information line
Names and descriptions of the unit can be typed into this line. This description will be
displayed if the unit is defined as a playable unit, and the switch menu will open.

Health / Armor – The health status
The status of health and armor of a unit will be set by using the slide control. Injured units
can be placed on the map this way. Vehicles can also be used as wrecks.

Fuel – The fuel-status
How much fuel of a vehicle is to set here.

Ammunition – The ammunition status
How much amount of ammunition that a unit has at the start of a mission.

Probability of presence
This option sets the probability of presence of a unit in percentage. If the slider is moved
to the middle, there is a 50% chance that the unit will appear on the map. This can make a mission more intressting because you will never know if a enemy unit will show up or not.

Condition of presence
A unit will only be present on the map when a condition has been executed. This
condition is always checked by the game when the mission begins.

Placement radius
If you set the placement radius to “50″ the unit will spawn somewhere inside this 50m radius when the mission begins.

Info-age – degree of familiarity
This option tells what the player knows about opposing units and how current this information is.

For even more information about Arma 3 Editor head over to the video tutorials page. Thats a great and easy way to learn alot about the Arma 3 Editor. 

The User Interface

The user interface of the Arma 3 Editor is quite manageable and very user friendly as you can see.You have the possibility to choose and edit the individual areas and sub-menus by using the mouse, arrow keys and F-Keys.

The F-Keys

By pressing one of the F-Keys (F1 – F7)  you will come  to one of the various page menus. Right now, I will just go through these menus very fast and quick, but the idea is that I will go through them one by one in the future.

F-1 Units Allows you to add the units on the map. Everything from soldiers to coulters and helicoptrar

F-2 Groups. Contains two types of functions. Firstly, you can add a complete groupsand secondly, the tool can be used to connect units and triggers with each other.

F-3 Triggers. Triggers can be placed on the map by using the
this key. The Triggers are both powerful and
flexible tools, which are needed for a number
of different actions. As an example, triggers canny side
be used to define the radio menu.

F-4 Waypoints. The F4-Key creates waypoints that will be
followed by groups or individual units.
Furthermore they will activate certain actions at predefined places, dependent on the definition. For example for an AI to get in to a car and drive away.

F-5 Synchronize. Synchronization is a function that can be
overlooked quite easily even though it’s a useful function. It enables you to synchronize waypoints and triggers with each other. Forexample, a unit will not move to the next waypoint until the trigger is activated.

F- 6 Markers. The F6-Key opens the “Markers”sub-menu.
The markers provide a tactical view of the map, in order
to have a better overview over the map.

F-7 Moduls. You will use this key to enter the Moduls sub-menu,
this can help you make very intresting missions. Like adding
diffrent base sites like Firebase or Anti-Air site. You can also
get artillery support by using the radio.

At the top you can also press the mission button in the Arma 3 Editor which opens a sub-menu that contains several possibilities to add special features to the mission. Each choice opens a new map.The first one is the mission itself. The second one opens a new map to create the intro, and the third or fourth ones open a new map to create the Outro -Win or the Outro – Loose.
It’s not needed to make an Intro or a outro win or loose but it can add very good content for your missions.


In the Arma 3 editor Intel box you can define different things like the weather, gusts, waves, time of day, seasons and which side the Independents are friendly to. You can also name your mission at the top of the menu and write a short description in the field below.You can also set the weather at the beginning of the mission and define in which way it will change during the run of the mission. The rain level and the brightness according to the different daytimeswill change by adjusting the seasons. The days in the summer are much longer than in the winter, like in real life.

ny intel


Will delete everything and let you start from scratch.

Let’s you load a mission from the “C:\Users\Yourname\Documents\Arma 3 Alpha\missions” folder.

Pressing the Save-Button in the editor menu will save the mission. Here you can decide
the method of how you want to save the mission, either as an editor mission or as a final
edited Multiplayer or Singleplayer mission. The editor mission will be saved in the
directory “C:\Users\Yourname\Documents\Arma 3 Alpha\missions”. The final edited MP or SP Missions will be saved in the games main directory. The Multiplayer missions will be saved in the folder “MP-Missions” and the singleplayer missions will be saved in the folder “Missions”.

Merging is similar to loading. This makes it possible to import other missions or
units,markers, objects, triggers and waypoints from an other map into the current mission.
By using the Merge-Button everything on the map will get imported, but not the
contents of the mission folder.

Show IDs
By pressing the Show IDs-Button, all objects on the map will be displayed. Every single
object has a separate ID that it can be contacted with.

Show Textures
This option enables all textures to be displayed on the map. It’s up to you how you like it best.

By pressing the Preview-Button you can test the mission and get a first impression of it.

Let’s you decide witch edit layout you want, Traditonal or Streamlined.