Author: ][Niipaa
Author Website:

Requirements: No addons required

Version: 1.10
Signed: Yes, serverkey included

Short description: This is a powerful in-game GUI, that allows you to run Scripts in real time, even scripts that aren't located within the mission, as well as a plethora of other neat things, like a Real Time Code Engine, various tools, and other stuff.

Date: 2015-01-24 11:25

Comments: (0)


Niipaa's Workshop - Real Time Script Engine


Howdy ho folks, been awhile since I've dabbled in the release field, and I figured what better time to come back, than with something I've rather selfishly held onto.
I present Niipaa's Workshop - Real Time Script Engine or NW_RTSE, a powerful in-game GUI, that allows you to run Scripts in real time, even scripts that aren't located within the mission, as well as a plethora of other neat things, like a Real Time Code Engine, various tools, and other stuff.
This is NOT the first tool of its kind, but it is my take on the idea. You can thank Genesis92x, as he helped convinced me that it was ready to be released, and apparently it has helped him a lot with developing Degeneration, so it can't be all bad. Not to mention he helped develop and refine a lot of its functionality. So a big shoutout to that cutie. Either way, I'll keep this short since people usually complain about my lengthy posts, and drop the link and some basic install information.

Extract into the ArmA 3 Directory, by default this is located in:
32-Bit - C:\Program Files\Steam/Steamapps\Common\ArmA 3\
64-Bit - C:\Program Files (x86)\Steam/Steamapps\Common\ArmA 3\
After extraction it should look like this:
Steam\Steamapps\Common\ArmA 3\@your_mod_folder_name\addons\

You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this:
mydocuments\Arma3 Alpha\@your_mod_folder_name1\addons\
mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\
mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\

When present place the "userconfig" folder into your game install folder, usually:
"C:\Program Files (x86)\Steam\steamapps\common\Arma 3".
You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive.

You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name
For using multiple mods you would then do so like this:

You can also use -nosplash to get rid of the splash art and intro videos.

And of course you can also enable and disable community made addons and mods through the in-game Options Expansions menu if you do not want to mess with startup parameters!

When the above information still does not provide you with enough to learn how to install custom addons and mods you can always ask in our Guide On Installing Mods.

Included files:

For usage instructions and information of how to use the Niipaa's Workshop please refer to the included documentation.

To use it, simply press LEFT CTRL-B while in-game, and it should bring up a neat menu that is discussed a little more in depth in the Readme.
To use scripts that aren't within a mission, simply create a folder in steamapps\ArmA 3 called "Scripts", and place what you want to test there.

It very well could be used for malicious activity. However, it was never developed with that in mind. It is signed, comes with keys, and signatures, all up to ArmA 3's standards. Servers can easily enforce whether or not this addon is allowed. Regrettably still, it can be used for that. I'll never make an ignorant gesture that that kind of activity would never happen. But at least there are standards in place to try and prevent it. By all means if this Addon breaks some kind of hidden clause in the EULA of ArmA 3, then that would be a different story. However it uses means that are all available within A3 itself. There are no external DLLs, or circumventions, hell 90% of the power behind it is the simplicity of BIS_fnc_spawn and BIS_fnc_MP. Should my head be wanted on the pike, and the community seeks to burn it down, I would be kind enough to remove it. But this is meant to HELP people, make more scripts and content for missions, or just for people to have fun with each other. It's not my place to strike down the hand of the ArmA gods, and tell someone how to use it.

Of course as the author of it, I don't want it to be used in ruining other people's experiences. But I don't have the power to stop them either (aside from pulling it down), just so something else would take its place, more aimed for those intentions. I guess we'll have to wait and see what the overall reception is, as I'm really gunning that it will be used for more good than evil. But I guess those are famous last words.

- Updated - Source Files, Readme.
- Added - SAVE functionality to both RTSE and RTCE. This is the most major improvement for Update #1. Notably, it will allow you to save all entered info into either RTSE, or RTCE, and load it, all upon command. This is NOT the default behavior since not everyone will want everything they've entered to Save and Reload automatically, this gives everyone a choice on what they want. Currently it is only capable of saving one entry of code, and one entry of scripting info. I may or may not add in the functionality to save "Code Sets" and "Script Sets". Depending how well this is all received.
- Added - 4 More Parameter Areas, bringing the total up to 9. Not really sure of a script out there that could need more.
- Changed - Small layout changes to RTSE and RTCE to allow for their new SAVE, LOAD, and DEL (Delete) functionality.
- Changed - "Script Name" now reads "Script Path\Name". This should make it's entry area a little more clear on its functionality.
- Removed - Credits Text Area in both RTSE and RTCE menus. This is to allow more space for current and future changes to come.

- Initial Release

Forum topic:
- BI forums

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