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cav_ranges

This modular framework allows rapid setup and configuration of multiple, fully featured practice target ranges in Arma 3.

range

Features

Modular

Modular design allows ranges with differing core behavior to function within a common framework.

Current modules:

  • Popup Target Range - Animated targets are controlled via the scripts for traditional target ranges like rifle, pistol, and even grenade ranges.
  • Spawned Target Range - Targets are destroyed by the shooter and respawn, for example in an anti-tank range.

The common framework allows fast integration of new modules with completely different functionality, several of which are in development.

Easy configuration

After some quick editor setup, all configuration is done via one function's arguments at mission init.

  "targets", //range type
  "Rifle Range", // title text
  "r2", // range tag
  6, // lane count
  8, // targets per lane
  ...
  [38,30,23] // qualification tiers

Automated Range Sequencing

Popup ranges become trivial to control. A minimal syntax of "what and how long" is all that's needed, but further control is offered, like playing sounds through range loudspeakers.

  ["Load your magazine",5],
  ["Assume a prone position and standby",3],
  ["Range is hot!",1,"FD_Course_Active_F"], // play "FD_Course_Active_F" sound
  [[8],5],
  [[2],5],
  [[6,4],5],
  [[3,5],5],

Range User Interface

A real time display shows information about the range, including range instructions, who's shooting and their score, and qualification awards once the range is complete.

range ui

Vanilla Compatible

Though it is crafted following CBA conventions, the framework is self-contained and does not rely on CBA or any other mod, so it can be used on vanilla missions and servers, and without fear of a dependency update causing problems.

Setup Guide

For detailed setup instructions, please see the wiki.