{"name":"Arma 3: Shooting Targets","title":"Arma 3: Shooting Targets","type":"topic","url":"https://community.bistudio.com/wiki/Arma_3:_Shooting_Targets","revid":352061,"updated":"2024-02-01T23:24:36Z","aliases":[],"markdown":"Arma 3 comes with a variety of shooting targets. Most of these targets come with a somewhat hidden functionality which is explained on this page.\n\n### Changing pop-up-behaviour\n\nThe pop-up-behaviour can be changed by setting the variablenoPop in missionNamespace.\n\n```sqf\nmissionNamespace setVariable [\"noPop\", true];    // will prevent the targets from popping up again once they were hit\nmissionNamespace setVariable [\"noPop\", false];    // targets will pop up normally again after they were hit\n```\n\n### Animating the targets\n\nAll of the above listed targets have an animation source called `terc`. This can be used to change the angle of the target.\nLet's say we have a pop up target place in the editor with the name `popUpTarget`:\n\n```sqf\npopUpTarget animateSource [\"terc\", 0.5];    // target will have an angle of 45°\npopUpTarget animateSource [\"terc\", 1];        // target will have an angle of 180°\npopUpTarget animateSource [\"terc\", 0];        // target will have an angle of 90° e.g. the target will stand up straight\n```\n\n> [!NOTE]\n> **Random Fact:** \"terc\" is Czech and means Object.\n\n### Example mission with \"noPop\" and \"terc\"\n\n1. Open a new mission in Eden Editor and save it.\n1. Place three pop-up targets. Make sure they are compatible. See Arma 3: Shooting Targets - Targets.\n1. Name the pop-up targets `target_0`, `target_1`, `target_2`.\n1. Place any object you would like to use to control the targets' states and name it `flag_control_targets`.\n1. Navigate to *Menu Strip* → *Scenario* → *Open Scenario Folder*.\n1. In that folder create a file called `initPlayerLocal.sqf`. See Event Scripts for more information.\n1. Paste the following code into that file and save it.\n\n   ```sqf\n   // Three local actions are added to the object flag_control_targets. These actions are available for every player\n   // Rset the animation state of all three targets\n   flag_control_targets addAction [\"Reset Targets\", { [target_0, target_1, target_2] apply { _x animateSource [\"terc\", 0] } }];\n   ```\n\n   ```sqf\n   // Disable the pop-up functionality by setting \"noPop\" to true globally\n   flag_control_targets addAction [\"Disable pop-up\", { missionNamespace setVariable [\"noPop\", true, true] }];\n   ```\n\n   ```sqf\n   // Enable the pop-up functionality by setting \"noPop\" to false globally. The targets will not automatically reset. Use the Reset Targets action\n   flag_control_targets addAction [\"Enable pop-up\", { missionNamespace setVariable [\"noPop\", false, true] }];\n   ```\n1. Preview the mission and play around with the targets.\n\n### Moving targets on rails\n\nThere is no official way of doing this. Just download some script ¯\\_(ツ)_/¯\n\n### See also\n\n#### Interesting Scripts\n\nThe following scripts are used to animate the targets. Some of them only create a simply destruction effect, others are more sophisticated.\nTo see their content, combine loadFile with the path.\n\n- `a3\\structures_f_mark\\items\\sport\\scripts\\balloon_01_air_f_hitpart.sqf`\n- `a3\\structures_f_mark\\items\\sport\\scripts\\balloon_01_water_f_hitpart.sqf`\n- `a3\\structures_f_epa\\items\\vessels\\scripts\\eaudecombat_01_f_hitpart.sqf`\n- `a3\\props_f_orange\\humanitarian\\supplies\\scripts\\fruit_hitpart.sqf`\n- `a3\\structures_f\\training\\data\\scripts\\land_target_oval_f_hitpart.sqf`\n- `a3\\structures_f\\training\\data\\scripts\\metal_pole_skeet_f_hitpart.sqf`\n- `a3\\structures_f\\training\\data\\scripts\\skeet_clay_f_hitpart.sqf`\n- `a3\\structures_f_mark\\training\\scripts\\target_dueling_01_f_hitpart.sqf`\n- `a3\\structures_f_mark\\training\\scripts\\target_swivel_01_f_hitpart.sqf`\n- `a3\\structures_f\\training\\data\\scripts\\targetp_inf_f_hitpart.sqf`\n\n#### Targets\n\nThe following targets all possess some sort of animation source. One can use animateSource to manipulate and customize them.\n\n| Display Name | Class | Animation Sources |\n|---|---|---|\n| Pop-Up Target 1 | `TargetP_Inf_F` | `Terc` |\n| Pop-Up Target 1 (Zones) | `TargetP_Inf_Acc1_F` | `Terc` |\n| Pop-Up Target 1 (Accuracy) | `TargetP_Inf_Acc2_F` | `Terc` |\n| Moving Target 1 (Side) | `Target_PopUp_Moving_F` | `Terc` |\n| Moving Target 1 (Side - Zones) | `Target_PopUp_Moving_Acc1_F` | `Terc` |\n| Moving Target 1 (Side - Accuracy) | `Target_PopUp_Moving_Acc2_F` | `Terc` |\n| Moving Target 1 (Front) | `Target_PopUp_Moving_90deg_F` | `Terc` |\n| Moving Target 1 (Front - Zones) | `Target_PopUp_Moving_90deg_Acc1_F` | `Terc` |\n| Moving Target 1 (Front - Accuracy) | `Target_PopUp_Moving_90deg_Acc2_F` | `Terc` |\n| Pop-Up Target 2 | `TargetP_Inf2_F` | `Terc` |\n| Pop-Up Target 2 (Zones) | `TargetP_Inf2_Acc1_F` | `Terc` |\n| Pop-Up Target 2 (Accuracy) | `TargetP_Inf2_Acc2_F` | `Terc` |\n| Moving Target 2 (Side) | `Target_PopUp2_Moving_F` | `Terc` |\n| Moving Target 2 (Side - Zones) | `Target_PopUp2_Moving_Acc1_F` | `Terc` |\n| Moving Target 2 (Side - Accuracy) | `Target_PopUp2_Moving_Acc2_F` | `Terc` |\n| Moving Target 2 (Front) | `Target_PopUp2_Moving_90deg_F` | `Terc` |\n| Moving Target 2 (Front - Zones) | `Target_PopUp2_Moving_90deg_Acc1_F` | `Terc` |\n| Moving Target 2 (Front - Accuracy) | `Target_PopUp2_Moving_90deg_Acc2_F` | `Terc` |\n| Pop-Up Target 3 | `TargetP_Inf3_F` | `Terc` |\n| Pop-Up Target 3 (Zones) | `TargetP_Inf3_Acc1_F` | `Terc` |\n| Pop-Up Target 3 (Accuracy) | `TargetP_Inf3_Acc2_F` | `Terc` |\n| Moving Target 3 (Side) | `Target_PopUp3_Moving_F` | `Terc` |\n| Moving Target 3 (Side - Zones) | `Target_PopUp3_Moving_Acc1_F` | `Terc` |\n| Moving Target 3 (Side - Accuracy) | `Target_PopUp3_Moving_Acc2_F` | `Terc` |\n| Moving Target 3 (Front) | `Target_PopUp3_Moving_90deg_F` | `Terc` |\n| Moving Target 3 (Front - Zones) | `Target_PopUp3_Moving_90deg_Acc1_F` | `Terc` |\n| Moving Target 3 (Front - Accuracy) | `Target_PopUp3_Moving_90deg_Acc2_F` | `Terc` |\n| Pop-Up Zombie 1 | `TargetP_Zom_F` | `Terc` |\n| Pop-Up Zombie 1 (Zones) | `TargetP_Zom_Acc1_F` | `Terc` |\n| Moving Zombie 1 (Side) | `Zombie_PopUp_Moving_F` | `Terc` |\n| Moving Zombie 1 (Side - Zones) | `Zombie_PopUp_Moving_Acc1_F` | `Terc` |\n| Moving Zombie 1 (Front) | `Zombie_PopUp_Moving_90deg_F` | `Terc` |\n| Moving Zombie 1 (Front - Zones) | `Zombie_PopUp_Moving_90deg_Acc1_F` | `Terc` |\n| Pop-Up Hostage 1 | `TargetP_Civ_F` | `Terc` |\n| Moving Hostage 1 (Side) | `Hostage_PopUp_Moving_F` | `Terc` |\n| Moving Hostage 1 (Front) | `Hostage_PopUp_Moving_90deg_F` | `Terc` |\n| Pop-Up Hostage 2 | `TargetP_Civ2_F` | `Terc` |\n| Moving Hostage 2 (Side) | `Hostage_PopUp2_Moving_F` | `Terc` |\n| Moving Hostage 2 (Front) | `Hostage_PopUp2_Moving_90deg_F` | `Terc` |\n| Pop-Up Hostage 3 | `TargetP_Civ3_F` | `Terc` |\n| Moving Hostage 3 (Side) | `Hostage_PopUp3_Moving_F` | `Terc` |\n| Moving Hostage 3 (Front) | `Hostage_PopUp3_Moving_90deg_F` | `Terc` |\n| Target - Oval (Ground) | `Land_Target_Oval_F` | `Ground_holder_hide`<br>`Pole_Left_Hide`<br>`Pole_Right_Hide`<br>`Pole_Top_Hide`<br>`Pole_Bottom_Hide`<br>`Left_Rotate`<br>`Right_Rotate`<br>`Top_Rotate`<br>`Bottom_Rotate`<br>`Pole_Rotate`<br>`Target_Left_Rotate`<br>`Target_Right_Rotate`<br>`Target_Top_Rotate`<br>`Target_Bottom_Rotate`<br>`Target_Pole_Rotate` |\n| Target - Oval (Wall, Left) | `Land_Target_Oval_Wall_Left_F` | `Ground_holder_hide`<br>`Pole_Bottom_Hide`<br>`Pole_Left_Hide` |\n| Target - Oval (Wall, Right) | `Land_Target_Oval_Wall_Right_F` | `Ground_holder_hide`<br>`Pole_Bottom_Hide`<br>`Pole_Right_Hide` |\n| Target - Oval (Wall, Top) | `Land_Target_Oval_Wall_Top_F` | `Ground_holder_hide`<br>`Pole_Bottom_Hide`<br>`Pole_Top_Hide` |\n| Target - Oval (Wall, Bottom) | `Land_Target_Oval_Wall_Bottom_F` | `Ground_holder_hide` |\n| Steel Plate | `Steel_Plate_F` | `Stand_Hide` |\n| Steel Plate (Stand) | `Steel_Plate_Stand_F` | `Stand_Hide` |\n| Steel Plate (Large) | `Steel_Plate_L_F` | `Stand_Hide` |\n| Steel Plate (Large - Stand) | `Steel_Plate_L_Stand_F` | `Stand_Hide` |\n| Steel Plate (Small) | `Steel_Plate_S_F` | `Stand_Hide` |\n| Steel Plate (Small - Stand) | `Steel_Plate_S_Stand_F` | `Stand_Hide` |\n| Metal Pole | `Metal_Pole_F` | `Platform_Hide`<br>`Skeet_Hide` |\n| Metal Pole (Platform) | `Metal_Pole_Platform_F` | `Platform_Hide` |\n| Metal Pole (Skeet) | `Metal_Pole_Skeet_F` | `Skeet_Hide` |\n| Target Human Simple | `TargetBootcampHumanSimple_F` | `Terc` |\n| Target Human | `TargetBootcampHuman_F` | `Terc` |\n| Pop-Up Target (Disassembled, Base) | `Land_Target_PopUp_01_mechanism_F` | `Target_source` |\n| Pop-Up Target 4 | `TargetP_Inf4_F` | `Terc` |\n| Pop-Up Target 4 (Zones) | `TargetP_Inf4_Acc1_F` | `Terc` |\n| Pop-Up Target 4 (Accuracy) | `TargetP_Inf4_Acc2_F` | `Terc` |\n| Moving Target 4 (Side) | `Target_PopUp4_Moving_F` | `Terc` |\n| Moving Target 4 (Side - Zones) | `Target_PopUp4_Moving_Acc1_F` | `Terc` |\n| Moving Target 4 (Side - Accuracy) | `Target_PopUp4_Moving_Acc2_F` | `Terc` |\n| Moving Target 4 (Front) | `Target_PopUp4_Moving_90deg_F` | `Terc` |\n| Moving Target 4 (Front - Zones) | `Target_PopUp4_Moving_90deg_Acc1_F` | `Terc` |\n| Moving Target 4 (Front - Accuracy) | `Target_PopUp4_Moving_90deg_Acc2_F` | `Terc` |\n| Pop-Up Target 5 | `TargetP_HVT1_F` | `Terc` |\n| Moving Target 5 (Side) | `Target_PopUp_HVT1_Moving_F` | `Terc` |\n| Moving Target 5 (Front) | `Target_PopUp_HVT1_Moving_90deg_F` | `Terc` |\n| Pop-Up Target 6 | `TargetP_HVT2_F` | `Terc` |\n| Moving Target 6 (Side) | `Target_PopUp_HVT2_Moving_F` | `Terc` |\n| Moving Target 6 (Front) | `Target_PopUp_HVT2_Moving_90deg_F` | `Terc` |\n| Pop-Up Target 7 | `TargetP_Inf7_F` | `Terc` |\n| Pop-Up Target 7 (Zones) | `TargetP_Inf7_Acc1_F` | `Terc` |\n| Pop-Up Target 7 (Accuracy) | `TargetP_Inf7_Acc2_F` | `Terc` |\n| Moving Target 7 (Side) | `Target_PopUp7_Moving_F` | `Terc` |\n| Moving Target 7 (Side - Zones) | `Target_PopUp7_Moving_Acc1_F` | `Terc` |\n| Moving Target 7 (Side - Accuracy) | `Target_PopUp7_Moving_Acc2_F` | `Terc` |\n| Moving Target 7 (Front) | `Target_PopUp7_Moving_90deg_F` | `Terc` |\n| Moving Target 7 (Front - Zones) | `Target_PopUp7_Moving_90deg_Acc1_F` | `Terc` |\n| Moving Target 7 (Front - Accuracy) | `Target_PopUp7_Moving_90deg_Acc2_F` | `Terc` |\n| Pop-Up Target 8 | `TargetP_Inf8_F` | `Terc` |\n| Pop-Up Target 8 (Zones) | `TargetP_Inf8_Acc1_F` | `Terc` |\n| Pop-Up Target 8 (Accuracy) | `TargetP_Inf8_Acc2_F` | `Terc` |\n| Moving Target 8 (Side) | `Target_PopUp8_Moving_F` | `Terc` |\n| Moving Target 8 (Side - Zones) | `Target_PopUp8_Moving_Acc1_F` | `Terc` |\n| Moving Target 8 (Side - Accuracy) | `Target_PopUp8_Moving_Acc2_F` | `Terc` |\n| Moving Target 8 (Front) | `Target_PopUp8_Moving_90deg_F` | `Terc` |\n| Moving Target 8 (Front - Zones) | `Target_PopUp8_Moving_90deg_Acc1_F` | `Terc` |\n| Moving Target 8 (Front - Accuracy) | `Target_PopUp8_Moving_90deg_Acc2_F` | `Terc` |\n| Pop-Up Target 9 | `TargetP_Inf9_F` | `Terc` |\n| Pop-Up Target 9 (Zones) | `TargetP_Inf9_Acc1_F` | `Terc` |\n| Pop-Up Target 9 (Accuracy) | `TargetP_Inf9_Acc2_F` | `Terc` |\n| Moving Target 9 (Side) | `Target_PopUp9_Moving_F` | `Terc` |\n| Moving Target 9 (Side - Zones) | `Target_PopUp9_Moving_Acc1_F` | `Terc` |\n| Moving Target 9 (Side - Accuracy) | `Target_PopUp9_Moving_Acc2_F` | `Terc` |\n| Moving Target 9 (Front) | `Target_PopUp9_Moving_90deg_F` | `Terc` |\n| Moving Target 9 (Front - Zones) | `Target_PopUp9_Moving_90deg_Acc1_F` | `Terc` |\n| Moving Target 9 (Front - Accuracy) | `Target_PopUp9_Moving_90deg_Acc2_F` | `Terc` |\n| Pop-Up Alien 1 | `TargetP_Alien1_F` | `Terc` |\n| Pop-Up Alien 1 (Zones) | `TargetP_Alien1_Acc1_F` | `Terc` |\n| Moving Alien 1 (Side) | `Target_PopUp_Alien1_Moving_F` | `Terc` |\n| Moving Alien 1 (Side - Zones) | `Target_PopUp_Alien1_Moving_Acc1_F` | `Terc` |\n| Moving Alien 1 (Front) | `Target_PopUp_Alien1_Moving_90deg_F` | `Terc` |\n| Moving Alien 1 (Front - Zones) | `Target_PopUp_Alien1_Moving_90deg_Acc1_F` | `Terc` |\n| Dueling Target | `Land_Target_Dueling_01_F` | `Plate_1_source`<br>`Plate_2_source`<br>`Plate_3_source`<br>`Plate_4_source`<br>`Plate_5_source`<br>`Plate_6_source` |\n| Swivel Target | `Land_Target_Swivel_01_F` | `Screws_source`<br>`Popup_source`<br>`Stand_source`<br>`Swivel_1rpm_source`<br>`Swivel_2rpm_source`<br>`Swivel_3rpm_source`<br>`Swivel_4rpm_source`<br>`Swivel_5rpm_source`<br>`Swivel_6rpm_source`<br>`Swivel_10rpm_source`<br>`Swivel_12rpm_source`<br>`Swivel_15rpm_source` |\n| Swivel Target (Ground) | `Target_Swivel_01_ground_F` | `Screws_source` |\n| Swivel Target (Left) | `Target_Swivel_01_left_F` | `Stand_source`<br>`Swivel_1rpm_source`<br>`Swivel_2rpm_source`<br>`Swivel_3rpm_source`<br>`Swivel_4rpm_source`<br>`Swivel_5rpm_source`<br>`Swivel_6rpm_source`<br>`Swivel_10rpm_source`<br>`Swivel_12rpm_source`<br>`Swivel_15rpm_source` |\n| Swivel Target (Right) | `Target_Swivel_01_right_F` | `Stand_source`<br>`Swivel_1rpm_source`<br>`Swivel_2rpm_source`<br>`Swivel_3rpm_source`<br>`Swivel_4rpm_source`<br>`Swivel_5rpm_source`<br>`Swivel_6rpm_source`<br>`Swivel_10rpm_source`<br>`Swivel_12rpm_source`<br>`Swivel_15rpm_source` |\n| VR Tank Target | `Land_VR_Target_MBT_01_cannon_F` | `Turret_source`<br>`Gun_source` |\n| VR Wheeled APC Target | `Land_VR_Target_APC_Wheeled_01_F` | `Turret_source`<br>`Gun_source` |\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page.","sections":[{"heading":null,"level":1,"markdown":"Arma 3 comes with a variety of shooting targets. Most of these targets come with a somewhat hidden functionality which is explained on this page."},{"heading":"Changing pop-up-behaviour","level":3,"markdown":"The pop-up-behaviour can be changed by setting the variablenoPop in missionNamespace.\n\n```sqf\nmissionNamespace setVariable [\"noPop\", true];    // will prevent the targets from popping up again once they were hit\nmissionNamespace setVariable [\"noPop\", false];    // targets will pop up normally again after they were hit\n```"},{"heading":"Animating the targets","level":3,"markdown":"All of the above listed targets have an animation source called `terc`. This can be used to change the angle of the target.\nLet's say we have a pop up target place in the editor with the name `popUpTarget`:\n\n```sqf\npopUpTarget animateSource [\"terc\", 0.5];    // target will have an angle of 45°\npopUpTarget animateSource [\"terc\", 1];        // target will have an angle of 180°\npopUpTarget animateSource [\"terc\", 0];        // target will have an angle of 90° e.g. the target will stand up straight\n```\n\n> [!NOTE]\n> **Random Fact:** \"terc\" is Czech and means Object."},{"heading":"Example mission with \"noPop\" and \"terc\"","level":3,"markdown":"1. Open a new mission in Eden Editor and save it.\n1. Place three pop-up targets. Make sure they are compatible. See Arma 3: Shooting Targets - Targets.\n1. Name the pop-up targets `target_0`, `target_1`, `target_2`.\n1. Place any object you would like to use to control the targets' states and name it `flag_control_targets`.\n1. Navigate to *Menu Strip* → *Scenario* → *Open Scenario Folder*.\n1. In that folder create a file called `initPlayerLocal.sqf`. See Event Scripts for more information.\n1. Paste the following code into that file and save it.\n\n   ```sqf\n   // Three local actions are added to the object flag_control_targets. These actions are available for every player\n   // Rset the animation state of all three targets\n   flag_control_targets addAction [\"Reset Targets\", { [target_0, target_1, target_2] apply { _x animateSource [\"terc\", 0] } }];\n   ```\n\n   ```sqf\n   // Disable the pop-up functionality by setting \"noPop\" to true globally\n   flag_control_targets addAction [\"Disable pop-up\", { missionNamespace setVariable [\"noPop\", true, true] }];\n   ```\n\n   ```sqf\n   // Enable the pop-up functionality by setting \"noPop\" to false globally. The targets will not automatically reset. Use the Reset Targets action\n   flag_control_targets addAction [\"Enable pop-up\", { missionNamespace setVariable [\"noPop\", false, true] }];\n   ```\n1. Preview the mission and play around with the targets."},{"heading":"Moving targets on rails","level":3,"markdown":"There is no official way of doing this. Just download some script ¯\\_(ツ)_/¯"},{"heading":"See also","level":3,"markdown":""},{"heading":"Interesting Scripts","level":4,"markdown":"The following scripts are used to animate the targets. Some of them only create a simply destruction effect, others are more sophisticated.\nTo see their content, combine loadFile with the path.\n\n- `a3\\structures_f_mark\\items\\sport\\scripts\\balloon_01_air_f_hitpart.sqf`\n- `a3\\structures_f_mark\\items\\sport\\scripts\\balloon_01_water_f_hitpart.sqf`\n- `a3\\structures_f_epa\\items\\vessels\\scripts\\eaudecombat_01_f_hitpart.sqf`\n- `a3\\props_f_orange\\humanitarian\\supplies\\scripts\\fruit_hitpart.sqf`\n- `a3\\structures_f\\training\\data\\scripts\\land_target_oval_f_hitpart.sqf`\n- `a3\\structures_f\\training\\data\\scripts\\metal_pole_skeet_f_hitpart.sqf`\n- `a3\\structures_f\\training\\data\\scripts\\skeet_clay_f_hitpart.sqf`\n- `a3\\structures_f_mark\\training\\scripts\\target_dueling_01_f_hitpart.sqf`\n- `a3\\structures_f_mark\\training\\scripts\\target_swivel_01_f_hitpart.sqf`\n- `a3\\structures_f\\training\\data\\scripts\\targetp_inf_f_hitpart.sqf`"},{"heading":"Targets","level":4,"markdown":"The following targets all possess some sort of animation source. One can use animateSource to manipulate and customize them.\n\n| Display Name | Class | Animation Sources |\n|---|---|---|\n| Pop-Up Target 1 | `TargetP_Inf_F` | `Terc` |\n| Pop-Up Target 1 (Zones) | `TargetP_Inf_Acc1_F` | `Terc` |\n| Pop-Up Target 1 (Accuracy) | `TargetP_Inf_Acc2_F` | `Terc` |\n| Moving Target 1 (Side) | `Target_PopUp_Moving_F` | `Terc` |\n| Moving Target 1 (Side - Zones) | `Target_PopUp_Moving_Acc1_F` | `Terc` |\n| Moving Target 1 (Side - Accuracy) | `Target_PopUp_Moving_Acc2_F` | `Terc` |\n| Moving Target 1 (Front) | `Target_PopUp_Moving_90deg_F` | `Terc` |\n| Moving Target 1 (Front - Zones) | `Target_PopUp_Moving_90deg_Acc1_F` | `Terc` |\n| Moving Target 1 (Front - Accuracy) | `Target_PopUp_Moving_90deg_Acc2_F` | `Terc` |\n| Pop-Up Target 2 | `TargetP_Inf2_F` | `Terc` |\n| Pop-Up Target 2 (Zones) | `TargetP_Inf2_Acc1_F` | `Terc` |\n| Pop-Up Target 2 (Accuracy) | `TargetP_Inf2_Acc2_F` | `Terc` |\n| Moving Target 2 (Side) | `Target_PopUp2_Moving_F` | `Terc` |\n| Moving Target 2 (Side - Zones) | `Target_PopUp2_Moving_Acc1_F` | `Terc` |\n| Moving Target 2 (Side - Accuracy) | `Target_PopUp2_Moving_Acc2_F` | `Terc` |\n| Moving Target 2 (Front) | `Target_PopUp2_Moving_90deg_F` | `Terc` |\n| Moving Target 2 (Front - Zones) | `Target_PopUp2_Moving_90deg_Acc1_F` | `Terc` |\n| Moving Target 2 (Front - Accuracy) | `Target_PopUp2_Moving_90deg_Acc2_F` | `Terc` |\n| Pop-Up Target 3 | `TargetP_Inf3_F` | `Terc` |\n| Pop-Up Target 3 (Zones) | `TargetP_Inf3_Acc1_F` | `Terc` |\n| Pop-Up Target 3 (Accuracy) | `TargetP_Inf3_Acc2_F` | `Terc` |\n| Moving Target 3 (Side) | `Target_PopUp3_Moving_F` | `Terc` |\n| Moving Target 3 (Side - Zones) | `Target_PopUp3_Moving_Acc1_F` | `Terc` |\n| Moving Target 3 (Side - Accuracy) | `Target_PopUp3_Moving_Acc2_F` | `Terc` |\n| Moving Target 3 (Front) | `Target_PopUp3_Moving_90deg_F` | `Terc` |\n| Moving Target 3 (Front - Zones) | `Target_PopUp3_Moving_90deg_Acc1_F` | `Terc` |\n| Moving Target 3 (Front - Accuracy) | `Target_PopUp3_Moving_90deg_Acc2_F` | `Terc` |\n| Pop-Up Zombie 1 | `TargetP_Zom_F` | `Terc` |\n| Pop-Up Zombie 1 (Zones) | `TargetP_Zom_Acc1_F` | `Terc` |\n| Moving Zombie 1 (Side) | `Zombie_PopUp_Moving_F` | `Terc` |\n| Moving Zombie 1 (Side - Zones) | `Zombie_PopUp_Moving_Acc1_F` | `Terc` |\n| Moving Zombie 1 (Front) | `Zombie_PopUp_Moving_90deg_F` | `Terc` |\n| Moving Zombie 1 (Front - Zones) | `Zombie_PopUp_Moving_90deg_Acc1_F` | `Terc` |\n| Pop-Up Hostage 1 | `TargetP_Civ_F` | `Terc` |\n| Moving Hostage 1 (Side) | `Hostage_PopUp_Moving_F` | `Terc` |\n| Moving Hostage 1 (Front) | `Hostage_PopUp_Moving_90deg_F` | `Terc` |\n| Pop-Up Hostage 2 | `TargetP_Civ2_F` | `Terc` |\n| Moving Hostage 2 (Side) | `Hostage_PopUp2_Moving_F` | `Terc` |\n| Moving Hostage 2 (Front) | `Hostage_PopUp2_Moving_90deg_F` | `Terc` |\n| Pop-Up Hostage 3 | `TargetP_Civ3_F` | `Terc` |\n| Moving Hostage 3 (Side) | `Hostage_PopUp3_Moving_F` | `Terc` |\n| Moving Hostage 3 (Front) | `Hostage_PopUp3_Moving_90deg_F` | `Terc` |\n| Target - Oval (Ground) | `Land_Target_Oval_F` | `Ground_holder_hide`<br>`Pole_Left_Hide`<br>`Pole_Right_Hide`<br>`Pole_Top_Hide`<br>`Pole_Bottom_Hide`<br>`Left_Rotate`<br>`Right_Rotate`<br>`Top_Rotate`<br>`Bottom_Rotate`<br>`Pole_Rotate`<br>`Target_Left_Rotate`<br>`Target_Right_Rotate`<br>`Target_Top_Rotate`<br>`Target_Bottom_Rotate`<br>`Target_Pole_Rotate` |\n| Target - Oval (Wall, Left) | `Land_Target_Oval_Wall_Left_F` | `Ground_holder_hide`<br>`Pole_Bottom_Hide`<br>`Pole_Left_Hide` |\n| Target - Oval (Wall, Right) | `Land_Target_Oval_Wall_Right_F` | `Ground_holder_hide`<br>`Pole_Bottom_Hide`<br>`Pole_Right_Hide` |\n| Target - Oval (Wall, Top) | `Land_Target_Oval_Wall_Top_F` | `Ground_holder_hide`<br>`Pole_Bottom_Hide`<br>`Pole_Top_Hide` |\n| Target - Oval (Wall, Bottom) | `Land_Target_Oval_Wall_Bottom_F` | `Ground_holder_hide` |\n| Steel Plate | `Steel_Plate_F` | `Stand_Hide` |\n| Steel Plate (Stand) | `Steel_Plate_Stand_F` | `Stand_Hide` |\n| Steel Plate (Large) | `Steel_Plate_L_F` | `Stand_Hide` |\n| Steel Plate (Large - Stand) | `Steel_Plate_L_Stand_F` | `Stand_Hide` |\n| Steel Plate (Small) | `Steel_Plate_S_F` | `Stand_Hide` |\n| Steel Plate (Small - Stand) | `Steel_Plate_S_Stand_F` | `Stand_Hide` |\n| Metal Pole | `Metal_Pole_F` | `Platform_Hide`<br>`Skeet_Hide` |\n| Metal Pole (Platform) | `Metal_Pole_Platform_F` | `Platform_Hide` |\n| Metal Pole (Skeet) | `Metal_Pole_Skeet_F` | `Skeet_Hide` |\n| Target Human Simple | `TargetBootcampHumanSimple_F` | `Terc` |\n| Target Human | `TargetBootcampHuman_F` | `Terc` |\n| Pop-Up Target (Disassembled, Base) | `Land_Target_PopUp_01_mechanism_F` | `Target_source` |\n| Pop-Up Target 4 | `TargetP_Inf4_F` | `Terc` |\n| Pop-Up Target 4 (Zones) | `TargetP_Inf4_Acc1_F` | `Terc` |\n| Pop-Up Target 4 (Accuracy) | `TargetP_Inf4_Acc2_F` | `Terc` |\n| Moving Target 4 (Side) | `Target_PopUp4_Moving_F` | `Terc` |\n| Moving Target 4 (Side - Zones) | `Target_PopUp4_Moving_Acc1_F` | `Terc` |\n| Moving Target 4 (Side - Accuracy) | `Target_PopUp4_Moving_Acc2_F` | `Terc` |\n| Moving Target 4 (Front) | `Target_PopUp4_Moving_90deg_F` | `Terc` |\n| Moving Target 4 (Front - Zones) | `Target_PopUp4_Moving_90deg_Acc1_F` | `Terc` |\n| Moving Target 4 (Front - Accuracy) | `Target_PopUp4_Moving_90deg_Acc2_F` | `Terc` |\n| Pop-Up Target 5 | `TargetP_HVT1_F` | `Terc` |\n| Moving Target 5 (Side) | `Target_PopUp_HVT1_Moving_F` | `Terc` |\n| Moving Target 5 (Front) | `Target_PopUp_HVT1_Moving_90deg_F` | `Terc` |\n| Pop-Up Target 6 | `TargetP_HVT2_F` | `Terc` |\n| Moving Target 6 (Side) | `Target_PopUp_HVT2_Moving_F` | `Terc` |\n| Moving Target 6 (Front) | `Target_PopUp_HVT2_Moving_90deg_F` | `Terc` |\n| Pop-Up Target 7 | `TargetP_Inf7_F` | `Terc` |\n| Pop-Up Target 7 (Zones) | `TargetP_Inf7_Acc1_F` | `Terc` |\n| Pop-Up Target 7 (Accuracy) | `TargetP_Inf7_Acc2_F` | `Terc` |\n| Moving Target 7 (Side) | `Target_PopUp7_Moving_F` | `Terc` |\n| Moving Target 7 (Side - Zones) | `Target_PopUp7_Moving_Acc1_F` | `Terc` |\n| Moving Target 7 (Side - Accuracy) | `Target_PopUp7_Moving_Acc2_F` | `Terc` |\n| Moving Target 7 (Front) | `Target_PopUp7_Moving_90deg_F` | `Terc` |\n| Moving Target 7 (Front - Zones) | `Target_PopUp7_Moving_90deg_Acc1_F` | `Terc` |\n| Moving Target 7 (Front - Accuracy) | `Target_PopUp7_Moving_90deg_Acc2_F` | `Terc` |\n| Pop-Up Target 8 | `TargetP_Inf8_F` | `Terc` |\n| Pop-Up Target 8 (Zones) | `TargetP_Inf8_Acc1_F` | `Terc` |\n| Pop-Up Target 8 (Accuracy) | `TargetP_Inf8_Acc2_F` | `Terc` |\n| Moving Target 8 (Side) | `Target_PopUp8_Moving_F` | `Terc` |\n| Moving Target 8 (Side - Zones) | `Target_PopUp8_Moving_Acc1_F` | `Terc` |\n| Moving Target 8 (Side - Accuracy) | `Target_PopUp8_Moving_Acc2_F` | `Terc` |\n| Moving Target 8 (Front) | `Target_PopUp8_Moving_90deg_F` | `Terc` |\n| Moving Target 8 (Front - Zones) | `Target_PopUp8_Moving_90deg_Acc1_F` | `Terc` |\n| Moving Target 8 (Front - Accuracy) | `Target_PopUp8_Moving_90deg_Acc2_F` | `Terc` |\n| Pop-Up Target 9 | `TargetP_Inf9_F` | `Terc` |\n| Pop-Up Target 9 (Zones) | `TargetP_Inf9_Acc1_F` | `Terc` |\n| Pop-Up Target 9 (Accuracy) | `TargetP_Inf9_Acc2_F` | `Terc` |\n| Moving Target 9 (Side) | `Target_PopUp9_Moving_F` | `Terc` |\n| Moving Target 9 (Side - Zones) | `Target_PopUp9_Moving_Acc1_F` | `Terc` |\n| Moving Target 9 (Side - Accuracy) | `Target_PopUp9_Moving_Acc2_F` | `Terc` |\n| Moving Target 9 (Front) | `Target_PopUp9_Moving_90deg_F` | `Terc` |\n| Moving Target 9 (Front - Zones) | `Target_PopUp9_Moving_90deg_Acc1_F` | `Terc` |\n| Moving Target 9 (Front - Accuracy) | `Target_PopUp9_Moving_90deg_Acc2_F` | `Terc` |\n| Pop-Up Alien 1 | `TargetP_Alien1_F` | `Terc` |\n| Pop-Up Alien 1 (Zones) | `TargetP_Alien1_Acc1_F` | `Terc` |\n| Moving Alien 1 (Side) | `Target_PopUp_Alien1_Moving_F` | `Terc` |\n| Moving Alien 1 (Side - Zones) | `Target_PopUp_Alien1_Moving_Acc1_F` | `Terc` |\n| Moving Alien 1 (Front) | `Target_PopUp_Alien1_Moving_90deg_F` | `Terc` |\n| Moving Alien 1 (Front - Zones) | `Target_PopUp_Alien1_Moving_90deg_Acc1_F` | `Terc` |\n| Dueling Target | `Land_Target_Dueling_01_F` | `Plate_1_source`<br>`Plate_2_source`<br>`Plate_3_source`<br>`Plate_4_source`<br>`Plate_5_source`<br>`Plate_6_source` |\n| Swivel Target | `Land_Target_Swivel_01_F` | `Screws_source`<br>`Popup_source`<br>`Stand_source`<br>`Swivel_1rpm_source`<br>`Swivel_2rpm_source`<br>`Swivel_3rpm_source`<br>`Swivel_4rpm_source`<br>`Swivel_5rpm_source`<br>`Swivel_6rpm_source`<br>`Swivel_10rpm_source`<br>`Swivel_12rpm_source`<br>`Swivel_15rpm_source` |\n| Swivel Target (Ground) | `Target_Swivel_01_ground_F` | `Screws_source` |\n| Swivel Target (Left) | `Target_Swivel_01_left_F` | `Stand_source`<br>`Swivel_1rpm_source`<br>`Swivel_2rpm_source`<br>`Swivel_3rpm_source`<br>`Swivel_4rpm_source`<br>`Swivel_5rpm_source`<br>`Swivel_6rpm_source`<br>`Swivel_10rpm_source`<br>`Swivel_12rpm_source`<br>`Swivel_15rpm_source` |\n| Swivel Target (Right) | `Target_Swivel_01_right_F` | `Stand_source`<br>`Swivel_1rpm_source`<br>`Swivel_2rpm_source`<br>`Swivel_3rpm_source`<br>`Swivel_4rpm_source`<br>`Swivel_5rpm_source`<br>`Swivel_6rpm_source`<br>`Swivel_10rpm_source`<br>`Swivel_12rpm_source`<br>`Swivel_15rpm_source` |\n| VR Tank Target | `Land_VR_Target_MBT_01_cannon_F` | `Turret_source`<br>`Gun_source` |\n| VR Wheeled APC Target | `Land_VR_Target_APC_Wheeled_01_F` | `Turret_source`<br>`Gun_source` |\n\n> [!NOTE]\n> Extraction script can be found on the Biki Export Scripts page."}],"categories":["Arma 3: Editing","Stubs"],"groups":["General"]}