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【EN】AA3编辑器手册

【EN】AA3编辑器手册
【EN】AA3编辑器手册

sproyd's Simple Arma 3 Editor Guide v0.7 Introduction

Hi, I'm sproyd. Welcome to my simple Arma 3 Editor

Guide. This guide is designed to teach you how to use

the Arma 3 editor from scratch to create your own

missions and scenarios and get your ideas from your

head into the game. It is written in plain English and

assuming no prior knowledge of editing although you

should have a good base level of skill in playing Arma.

This guide is designed to be read from start to finish

and should bring you up to a basic level of skill in the

Arma 3 Editor.

A little about me - I am by no means an editor guru, in fact my first foray into Arma missions was in Arma 3. I don't have a background in coding or game design but I am a huge gamer and Arma fan and I hope that this guide will introduce you to the wonderful world that awaits you in the Arma 3 Editor.

What Can I Do?

The Arma 3 editor is probably one of the most powerful editors in the gaming world. This isn't a cookie-cutter editor with only a few customization options - you can create everything from basic Single Player or Co-Op missions to huge Multiplayer wars or entirely new game modes!

This guide will focus on how to create fairly basic missions with functional Briefings, Dynamic Tasks, Win conditions, Lose conditions and more.

Abbreviations Used in This Guide

ATTOW = At the time of writing

(this is important as Arma 3 ATTOW is in Beta phase and there will be a lot of changes to the game as it goes through development and final release. I will try and keep this up to date as best I can, so check back online to make sure you have the latest version of the Guide)

BIS = Bohemia Interactive Studios (the developers of Arma)

A3 = Arma 3 (all versions)

A2 = Arma 2

OA = Arma 2: Operation Arrowhead - a standalone expansion for A2

DLC = Downloadable Content (expansion packs)

Editor = Arma 3 Editor

Guide = sproyd's Simple Arma 3 Editor Guide

SP = Single Player

MP = Multiplayer

Co-Op = Co-Operative (MP with friends playing together against the AI)

AO = Area of Operations

TOD = Time Of Day

Getting Started

1.Buy Arma 3.

ATTOW you can buy A3 from either Steam or from BIS directly at their online store. Versions bought from BIS will still need to be activated in Steam for download. There are three now two versions of A3, all include the base game in its varying phases of development and

access to the full game upon release. Here is what you are getting for each version.

a.Arma 3 Beta

The cheapest option, includes everything you need to start playing A3.

b.Arma 3 Digital Deluxe Edition

The mid-tier option. Includes (a), some digital goodies including maps, soundtrack

and a tactical guide as well as Arma : Cold War Assault.

c.Arma 3 Supporter Edition no longer available

The most expensive version included all of (a) and (b), Arma X - which is pretty much

every previous Arma game including A2, OA and DLC - and access to future

unannounced A3 DLC. You could also get a BIS Forum badge and early purchasers

got their names in the A3 credits.

https://www.doczj.com/doc/9e14180068.html,unch A3 in Steam.

There are a number of things you can do pre-launch to optimise your experience. I won't go into detail here but I'll point you in the right direction if you want to google it. You can;

a)Customise launch parameters to make the game boot faster or optimise hardware

detection.

b)Opt-in to the developer's build which includes frequent updates and roll-out of

experimental features at the expense of stability.

c)Optimise your hardware. A3 is CPU-heavy so many users overclock their CPU to

boost in-game performance.

https://www.doczj.com/doc/9e14180068.html,unch the Editor.

Click Editor in the Main Menu.

4.Choose a Map and click Continue.

ATTOW the only map (AKA an island) available in A3 is Stratis. This is the map we will be

using for the purposes of this guide. However, thanks to A3's iterative engine, it is possible

to play A2, OA and user created maps in A3 with almost no glitches. Refer to the BIS Forums for guides on that.

5.Change to Traditional Layout.

You should now be in the Editor, viewing a map of Stratis. The default A3 editor layout is a new layout called 'Streamlined'. We are going to change this to the 'Traditional' layout which

I think is more user-friendly. Click the button indicated below.

Now click Traditional, then OK. You will need to restart the Editor, although next time you launch the Editor it should default to Traditional layout.

6.Ta-Da! You are now ready to create!

Familiarizing Yourself with the Layout

There are 3 key areas of the Layout that you will be working with.

1.The icons in the top left should look familiar - from left to right;

The New Page icon opens a fresh Mission, the Folder icon opens an existing Mission you are

working on, the Floppy Disk icon saves your current Mission, the second Floppy Disk icon is 'save as' which allows you to save a version of your current Mission without overwriting the main

Mission (useful for templates), the Arrows allow you to merge two missions together and the Checker Board toggles between topographical (recommended) and satellite view. Don't worry about the rest of the icons you won't need them for now.

2.The main Editor Panel.

Here you can quick-edit the Weather and TOD, you can edit Advanced Intel which allows you to customise the name of the Mission, the date and highly detailed weather adjustments and you can select the various editing modes. Alternatively, you can also use the F1 to F7 keys on your keyboard to select these modes. The Preview Button will appear here once you have placed a Player unit - this lets you jump into the game to check things out - and the Continue button will appear once you have clicked Preview once (although I recommend not using Continue to ensure any changes you make have a chance to reload).

3.The Map.

Here is the visual representation of your

mission. You will be able to see all of the

units, waypoints, triggers and modules

that you have placed. As you can imagine

it can get quite messy so it is important to

try and keep things as clean as possible.

Here is a small section of a mission I have

made to give you an idea of what it will

look like when WIP. Thankfully, Markers

are only visible in the Editor when in

Markers mode which helps to reduce

clutter.

Placing and Editing Units

Now time for the fun part!! Placing units in the Editor is very easy. Select

[F1] Units with your mouse on the right hand side of the screen or press

F1 on your keyboard.

To place a unit, you simply double click on the map. Let's place a solitary

man in the middle of the runway at the large airfield on the West of the

island. Zoom in on the airfield (mousescroll or numpad +/-) and double click. A dialog box will pop-up. Ignore this for now and just click OK. Your Editor should now look like this.

Let's give it a whirl. You have probably noticed that a Preview button

has appeared on the Editor Panel to the right now that we have a Player

unit. Click it.

If you are now a solitary rifleman standing in the middle of the airfield

then congratulations you have successfully just placed your first unit in the

Editor. Press Esc and Suspend to return to the Editor.

If you want to Move the placement of the unit, just drag and drop like you

would with a file in Windows. If you want to Rotate the unit's initial

orientation, simply hold down Shift and then click the unit, holding the

mouse button (which will turn green) and dragging until the desired

orientation is reached.

To Delete a unit hover your cursor over the unit and press the Delete key.

Careful, this can't be undone! Hence why you need to deliberately hover over the unit to delete it.

The same applies to Copy &Paste - hover over a unit, press Ctrl + C to

Copy, then hover over where you want to create a duplicate unit and

press Ctrl + V to Paste. This will also copy fields from the units Dialog

Box including the Init field.

We'll now take a look at the Unit Dialog Box that pops up when you first create a unit. You can also open an existing unit's dialog box for editing by double clicking on that unit in the Editor. Do that now on our Rifleman.

what everything does. We are going to make some changes to our rifleman in blue underline.

he is our first unit and has already been created. Any new unit or

subsequent unit we create you can change its Side. Changing the Side

also changes selections available for the type of Unit because different

Sides have access to different types of equipment and training.

Faction: At the moment there is only one option of Faction for each Side so it can't be changed.

However, in the future there may be different options i.e. for BLUFOR there could be US, UK, France.

Unit: This will show us all the different types of Unit for a given Side, Faction

and Class. We have selected BLUFOR > Blue > Cars and so should be able to

see a selection of different vehicles. Let's choose Quadbike. By default

vehicles created will be occupied by men, and if selected as Player you will usually be the driver. You

can also place empty vehicles by changing Side to Empty.

None will put your unit exactly where you placed him in the Editor.

Selecting In Cargo will place your unit in a friendly vehicle he is

Grouped with (more on Grouping later), selecting Flying will place

your unit flying in mid-air (aircraft only!), and In Formation (the default) will place the unit instantly in formation with the Group leader, even if they were placed on opposite ends of the map. Leave

this on In Formation for now.

Control: This is quite important. Your first unit by default will be Player . Only

one unit can be designated as Player and this is who you will control in SP

Missions. Units designated as Playable can be selected by players in Co-Op

or MP missions. Non Playable is self-explanatory I hope! Other options are

available when placing vehicles i.e. Player as Driver or Playable as Gunner .

Vehicle Lock: Determines who can and can't use a vehicle. Leave on Default.

Rank: The unit's military rank. Important for Groups (more on that later). For

now, let's change it from Private to Lieutenant. These roughly resemble

military ranks but are more for game purposes rather than realism as in real

life ranks vary depending on country and military division (Army, Air Force,

Navy etc).

Info Age: Ignore this for now. Used for providing intel i.e. last known position.

Azimuth and Elevation: I recommend adjusting unit Azimuth

(direction) directly on the Map by holding down Shift + Click . If you

want to have multiple units facing the exact same direction you can

manually enter the Azimuth in the dialog box. Elevation is useful for

determining height of flying aircraft and is also useful for placing Units at the correct floor in multi-floored buildings. Default is 0 which is ground level.

Name: The Unit's Editor name. Important for advanced editing, make sure you keep track of each of your unit's names. Let's call our Quadbike unit quad1 by typing in the box .

Initialization: Also known as the Init Field . This is extremely important for advanced editing,

including customising a Unit's loadout, launching scripts and a myriad of other features. Leave it blank for now.

Description: Displayed if the unit is a Playable unit.

Skill: AI Skill if an AI unit. Higher skill means the unit will be more accurate when shooting.

Health/Armor, Fuel, Ammunition: Self-explanatory, used to adjust the various qualities of units and vehicles.

Probability of Presence: For Playable/Player units leave this at default. For Non Playable units this will introduce an element of randomness and variability to your missions as some friendly or enemy units may or may not be spawned on mission launch depending on your settings.

Condition of Presence: Ignore for now.

Placement Radius: Another element of randomness - this will randomise placement within a set radius from where you place the unit on the map.

That's it for the Unit Dialog Box!

!!!

Groups and Grouping

The Group functionality of A3 is fully accessible via the Editor. Select [F2]

Groups with your mouse on the right hand side of the screen or press F2 on

your keyboard.

With Groups selected you can do 2 things - place Groups of Units, or Group

existing Units together.

Placing Groups of Units

Placing Groups of Units is a quick way to create multiple Units in the Editor. You could do this manually via [F1] Units but it would take a while to create each Unit that you want one by one.

Double click on the airfield near your Player Unit to place a Group. The dialog box that pops up is like an abbreviated version of the Unit Dialog Box but features Groups instead of Units. Choose the default option - a BLUFOR Infantry Rifle Squad. You should see a group of 10 Units, with Grouping lines leading from each Unit to the Squad Leader as below.

Click Preview to see what you've done.

Here we can see the group of 10 Units all in wedge formation, with us on our Quadbike in the middle. Currently we aren't part of the Group. Note that the units spawn in formation, not where they're placed on the map, with the exception of the group leader who is the axis point for the formation.

This is where the second part of the Grouping mode

comes in. Drag a line from the Squad Leader to our

Player Unit (or vice versa) while still in Group mode. This

will join the Quadbike to the existing Group. Once you do

this you will notice that the Grouping lines now all lead

to the Player as the Group Leader. This is because we

earlier changed the Rank of the Player to Lieutenant,

which just happens to be the highest Rank in this Group.

Click Preview again to see what's changed.

Well as you can see you now look like a badass on your Quadbike with your 10 man Group flanking you in wedge formation. What's more, as the Group Leader you are now in control of the Group and should see an icon for each Group Members at the bottom left of the screen.

You can now give commands to your Group and if you move up the airfield they will follow you in formation. Cool huh?

Okay, now for an experiment. Change back to [F1] Units mode and double click the Player Unit. Change his Rank back to Private and click OK.

As you can see, you should still be Grouped but you are no longer the Group Leader. If you double click the Squad Leader you will see he is a Sergeant. If he were to get killed, the Group Leader role would then default to the next highest rank and so on.

Clicking Preview now you should notice that you are still in formation with the Group, but instead now you are no longer in control of the Group and you will be at the back of the formation.

Now go back to the Editor and try dragging your Player Unit far away from the Group.

Clicking Preview you will notice you are instantly back In Formation with the Group as under your Unit Dialog Box you have chosen In Formation under the Special field. If you change this to None you will remain Grouped with the Group but will retain your map placement upon launch. Give it a go. Your AI Group Leader might even yell at you "Return to Formation!!". To unGroup a Unit from a Group just select the [F2] Group mode and drag from the unit to an empty space on the map.

That's about all you need to know about Grouping for now. If you are getting bored and want to have a little fun before moving on, try creating a separate BLUFOR and OPFOR Group at opposite ends of the airfield and watch them fight it out! Or create your own Group and assault an enemy Group's position. You can issue commands to a Group by pressing the F key corresponding to the unit otherwise they will follow you in formation and attack when they see an enemy. Go Groups!

Waypoints (don't worry, we'll get to Triggers later)

Waypoints are the best way to control AI behaviour in A3. However, contrary

to what a lot of beginners think (myself included) they are not a tool for

guiding the player through a mission (that is best done with Tasks and

Markers which give more flexibility).

Waypoints are assigned to specific Units, although Waypoints assigned to a

Group Leader will be executed by the Group.

By far the most frequently used Waypoint is a Move waypoint. Let's create one now.

First, delete all units except your player on the Quadbike. Now create a rifleman next to you (make sure he is not Grouped to you).

Select [F4] Waypoints with your mouse on the right hand side of the screen or press F4 on your keyboard.

With the Rifleman selected double-click on a nearby spot and the Waypoint Dialog Box will pop up. The default Waypoint is, thankfully, Move, and so just click OK for now. Your Editor should look like this.

Click Preview to see what the Rifleman does. He should be legging it

towards the Waypoint you set. This isn't very natural behaviour and

once he gets there he is probably just going to stop and look dumb.

Let's go back to the Editor now and double click the Waypoint. Just like

editing Units the Waypoint Dialog Box will pop-up, allowing you to edit

it.

Let's change the Speed field to Limited and Behaviour to Safe.

at a natural, casual pace with his weapon down and one hand free.

This much more realistically reflects how a soldier would act in a non-

combat situation (unless being yelled at by a CO of course...).

Subsequent Waypoints will follow the prior Waypoint settings if you

leave them set at No change.

Our Rifleman, although pretty chilled, still stops at one point. Let's

create two new Waypoints - a second Move Waypoint for him to

move to after the first, and then a Cycle Waypoint which will have

him loop back and walk between prior Waypoints.

First, create another Move Waypoint, and then create another Waypoint, nearer to the first Waypoint and change the Select Type to Cycle in the Waypoint Dialog Box. You will notice handy arrows that show you the direction of travel, very useful if you have dozens of waypoints going

around the map. Note that the Cycle Waypoint is not actually

what Waypoint to go to once he has reached the prior

Waypoint creating a loop.

This is how your Editor should look. You will notice I have

purposefully placed my Cycle Waypoint out of the way,

forming a triangle, but the Rifleman will just walk back and

forth between the two initial Waypoints forever.

There are lots of other Waypoint Types but Move and Cycle is all we really need to know for now. As mentioned earlier, if you assign a Waypoint to a Group Leader, the Group will execute the Waypoint, which saves a lot of time and Editor clutter in assigning individual Waypoints to individual

Units.

Triggers, Tasks, Modules, Variables and Syncing (just the basics)

You should now know enough to place a mix of units, group them together and get them to move around the map. It's time to learn some more interesting stuff - let's create a mission!

In the Editor, due to the richness and complexity, there are often many different ways to do things. The methods shown below are by no means the only way to achieve the desired outcome and are instead the most self-explanatory, easy to remember, simple ways I've found to effectively create Triggers, Tasks and the like.

Before we begin, if you haven't already done so, Save your Mission. Some

of the stuff you will be doing now is a little bit more difficult to replicate so

you want to make sure you Save as you go.

Select [F3] Triggers with your mouse on the right hand side of the screen

or press F3 on your keyboard.

Remember, Triggers are designed for one thing - to be Activated.

Double click in some empty space on the airfield to place a Trigger. The

Trigger Dialog Box will appear, don't change anything and just click OK at

this stage. One of the most basic Triggers is a 'Once Present' Trigger which

is the default. You should now see the Trigger in the Editor symbolised by a

blue flag with a blue circle around it reflecting the default 50x50 radius.

Right now, the Trigger does nothing. However, Triggers are very versatile - they can be used to Win a Mission, to Lose a Mission, to complete, fail or assign a Task, to trigger AI to move to a new waypoint, to call in reinforcements, to play a sound, to show a hint, to display some text, to change the weather, to change a variable, to.... you get the idea.

Let's have this Trigger Win the Mission upon

Activation. Double click the Trigger flag to bring

up the Trigger Dialog Box. Change Type to End #1

(which is equivalent to Win #1 - there can be up

to 6 different endings & 1 Lose). The next 3 fields

read (sort of) in order - so by setting Activation to

BLUFOR we get "Once BLUFOR is Present" the

Trigger will be Activated. Condition 'this' just

means that the above condition applies. If you

want a custom condition for activation you can enter it under the Condition field.

Now click Preview. Drive towards your Trigger. You probably notice that there is no visual representation of the Trigger in game, not even on your Map. Hopefully you remembered where you put it - otherwise go back to the Editor and put it in an easier place to reach. If done correctly you should get Mission Completed.

Well done, you just completed your first Mission! However, if all A3 Missions were like this you'd get bored pretty quickly!

Also, you may be wondering what would happen if another BLUFOR unit was to stumble into the Trigger area while you were out doing heroic duties - would that also trigger Mission Complete? (Yes). And if you didn't know the Trigger was there - how would you know where to go? (You wouldn't). What if there were multiple triggers in a mission? (Just imagine!)

We are now going to step up the level of complexity by using Triggers, Tasks, Modules, Syncing and Variables all in one step! Don't worry, I'll hold your hand.

Delete the old Trigger and create 3 new Triggers - one to the

North, West and East of the Player. Make sure that the Player is

not in the Trigger areas - if you want you can play with different

Trigger areas and shapes in the Trigger Dialog Box. However,

change the Northern Most Trigger to a 0 area.

We want to give the Player two Tasks - one to arrive at the West Trigger and one to arrive at the East Trigger. Once the Player has done both of these tasks we want the Mission to complete. We are going to use a simple and useful technique rather than just the "Once BLUFOR present" we used earlier - and it actually uses the [F2] Groups mode we learned about earlier. Switch to Groups mode and Group the Player with each of the two West and East Triggers by dragging between them.

A light blue line should now run from each Trigger to

your Player like the picture to the left. Now open the

Trigger Dialog Box for one of the Triggers. You will

notice that the Activation field should now read

Vehicle. Let's check the other options by clicking on the

drop-down box.

Vehicle means the Unit that this Trigger is Grouped

with - whether that be a lone soldier, an empty car,

a man on a quadbike, a helicopter etc. It is not

restricted to vehicles per se.

However, if the Unit the Trigger is Grouped with is part of an actual Group, there are some other great options like having to have the Whole Group present in order to Activate the Trigger or Any Group Member for a mission where some casualties are acceptable. Let's leave this on Vehicle for now - the Trigger should Activate Once the Player Unit it is Grouped with is present in the Trigger radius. Do the same with the other Trigger.

Creating Tasks Using Modules

There are a variety of ways to create Tasks including hard coding. The best

way I've found is to use the Tasks Module.

Select [F7] Modules with your mouse on the right hand side of the screen or

press F7 on your keyboard.

Modules exist in the Editor to simplify things that you would do

quite often but would take much more time or skill than just

simply using the Modules feature. Just like before, double click on the map to place a Module. It

doesn't matter where you place this module - but make it easily

accessible. Let's change the Category field to Intel and Module

field to Create Task.

As you can imagine, this Module will Create a Task for us. Let's fill

in a few more details as below.

Great, so now we have a task with an ID of task1, and the Title and Description will be visible to whoever owns this Task, in this case entire Groups of synchronized objects. Click OK.

You have probably already guessed the next step - we need to synchronize our

Player with the Module in order to give him the task. Exciting! We finally get to use

[F5] Synchronize ! You know the drill, click on the Synchronize mode or press F5 on

your keyboard. Synchronizing (or Syncing) works just like Grouping, just drag a line

from one item to another, in this case the Module to your Player.

Click Preview, and then once in-game, press J to check your tasks.

Woohoo we have a task!

FYI

Create another Module nearby,

and set the Module Field to Set

Task State and the State to

Succeeded. This Module will be

use to set our Task to Complete

once fulfilled. Click OK.

You will notice that by default the Module is Grouped (a light blue line) to the Create Task module. This is not what we want and is just an unwanted default feature of the engine (it may be fixed in future builds). Now, (1) DeGroup the two Modules (2) Sync the two Modules and (3) Sync the Set Task State Module to the Western Trigger.

Your Editor should be looking like this.

Synchronizing here has two different effects.

Synchronizing the two Modules basically just links

them together so A3 knows that they relate to the

same task in this instance.

However, synchronizing the Set Task State Module to

the Trigger is a different yet very important concept

which once you understand will give you a lot of

power and control over mission elements.

We are saying that only once the Trigger is

Activated, can the Set Task State Module proceed.

Let's test this out - jump in to the game, and drive due

West towards the trigger. If you have followed all of the

steps above correctly you will get a nice little pop-up

animation like this. Good job!

Let's now set a Destination for the Task that will display to the

Player on the map and in-game when set as the current Task

so you know where to go. Create another Module and set the

Module field to Set Task Destination and the Destination field

to Module Position. Sync the new Module with the original

Create Task Module (not the Set Task State Module - this

won't work, and don't forget to unGroup). Now move the new

Module where you want the Task to be - somewhere in the

Trigger area is a good idea. Click Preview, and once in-game

press 'J' to view Tasks and click Set as Current Task - you should now see a Task location arrow and distance on screen making it much easier to find.

Now I'm going to stop holding your hand and ask you to replicate everything we've done above but for the Eastern Trigger, calling the Task ID task2 - ready? Go!

No peeking on the next page until you're done!

Welcome back :). Hopefully, your Editor should now look a little something like this and you didn't get too lost without me.

In-Game you should now be able to see two Tasks when pressing

J and hopefully you remembered to change the second Task ID,

Title etc if you used a copy & paste method. You should be able

to separately complete each Task (in any order) and you should

also be able to switch current Task between the two to see the two different destinations. If so, well done! If you are having issues make sure you read back over the steps before proceeding.

But wait, we don't have a cool MISSION COMPLETED screen like before... and if we change one of the Triggers to a Win Trigger then it will just end the mission regardless of what else needs doing. This is what our third Trigger to the North is for, don't tell me you forgot about that one! Let's change it to an End #1 Trigger (and from now on I'll call it End Trigger). But, it has no area and is not grouped with any units so how can we have this Trigger end the Mission? Like many things in the Editor there are multiple ways of going about it by using scripting, I'll show you a few.

Way No. 1) Naming Triggers This is an easy way, simply open your West and East triggers and give them a name in the Name field, let's call one simply westtrigger and the other easttrigger . Then let's open our End Trigger and in the Condition Box, delete the text 'this' and insert the following code.

So instead of the Trigger requiring a standard condition like BLUFOR or Vehicle present or not present, it instead will activate once the code becomes True. It uses boolean maths (1s and 0s) or logic and some basic Arma-specific scripting language. This is a fairly simple snippet of code but your syntax has to be perfect or the Editor won't recognise it.

The script 'triggerActivated' will check whether a named trigger i.e. westtrigger has been activated If activated it will return True (or boolean 1). The && in the middle (you need two &s) means the Condition is only True if both snippets of code return a value of True. Try it now!

Way No. 2) Checking Task States

This is a very similar method to Way No. 1 but using taskCompleted instead of triggerActivated and the two scripts should work identically. However, unfortunately ATTOW this doesn't appear to be working with the Task Module in A3.

Way no. 3) Using Variables

This is another fun and quick way to trigger stuff, we can use variables. Open the West Trigger.

Currently the On Act Box is blank and typically you don't need to put anything in here. However, you can get Triggers to do a whole load of cool stuff once Activated by using this field. Let's create a variable called 'westdone' and set the value of the variable to true as follows;

Easy, huh? Notice the semicolon (;) afterwards? This is not mandatory here but will denote the end of the scripting line, and allow you to put multiple lines in here (each with ; after it). Do the same for the East Trigger but call the variable 'eastdone'.

So now, when each Trigger is activated they will do two things, complete the synchronized task, and create a unique variable which is set to True.

Now open the End Trigger. Delete whatever is

in the Condition box and simply input

westdone && eastdone.

Try it out, the mission should complete just like before when

both variables become true. Although, the problem here is

A3 is so fast that it may complete the mission before the

Trigger even completes the Task!

A quick fix is to open the End Trigger and edit the Timer

section in the bottom-left. Make sure its set to Timeout

not Countdown mode and fill in the three fields Min, Mid

and Max. The units are seconds and there are three fields

in order to introduce an element of randomness. If you

have them all set at 5 seconds, the mission will complete

at exactly 5 seconds after both Triggers/Tasks/Variables

have been completed. If you use 1, 5, 10 like I have the final End Trigger will complete anywhere between 1 and 10 seconds after the Activation conditions have been met at an average point of 5 seconds. This will give A3 time for the Trigger to complete the Task before Mission Complete!

Well you are now a basic mission making machine.

You should now be able to play with the Editor and do everything you need to do to make a cool basic mission. Try experimenting with different Units, Triggers, Conditions, Tasks - get as complicated as you dare but remember to test your mission for bugs regularly.

So far, I hope you have been able to easily follow the examples and guides without too many issues. After all, this is still sproyd's Simple Arma 3 Editor Guide,but from here on in I'm not going to hold your hand as much and things may be a bit more complicated. I would strongly advise going away for now and experiment by making a few missions of your own for you and your friends.

Bye!

You are still here aren't you... Well okay then, here is a sneak peak of what's to come.

Custom Loadouts // TOD // Co-Op // Briefings // More Scripting

The rest of the Guide is for those of you that want to get more involved and create missions that are of a high quality - good enough to distribute publicly, have critiqued, play with friends and have all the finishing touches and polish that you would expect from a BIS-made mission.

Publishing and Distribution

So far, we have been testing our missions with the Preview button in the Editor. However, if we want to share these missions with friends and the A3 community we will need to export the missions from the Editor.

A3 has a specific mission file format called '.pbo'. Once you export your mission,

all the complex commands, scripts and everything will be contained in one neat

little pbo file, making publishing and distribution a cinch.

Open the mission you'd like to export and

firstly, make sure your mission is named

under Advanced Intel (click the button in

the top-right or press Ctrl + W). Any name is fine. Click OK.

Then click the Save As button in the top toolbar or press Ctrl + Shift + S.

Click the Save As dropdown box, the options are as follows:

User mission: This just saves another version of your mission in the Editor. Useful if you are working from a template, or if there are two complex parts to your mission you might want to work on them separately and merge them later.

Export to single missions & Export to multiplayer missions: This is what we want - it will create a pbo mission file in your Arma 3 folder. Note that mission Editor files are generally saved under

My Documents / Arma 3 / Missions

Whereas pbo files will be saved under your core A3 directory

Program Files / Steam / steamapps / Arma 3 / Missions or MPMissions

Send by e-mail: This doesn't seem to work ATTOW. May take some setting up.

In order to distribute, you simply need to email the pbo file to your friends and they can place it into their Missions folder. It is considered good practice to bundle the pbo into a zip file with a .txt document that has basic mission information, version number, changelog and any known issues and upcoming changes.

Plublish on Steam Workshop: This lets you publish your mission directly on Steam! However, I strongly suggest posting it online or with friends for testing before you do this, otherwise Steam users may be less forgiving and downvote your mission before its up to speed.

Where to publish and get feedback?

You can publish your mission on any website but the most popular

places are the BIS forums and https://www.doczj.com/doc/9e14180068.html, . If your mission is

WIP and very buggy, make sure you upload it to the 'In Progress'

part of the forums for testing. There are generally lots of

community members that are willing to help test your missions if you are open and honest about the shortcomings. If you publish a mission full of bugs as 'finished', then people will be less likely to test out your missions in future.

Publishing on Steam is great for players as it makes downloading and updating missions easy.

However, as a mission maker be aware that you lose a lot of your ownership rights when doing this. Weather and TOD Conditions

The Editor has some powerful yet simple tools for editing weather and TOD for your mission. You can also even change the date of the mission which should adjust for sunrise, sunset and sun and moon position.

Simple: You can quickly change TOD and weather using the top-right

toolbar.

Advanced: By clicking Advanced Intel You can adjust windiness,

cloudiness, waviness, foginess, raininess (ATTOW rain has been disabled

pending an overhaul) and lightning...iness. As illustrated below the sliders on the left are the

conditions upon mission start, the sliders on the right are the forecast weather and the slider the bottom is over what time period the conditions will change from 'Start' to 'Forecasted' - in this case 3h 33mins.

I will often jump in and out of my mission while adjusting weather and TOD to get things feeling just right. If you want to put added time pressure into the mission you can set the Forecasted weather to poor conditions so the player is forced to rush to get things done before the weather gets hairy. FYI

vi编辑器的使用方法精编

v i编辑器的使用方法精 编 Document number:WTT-LKK-GBB-08921-EIGG-22986

给点参考吧 还蛮详细的 vi文本编辑器的使用 一.vi的模式 命令模式:vi启动默认进入的模式,可进入输入模"i",或末行模式(:),除了可以完成命令的功能外,也是后两种模式的转换点 输入模式:即文本辑辑状态,按“i”键可进入,最后一行显示"-- INSERT --"提示,按ESC返回到命令模式 末行模式:可完成一些复杂操作,以":"开始,执行完一个末行命令后自动返回命令模式 二.基本使用 编辑器的启动与退出: (1).使用命令"vi"直接进入编辑环境 (2).以文件名作为"vi"命令的参数时,若存在此文件,则vi可对内容进行编辑,若不存在,打开以参数名命名的空文件

(3).在命令模式下输入":q!",可以强行退出编辑环境,对文件修改不进行保存 (4).在命令模式下输入":wq",可以保存文件,并推出编辑环境。 2.文件操作: (1).打开新文件:在末行模式下":e filename"关闭当前文件并打开新文件,":e! filename 强制关闭当前文件并打开新文件" (2).读取文件内容到当前文件:":r filename",读取的文件内容粘贴到当前文件光标所在行的下面 (3)保存文件:命令为":w [filename]",如果文件已经命名,可直接使用":w"命令的参数,如果没有命名,第一次保存时需指定文件名作为参数 (4).另存为文件:命令为":w filename",只保存到新文件,而不更新原来文件的内容 (5).退出vi编辑器:退出格式为":q",保存并退出为":wq",强行退出为":q!"

Vi编辑器使用说明

V i编辑器使用说明公司内部编号:(GOOD-TMMT-MMUT-UUPTY-UUYY-DTTI-

Vi编辑器的基本使用方法 vi编辑器是所有Unix及Linux系统下标准的编辑器,它的强大不逊色于任何最新的文本编辑器,这里只是简单地介绍一下它的用法和一小部分指令。由于对Unix及Linux系统的任何版本,vi编辑器是完全相同的,因此您可以在其他任 何介绍vi的地方进一步了解它。Vi也是Linux中最基本的文本编辑器,学会它后,您将在Linux的世界里畅行无阻。 1、vi的基本概念 基本上vi可以分为三种状态,分别是命令模式(command mode)、插入模 式(Insert mode)和底行模式(last line mode),各模式的功能区分如下:1) 命令行模式command mode) 控制屏幕光标的移动,字符、字或行的删除,移动复制某区段及进入Insert mode下,或者到 last line mode。 2) 插入模式(Insert mode) 只有在Insert mode下,才可以做文字输入,按「ESC」键可回到命令行模式。 3) 底行模式(last line mode) 将文件保存或退出vi,也可以设置编辑环境,如寻找字符串、列出行号……等。

不过一般我们在使用时把vi简化成两个模式,就是将底行模式(last line mode)也算入命令行模式command mode)。 2、vi的基本操作 a) 进入vi 在系统提示符号输入vi及文件名称后,就进入vi全屏幕编辑画面: $ vi myfile 不过有一点要特别注意,就是您进入vi之后,是处于「命令行模式(command mode)」,您要切换到「插入模式(Insert mode)」才能够输入文字。初次使用vi的人都会想先用上下左右键移动光标,结果电脑一直哔哔叫,把自己气个半死,所以进入vi后,先不要乱动,转换到「插入模式(Insert mode)」再说吧! b) 切换至插入模式(Insert mode)编辑文件 在「命令行模式(command mode)」下按一下字母「i」就可以进入「插入模式(Insert mode)」,这时候你就可以开始输入文字了。 c) Insert 的切换 您目前处于「插入模式(Insert mode)」,您就只能一直输入文字,如果您发现输错了字!想用光标键往回移动,将该字删除,就要先按一下「ESC」键转到「命令行模式(command mode)」再删除文字。

培训教材univi编辑器使用手册

编号:002 创昱达培训中心 培训教材 UNIX Vi编辑器使用手册 2007年7月,V 福州创昱达信息技术有限公司 目录

一、UNIX Vi编辑器概述 建议:本文是针对初学UnixVi编辑器的员工的,而文后所付的详尽的命令表也可作为已经熟练使用vi的员工的参考之用。 、UNIX编辑器概述 编辑器是使用计算机的重要工具之一,在各种操作系统中,编辑器都是必不可少的部件。Unix及其相似的操作系统系列中,为方便各种用户在各个不同的环境中使用,提供了一系列的ex编辑器,包括ex、edit、ed和vi。其中ex、edit、ed都是行编辑器,现在已很少有人使用,Unix提供他们的原因是考虑到满足各种用户特别是某些终端用户的需要。 值得庆幸的是,Unix提供了全屏幕的Vi编辑器,这使我们的工作轻松不少。不少DOS用户抱怨Vi编辑器不象DOS下的编辑器如edit那么好用,这是因为Vi 考虑到各种用户的需要,没有使用某些通用的编辑键(在各个不同的终端机上他们的定义是不同的,在某些终端机上甚至没有这些键)。而是采用状态切换的方法,但这只是习惯的问题,一旦你熟练的使用上了vi你就会觉得它其实也很好用。虽然Vi采用了状态切换的方法,但电脑的硬件及操作系统多种多样,某些电脑的键盘上没有特定的几个功能键!那麽不就有某些功能不能用了这个问题在Unix系统上也一样,几乎各大电脑厂商都有自己的Unix系统,而vi的操作方法也会随之有点出入。这里我们采用PC的键盘来说明vi的操作,但在具体的环境中还要参考相应的资料,这一点是值得注意的。

二、Vi编辑器入门 、进入vi 在系统提示字符(如$、#)下敲入: vi <档案名称> vi可以自动帮你载入所要编辑的文件或是开启一个新文件(如果该文件不存在或缺少文件名)。 进入vi后萤幕左方会出现波浪符号,凡是列首有该符号就代表此列目前是空的。 、两种模式 如上所述,vi存在两种模式:指令模式和输入模式。 在指令模式下输入的按键将做为指令来处理。如输入a,vi即认为是在当前位置插入字符。 而在输入模式下,vi则把输入的按键当作插入的字符来处理。 指令模式切换到输入模式只需键入相应的输入命令即可(如a,A),而要从输入模式切换到指令模式,则需在输入模式下键入ESC键,如果不晓得现在是处於什麽模式,可以多按几次[ESC],系统如发出哔哔声就表示已处于指令模式下了。 由指令模式进入输入模式的指令:

培训教材UniVi编辑器使用手册

培训教材U n i V i编辑器 使用手册 Pleasure Group Office【T985AB-B866SYT-B182C-BS682T-STT18】

编号:002 创昱达培训中心 培训教材 UNIX Vi编辑器使用手册 2007年7月,V 福州创昱达信息技术有限公司

目录

一、UNIX Vi编辑器概述 建议:本文是针对初学Unix?Vi编辑器的员工的,而文后所付的详尽的命令表也可作为已经熟练使用vi的员工的参考之用。 、UNIX编辑器概述 编辑器是使用计算机的重要工具之一,在各种操作系统中,编辑器都是必不可少的部件。Unix 及其相似的操作系统系列中,为方便各种用户在各个不同的环境中使用,提供了一系列的ex编辑器,包括?ex、edit、ed?和vi。其中ex、edit、ed都是行编辑器,现在已很少有人使用,Unix提供他们的原因是考虑到满足各种用户特别是某些终端用户的需要。 值得庆幸的是,Unix提供了全屏幕的Vi编辑器,这使我们的工作轻松不少。不少DOS用户抱怨Vi编辑器不象DOS下的编辑器如edit那么好用,这是因为Vi考虑到各种用户的需要,没有使用某些通用的编辑键(在各个不同的终端机上他们的定义是不同的,在某些终端机上甚至没有这些键)。而是采用状态切换的方法,但这只是习惯的问题,一旦你熟练的使用上了vi你就会觉得它其实也很好用。虽然?Vi采用了状态切换的方法,但电脑的硬件及操作系统多种多样,某些电脑的键盘上没有特定的几个功能键!那麽不就有某些功能不能用了这个问题在?Unix?系统上也一样,几乎各大电脑厂商都有自己的Unix?系统,而?vi?的操作方法也会随之有点出入。这里我们采用?PC?的键盘来说明?vi?的操作,但在具体的环境中还要参考相应的资料,这一点是值得注意的。

vi编辑器使用

v i编辑器使用 Prepared on 22 November 2020

经过长时间学习linux vi编辑器,于是和大家分享一下,看完本文你肯定有不少收获,希望本文能教会你更多东西。 linux vi编辑器是所有Unix及Linux系统下标准的编辑器,它的强大不逊色于任何最新的文本编辑器,这里只是简单地介绍一下它的用法和一小部分指令。由于对Unix及Linux系统的任何版本,linux vi编辑器是完全相同的,因此您可以在其他任何介绍vi的地方进一步了解它。Vi也是Linux中最基本的文本编辑器,学会它后,您将在Linux的世界里畅行无阻。 1、vi的基本概念 基本上vi可以分为三种状态,分别是命令模式(command mode)、插入模式(Insert mode)和底行模式(last line mode),各模式的功能区分如下: 1) 命令行模式command mode) 控制屏幕光标的移动,字符、字或行的删除,移动复制某区段及进入Insert mode下,或者到 last line mode。 2) 插入模式(Insert mode) 只有在Insert mode下,才可以做文字输入,按「ESC」键可回到命令行模式。 3) 底行模式(last line mode) 将文件保存或退出vi,也可以设置编辑环境,如寻找字符串、列出行号……等。 不过一般我们在使用时把vi简化成两个模式,就是将底行模式(last line mode)也算入命令行模式command mode)。 2、vi的基本操作 a) 进入vi 在系统提示符号输入vi及文件名称后,就进入vi全屏幕编辑画面: $ vi myfile 不过有一点要特别注意,就是您进入vi之后,是处于「命令行模式(command mode)」,您要切换到「插入模式(Insert mode)」才能够输入文字。初次使用vi的人都会想先用上下左右键移动光标,结果电脑一直哔哔叫,把自己气个半死,所以进入vi后,先不要乱动,转换到「插入模式(Insert mode)」再说吧! b) 切换至插入模式(Insert mode)编辑文件 在「命令行模式(command mode)」下按一下字母「i」就可以进入「插入模式(Insert mode)」,这时候你就可以开始输入文字了。 c) Insert 的切换 您目前处于「插入模式(Insert mode)」,您就只能一直输入文字,如果您发现输错了字!想用光标键往回移动,将该字删除,就要先按一下「ESC」键转到「命令行模式(command mode)」再删除文字。

个人心得-vi编辑器的快捷使用

个人心得-vi编辑器的快捷使用

光标控制命令 命令光标移动 h或^h 向左移一个字符j或^j或^n 向下移一行 k或^p 向上移一行 l或空格向右移一个字符 G 移到文件的最后一行 nG 移到文件的第n 行 w移到下一个字的开头 W 移到下一个字的开头,忽略标点符号 b 移到前一个字的开头 B 移到前一个字的开头,忽略标点符号 L 移到屏幕的最后一行 M 移到屏幕的中间

一行 H 移到屏幕的第一行 e 移到下一个字的结尾 E 移到下一个字的结尾,忽略标点符号 (移到句子的开头)移到句子的结尾{移到段落的开头}移到下一个段落的开头 0或| 移到当前行的第一列 n| 移到当前行的第n列 ^ 移到当前行的第一个非空字符 $ 移到当前行的最后一个字符 +或return移到下一行的第一个字符

- 移到前一行的第一个非空字符 在vi中添加文本 命令插入动作 a 在光标后插入文本 A 在当前行插入文本 i 在光标前插入文本 I 在当前行前插入文本 o 在当前行的下边插入新行 O 在当前行的上边插入新行 :r file读入文件file 内容,并插在当前行后 :nr file读入文件file 内容,并插在第n行后 escape 回到命令模式

^v char 插入时忽略char的指定意义,这是为了插入特殊字符 在vi中删除文本 命令删除操作 x 删除光标处的字符,可以在x前加上需要删除的字符数目 nx 从当前光标处往后删除n个字符 X 删除光标前的字符,可以在X前加上需要删除的字符数目 nX 从当前光标处往前删除n个字符 dw 删至下一个字的开头 ndw 从当前光标处往后删除n个字 dG 删除行,直到文件结束 dd删除整行 ndd 从当前行开始往后删除 db 删除光标前面的

vi编辑器的使用方法

v i编辑器的使用方法 Company Document number:WUUT-WUUY-WBBGB-BWYTT-1982GT

给点参考吧 还蛮详细的 vi文本编辑器的使用 一.vi的模式 命令模式:vi启动默认进入的模式,可进入输入模"i",或末行模式(:),除了可以完成命令的功能外,也是后两种模式的转换点 输入模式:即文本辑辑状态,按“i”键可进入,最后一行显示"-- INSERT --"提示,按ESC返回到命令模式 末行模式:可完成一些复杂操作,以":"开始,执行完一个末行命令后自动返回命令模式 二.基本使用 编辑器的启动与退出: (1).使用命令"vi"直接进入编辑环境 (2).以文件名作为"vi"命令的参数时,若存在此文件,则vi可对内容进行编辑,若不存在,打开以参数名命名的空文件 (3).在命令模式下输入":q!",可以强行退出编辑环境,对文件修改不进行保存 (4).在命令模式下输入":wq",可以保存文件,并推出编辑环境。 2.文件操作: (1).打开新文件:在末行模式下":e filename"关闭当前文件并打开新文件,":e! filename 强制关闭当前文件并打开新文件" (2).读取文件内容到当前文件:":r filename",读取的文件内容粘贴到当前文件光标所在行的下面 (3)保存文件:命令为":w [filename]",如果文件已经命名,可直接使用":w"命令的参数,如果没有命名,第一次保存时需指定文件名作为参数 (4).另存为文件:命令为":w filename",只保存到新文件,而不更新原来文件的内容 (5).退出vi编辑器:退出格式为":q",保存并退出为":wq",强行退出为":q!" 3.光标的移动操作(命令模式下)

vi编辑器的使用规则

一般模式:删除、复制与贴上 这个u 与[Ctrl]+r 是很常用的指令!一个是复原,另一个则是重做一次~利用这两个功能按键,您的编辑,嘿嘿!很快乐的啦! 进入编辑模式

上面这些按键中,在vi 画面的左下角处会出现『--INSERT--』或『--REPLACE--』的字样。由名称就知道该动作了吧!!特别注意的是,我们上面也提过了,你想要在档案里面输入字符时,一定要在左下角处看到INSERT/REPLACE 才能输入喔! 指令列命令模式 注意一下啊,那个惊叹号(!) 在vi 当中,常常具有『强制』的意思~ 特别注意,在vi 中,『数字』是很有意义的!数字通常代表重复做几次的意思!也有可能是代表去到第 几个什么什么的意思。举例来说,要删除50 行,则是用『50dd』对吧!数字加在动作之前~那我要向 下移动20 行呢?那就是『20j』或者是『20↓』即可。 一个案例练习 来来来!测试一下您是否已经熟悉 vi 这个指令呢?请依照底下的需求进行您的指令动作。 (底下的操作 为使用 FC4 的预设档案来进行练习的。您可以在这里下载: https://www.doczj.com/doc/9e14180068.html,/linux_basic/0310vi/man.config。) 看看您的显示结果与鸟哥的结果是否相同 啊?! 1. 请在 /tmp 这个目录下建立一个名为 vitest 的目录; 2. 进入 vitest 这个目录当中; 3. 将 /etc/man.config 拷贝到本目录底下(或由上述的连结下载 man.config 档案); 4. 使用 vi 开启本目录下的 man.config 这个档案; 5. 在 vi 中设定一下行号;

虚拟机中vi文本编辑器的使用方法

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vi编辑器使用精编

v i编辑器使用精编 Lele was written in 2021

经过长时间学习linux vi编辑器,于是和大家分享一下,看完本文你肯定有不少收获,希望本文能教会你更多东西。 linux vi编辑器是所有Unix及Linux系统下标准的编辑器,它的强大不逊色于任何最新的文本编辑器,这里只是简单地介绍一下它的用法和一小部分指令。由于对Unix 及Linux系统的任何版本,linux vi编辑器是完全相同的,因此您可以在其他任何介绍vi的地方进一步了解它。Vi也是Linux中最基本的文本编辑器,学会它后,您将在Linux的世界里畅行无阻。 1、vi的基本概念 基本上vi可以分为三种状态,分别是命令模式(command mode)、插入模式(Insert mode)和底行模式(last line mode),各模式的功能区分如下: 1) 命令行模式command mode) 控制屏幕光标的移动,字符、字或行的删除,移动复制某区段及进入Insert mode下,或者到 last line mode。 2) 插入模式(Insert mode)

只有在Insert mode下,才可以做文字输入,按「ESC」键可回到命令行模式。 3) 底行模式(last line mode) 将文件保存或退出vi,也可以设置编辑环境,如寻找字符串、列出行号……等。 不过一般我们在使用时把vi简化成两个模式,就是将底行模式(last line mode)也算入命令行模式command mode)。 2、vi的基本操作 a) 进入vi 在系统提示符号输入vi及文件名称后,就进入vi全屏幕编辑画面: $ vi myfile 不过有一点要特别注意,就是您进入vi之后,是处于「命令行模式(command mode)」,您要切换到「插入模式(Insert mode)」才能够输入文字。初次使用vi的人都会想先用上下左右键移动光标,结果电脑一直哔哔叫,把自

ubuntu_vi编辑器使用

ubuntu下文本编辑器VI[转] 文件编辑器vi 作者:北南南北 来自:https://www.doczj.com/doc/9e14180068.html, 摘要:vi 编辑器是最常用的文档创建和编辑工具,初学者应该学会简单应用vi ,学会在vi 中做简单的修改、删除、插入、搜索及替换作业;如果您是新手,不妨看看本文,或许这篇文档能让您在最短的时间内学会vi的简单操作; 目录 1、关于文本编辑器; 2、vi 编辑器; 3、vi 编辑器的使用方法; 3.1 如何调用vi ; 3.2 vi 的三种命令模式; 3.3 文件的保存和退出; 3.4 光标移动; 3.5 插入模式(文本的插入); 3.6 文本内容的删除操作; 3.7 恢复修改及恢复删除操作; 3.8 可视模式; 3.9 复制和粘帖的操作; 3.10 关于行号; 3.11 查找和替换功能; 3.11.1 查找; 3.11.2 替换; 4、关于本文; 5、后记; 6、参考文档; 7、相关文档; +++++++++++++++++++++++++++++++++++++正文 +++++++++++++++++++++++++++++++++++++ 1、关于文本编辑器;

文本编辑器有很多,比如图形模式的gedit、kwrite、OpenOffice ... ... ,文本模式下的编辑器有vi、vim(vi的增强版本)和nano ... ... vi和vim是我们在Linux中最常用的编辑器。我们有必要介绍一下vi(vim)最简单的用法,以让Linux入门级用户在最短的时间内学会使用它。 nano 工具和DOS操作系统下的edit操作相似,使用简单,我们不作介绍了,如果您有兴趣,不妨尝试一下; 2、vi编辑器; 为什么要学会简单应用vi vi或vim是Linux最基本的文本编辑工具,vi或vim虽然没有图形界面编辑器那样点鼠标的简单操作,但vi编辑器在系统管理、服务器管理中,永远不是图形界面的编辑器能比的。当您没有安装X-windows桌面环境或桌面环境崩溃时,我们仍需要字符模式下的编辑器vi; vi或vim 编辑器在创建和编辑简单文档最高效的工具; 3、vi编辑器的使用方法; 3.1如何调用vi; [root@localhost ~]# vi filename ~ ~ ~ ~ ~ ~ ~ ~ 3.2 vi的三种命令模式; Command(命令)模式,用于输入命令; Insert(插入)模式,用于插入文本; Visual(可视)模式,用于视化的的高亮并选定正文;

Solaris系统下VI编辑器使用指南

solaris中vi的使用方法 vi介绍 vi编辑器是一个用于创建和修改文本文件的交互式编辑器。使用vi编辑器时所有的文本编辑都放在一个缓冲区中,可以把所作的修改写到磁盘也可以放弃所做的修改。 对于那些有志于成为系统管理员的人而言,掌握如何使用vi编辑器是非常重要的。你必须知道如何使用vi编辑器,特别是在窗口环境不可用的时候。 Vi编辑器的工作模式 Vi编辑器是一个命令行编辑器,有三种基本的操作模式: 命令模式 文本输入模式(编辑模式) 最后行模式 命令模式:vi的默认模式,在命令模式下,你可以键入命令来删除、更改、移动文本;定位光标;搜索文本字符串、退出vi编辑器。 文本输入模式(编辑模式):在编辑模式下,你可以往文件中输入文本。要使vi编辑器进入编辑模式下,可以 采用以下三种不同的命令: i插入 o打开 a 添加 最后行模式:当处于命令模式下时,通过键入:你可以执行更先进的编辑命令,键入:后,将使你处于屏幕的最后一行,这就称为最后行模式。然而,所有的命令都是由命令模式发起的。 模式间的切换 通过键入I、o、a命令,vi编辑器将离开默认的命令模式,进入编辑模式。 在编辑模式下,你所键入的所有文本都不会被翻译成命令,这时,所有键入的文本都会被保存到文件中。 当你完成了文本的输入后,按Esc键vi将回到命令模式下,一旦回到命令模式,你可以保存文件,退出vi编辑器,例如: 1、键入vi filename来创建一个文件; 2、键入I命令来插入文本; 3、按Esc键回到命令模式; 4、键入:wq来保存到文件,退出vi编辑器。 调用vi编辑器 要创建一个新文件,调用带新文件名称的vi编辑器。也可以键入命令来创建、编辑、查看一个文件。 命令格式 vi options filename view filename 输入命令 要插入或者添加文本,使用下面的选项: 命令含义 a 在光标右侧输入文本

vi编辑器的使用总结

v i编辑器的使用总结公司内部编号:(GOOD-TMMT-MMUT-UUPTY-UUYY-DTTI-

Vi编辑器入门 ? 一、vi的工作模式 vi有两种基本的工作模式:命令(编辑)模式和文本输入模式。 命令模式:vi初始启动时进入命令模式。它不显示用户输入,只会被解释执行。文本输入模式:它就显示用户的输入,只是作为文本写入到用户的文件中。 状态行:屏幕底部的一行,通常为第24行,vi在该行上反馈编辑操作的结果。错误信息或其他一些信息会在状态行上显示出来,vi还会在第24行上显示那些以冒号、斜杠或问号开头的命令。 二、命令模式 注意: 1,如果想使用光标移动键,就必须使vi处于命令模式。 2,当vi编辑器处于命令模式时,大部分命令在按下键时就会启动,因此不需要使用回车键来指明命令行的结束。 vi的光标移动键 键功能 h或[←] 将光标向左移动一位 j 或[↓] 将光标向下移动一位 k或[↑] 将光标向上移动一位 l 或[→] 将光标向右移动一位 $ 将光标移到当前行的行尾 w 将光标向右移动一个字 b 将光标向左移动一个字 e 将光标移到字尾 0(零) 将光标移到当前行的行首 [Reuturn]键将光标移到下一行的行首 [Spacebar]键将光标向右移动一位 [Backspace]键将光标向左移动一位 命令模式下vi编辑器的文本修改键

键功能 x 删除光标位置指定的字符 dd 删除光标所在的行 u 撤销最近的修改 U 撤销对当前行做的所有修改 r 替换光标位置上的一个字符 R 替换从光标位置开始的字符,同时改变vi到文本输入模式 .(点) 重复上一次的修改 三、文本输入模式 切换到文本输入模式的命令键 命令键功能 i 在光标左侧输入正文 I 在光标所在行的开头输入正文 a 在光标右侧输入正文 A 在光标的所在行的未尾输入正文 o 在光标所在行的下一行增添新行,并且光标位于新行的开头 O 在光标所在行的上一行增添新行,并且光标位于新行的开头 关闭文件 ● 按[Esc]键,确保vi处于命令模式。 ● 输入 : 将提示符放到屏幕底部的状态行上。 ● 输入q![Return],该命令不保存改变并退出vi。按[!]键表示确认放弃修改。当vi处于文本编辑器模式时[Return]的使用: ● 如果光标在行尾,光标的右边没有文本按[Return]键将会在当前行的下面添加一个空行 ● 如果光标正好在当前行的第一个字符上,按[Return]键将会在当前行的上面添加一空行 ● 如果光标在本行的其他位置,并且它的右边有文本,按[Return]键会把该行分成两行 编辑多个文件 ● 编辑另一个文件:vi 可能同时打开多个文件,另一种方法是用:e(edit)

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