---
name: "Arma 3: Shooting Targets"
type: topic
source: https://community.bistudio.com/wiki/Arma_3:_Shooting_Targets
revid: 352061
updated: 2024-02-01T23:24:36Z
---

# Arma 3: Shooting Targets

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.

### Changing pop-up-behaviour

The pop-up-behaviour can be changed by setting the variablenoPop in [missionNamespace](../commands/missionNamespace.md).

```sqf
missionNamespace setVariable ["noPop", true];    // will prevent the targets from popping up again once they were hit
missionNamespace setVariable ["noPop", false];    // targets will pop up normally again after they were hit
```

### Animating the targets

All of the above listed targets have an animation source called `terc`. This can be used to change the angle of the target.
Let's say we have a pop up target place in the editor with the name `popUpTarget`:

```sqf
popUpTarget animateSource ["terc", 0.5];    // target will have an angle of 45°
popUpTarget animateSource ["terc", 1];        // target will have an angle of 180°
popUpTarget animateSource ["terc", 0];        // target will have an angle of 90° e.g. the target will stand up straight
```

> [!NOTE]
> **Random Fact:** "terc" is Czech and means Object.

### Example mission with "noPop" and "terc"

1. Open a new mission in Eden Editor and save it.
1. Place three pop-up targets. Make sure they are compatible. See [Arma 3: Shooting Targets - Targets](../topics/Shooting_Targets.md#targets).
1. Name the pop-up targets `target_0`, `target_1`, `target_2`.
1. Place any object you would like to use to control the targets' states and name it `flag_control_targets`.
1. Navigate to *Menu Strip* → *Scenario* → *Open Scenario Folder*.
1. In that folder create a file called `initPlayerLocal.sqf`. See [Event Scripts](../topics/Event_Scripts.md) for more information.
1. Paste the following code into that file and save it.

   ```sqf
   // Three local actions are added to the object flag_control_targets. These actions are available for every player
   // Rset the animation state of all three targets
   flag_control_targets addAction ["Reset Targets", { [target_0, target_1, target_2] apply { _x animateSource ["terc", 0] } }];
   ```

   ```sqf
   // Disable the pop-up functionality by setting "noPop" to true globally
   flag_control_targets addAction ["Disable pop-up", { missionNamespace setVariable ["noPop", true, true] }];
   ```

   ```sqf
   // Enable the pop-up functionality by setting "noPop" to false globally. The targets will not automatically reset. Use the Reset Targets action
   flag_control_targets addAction ["Enable pop-up", { missionNamespace setVariable ["noPop", false, true] }];
   ```
1. Preview the mission and play around with the targets.

### Moving targets on rails

There is no official way of doing this. Just download some script ¯\\_(ツ)_/¯

### See also

#### Interesting Scripts

The following scripts are used to animate the targets. Some of them only create a simply destruction effect, others are more sophisticated.
To see their content, combine [loadFile](../commands/loadFile.md) with the path.

- `a3\structures_f_mark\items\sport\scripts\balloon_01_air_f_hitpart.sqf`
- `a3\structures_f_mark\items\sport\scripts\balloon_01_water_f_hitpart.sqf`
- `a3\structures_f_epa\items\vessels\scripts\eaudecombat_01_f_hitpart.sqf`
- `a3\props_f_orange\humanitarian\supplies\scripts\fruit_hitpart.sqf`
- `a3\structures_f\training\data\scripts\land_target_oval_f_hitpart.sqf`
- `a3\structures_f\training\data\scripts\metal_pole_skeet_f_hitpart.sqf`
- `a3\structures_f\training\data\scripts\skeet_clay_f_hitpart.sqf`
- `a3\structures_f_mark\training\scripts\target_dueling_01_f_hitpart.sqf`
- `a3\structures_f_mark\training\scripts\target_swivel_01_f_hitpart.sqf`
- `a3\structures_f\training\data\scripts\targetp_inf_f_hitpart.sqf`

#### Targets

The following targets all possess some sort of animation source. One can use [animateSource](../commands/animateSource.md) to manipulate and customize them.

| Display Name | Class | Animation Sources |
|---|---|---|
| Pop-Up Target 1 | `TargetP_Inf_F` | `Terc` |
| Pop-Up Target 1 (Zones) | `TargetP_Inf_Acc1_F` | `Terc` |
| Pop-Up Target 1 (Accuracy) | `TargetP_Inf_Acc2_F` | `Terc` |
| Moving Target 1 (Side) | `Target_PopUp_Moving_F` | `Terc` |
| Moving Target 1 (Side - Zones) | `Target_PopUp_Moving_Acc1_F` | `Terc` |
| Moving Target 1 (Side - Accuracy) | `Target_PopUp_Moving_Acc2_F` | `Terc` |
| Moving Target 1 (Front) | `Target_PopUp_Moving_90deg_F` | `Terc` |
| Moving Target 1 (Front - Zones) | `Target_PopUp_Moving_90deg_Acc1_F` | `Terc` |
| Moving Target 1 (Front - Accuracy) | `Target_PopUp_Moving_90deg_Acc2_F` | `Terc` |
| Pop-Up Target 2 | `TargetP_Inf2_F` | `Terc` |
| Pop-Up Target 2 (Zones) | `TargetP_Inf2_Acc1_F` | `Terc` |
| Pop-Up Target 2 (Accuracy) | `TargetP_Inf2_Acc2_F` | `Terc` |
| Moving Target 2 (Side) | `Target_PopUp2_Moving_F` | `Terc` |
| Moving Target 2 (Side - Zones) | `Target_PopUp2_Moving_Acc1_F` | `Terc` |
| Moving Target 2 (Side - Accuracy) | `Target_PopUp2_Moving_Acc2_F` | `Terc` |
| Moving Target 2 (Front) | `Target_PopUp2_Moving_90deg_F` | `Terc` |
| Moving Target 2 (Front - Zones) | `Target_PopUp2_Moving_90deg_Acc1_F` | `Terc` |
| Moving Target 2 (Front - Accuracy) | `Target_PopUp2_Moving_90deg_Acc2_F` | `Terc` |
| Pop-Up Target 3 | `TargetP_Inf3_F` | `Terc` |
| Pop-Up Target 3 (Zones) | `TargetP_Inf3_Acc1_F` | `Terc` |
| Pop-Up Target 3 (Accuracy) | `TargetP_Inf3_Acc2_F` | `Terc` |
| Moving Target 3 (Side) | `Target_PopUp3_Moving_F` | `Terc` |
| Moving Target 3 (Side - Zones) | `Target_PopUp3_Moving_Acc1_F` | `Terc` |
| Moving Target 3 (Side - Accuracy) | `Target_PopUp3_Moving_Acc2_F` | `Terc` |
| Moving Target 3 (Front) | `Target_PopUp3_Moving_90deg_F` | `Terc` |
| Moving Target 3 (Front - Zones) | `Target_PopUp3_Moving_90deg_Acc1_F` | `Terc` |
| Moving Target 3 (Front - Accuracy) | `Target_PopUp3_Moving_90deg_Acc2_F` | `Terc` |
| Pop-Up Zombie 1 | `TargetP_Zom_F` | `Terc` |
| Pop-Up Zombie 1 (Zones) | `TargetP_Zom_Acc1_F` | `Terc` |
| Moving Zombie 1 (Side) | `Zombie_PopUp_Moving_F` | `Terc` |
| Moving Zombie 1 (Side - Zones) | `Zombie_PopUp_Moving_Acc1_F` | `Terc` |
| Moving Zombie 1 (Front) | `Zombie_PopUp_Moving_90deg_F` | `Terc` |
| Moving Zombie 1 (Front - Zones) | `Zombie_PopUp_Moving_90deg_Acc1_F` | `Terc` |
| Pop-Up Hostage 1 | `TargetP_Civ_F` | `Terc` |
| Moving Hostage 1 (Side) | `Hostage_PopUp_Moving_F` | `Terc` |
| Moving Hostage 1 (Front) | `Hostage_PopUp_Moving_90deg_F` | `Terc` |
| Pop-Up Hostage 2 | `TargetP_Civ2_F` | `Terc` |
| Moving Hostage 2 (Side) | `Hostage_PopUp2_Moving_F` | `Terc` |
| Moving Hostage 2 (Front) | `Hostage_PopUp2_Moving_90deg_F` | `Terc` |
| Pop-Up Hostage 3 | `TargetP_Civ3_F` | `Terc` |
| Moving Hostage 3 (Side) | `Hostage_PopUp3_Moving_F` | `Terc` |
| Moving Hostage 3 (Front) | `Hostage_PopUp3_Moving_90deg_F` | `Terc` |
| 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` |
| Target - Oval (Wall, Left) | `Land_Target_Oval_Wall_Left_F` | `Ground_holder_hide`<br>`Pole_Bottom_Hide`<br>`Pole_Left_Hide` |
| Target - Oval (Wall, Right) | `Land_Target_Oval_Wall_Right_F` | `Ground_holder_hide`<br>`Pole_Bottom_Hide`<br>`Pole_Right_Hide` |
| Target - Oval (Wall, Top) | `Land_Target_Oval_Wall_Top_F` | `Ground_holder_hide`<br>`Pole_Bottom_Hide`<br>`Pole_Top_Hide` |
| Target - Oval (Wall, Bottom) | `Land_Target_Oval_Wall_Bottom_F` | `Ground_holder_hide` |
| Steel Plate | `Steel_Plate_F` | `Stand_Hide` |
| Steel Plate (Stand) | `Steel_Plate_Stand_F` | `Stand_Hide` |
| Steel Plate (Large) | `Steel_Plate_L_F` | `Stand_Hide` |
| Steel Plate (Large - Stand) | `Steel_Plate_L_Stand_F` | `Stand_Hide` |
| Steel Plate (Small) | `Steel_Plate_S_F` | `Stand_Hide` |
| Steel Plate (Small - Stand) | `Steel_Plate_S_Stand_F` | `Stand_Hide` |
| Metal Pole | `Metal_Pole_F` | `Platform_Hide`<br>`Skeet_Hide` |
| Metal Pole (Platform) | `Metal_Pole_Platform_F` | `Platform_Hide` |
| Metal Pole (Skeet) | `Metal_Pole_Skeet_F` | `Skeet_Hide` |
| Target Human Simple | `TargetBootcampHumanSimple_F` | `Terc` |
| Target Human | `TargetBootcampHuman_F` | `Terc` |
| Pop-Up Target (Disassembled, Base) | `Land_Target_PopUp_01_mechanism_F` | `Target_source` |
| Pop-Up Target 4 | `TargetP_Inf4_F` | `Terc` |
| Pop-Up Target 4 (Zones) | `TargetP_Inf4_Acc1_F` | `Terc` |
| Pop-Up Target 4 (Accuracy) | `TargetP_Inf4_Acc2_F` | `Terc` |
| Moving Target 4 (Side) | `Target_PopUp4_Moving_F` | `Terc` |
| Moving Target 4 (Side - Zones) | `Target_PopUp4_Moving_Acc1_F` | `Terc` |
| Moving Target 4 (Side - Accuracy) | `Target_PopUp4_Moving_Acc2_F` | `Terc` |
| Moving Target 4 (Front) | `Target_PopUp4_Moving_90deg_F` | `Terc` |
| Moving Target 4 (Front - Zones) | `Target_PopUp4_Moving_90deg_Acc1_F` | `Terc` |
| Moving Target 4 (Front - Accuracy) | `Target_PopUp4_Moving_90deg_Acc2_F` | `Terc` |
| Pop-Up Target 5 | `TargetP_HVT1_F` | `Terc` |
| Moving Target 5 (Side) | `Target_PopUp_HVT1_Moving_F` | `Terc` |
| Moving Target 5 (Front) | `Target_PopUp_HVT1_Moving_90deg_F` | `Terc` |
| Pop-Up Target 6 | `TargetP_HVT2_F` | `Terc` |
| Moving Target 6 (Side) | `Target_PopUp_HVT2_Moving_F` | `Terc` |
| Moving Target 6 (Front) | `Target_PopUp_HVT2_Moving_90deg_F` | `Terc` |
| Pop-Up Target 7 | `TargetP_Inf7_F` | `Terc` |
| Pop-Up Target 7 (Zones) | `TargetP_Inf7_Acc1_F` | `Terc` |
| Pop-Up Target 7 (Accuracy) | `TargetP_Inf7_Acc2_F` | `Terc` |
| Moving Target 7 (Side) | `Target_PopUp7_Moving_F` | `Terc` |
| Moving Target 7 (Side - Zones) | `Target_PopUp7_Moving_Acc1_F` | `Terc` |
| Moving Target 7 (Side - Accuracy) | `Target_PopUp7_Moving_Acc2_F` | `Terc` |
| Moving Target 7 (Front) | `Target_PopUp7_Moving_90deg_F` | `Terc` |
| Moving Target 7 (Front - Zones) | `Target_PopUp7_Moving_90deg_Acc1_F` | `Terc` |
| Moving Target 7 (Front - Accuracy) | `Target_PopUp7_Moving_90deg_Acc2_F` | `Terc` |
| Pop-Up Target 8 | `TargetP_Inf8_F` | `Terc` |
| Pop-Up Target 8 (Zones) | `TargetP_Inf8_Acc1_F` | `Terc` |
| Pop-Up Target 8 (Accuracy) | `TargetP_Inf8_Acc2_F` | `Terc` |
| Moving Target 8 (Side) | `Target_PopUp8_Moving_F` | `Terc` |
| Moving Target 8 (Side - Zones) | `Target_PopUp8_Moving_Acc1_F` | `Terc` |
| Moving Target 8 (Side - Accuracy) | `Target_PopUp8_Moving_Acc2_F` | `Terc` |
| Moving Target 8 (Front) | `Target_PopUp8_Moving_90deg_F` | `Terc` |
| Moving Target 8 (Front - Zones) | `Target_PopUp8_Moving_90deg_Acc1_F` | `Terc` |
| Moving Target 8 (Front - Accuracy) | `Target_PopUp8_Moving_90deg_Acc2_F` | `Terc` |
| Pop-Up Target 9 | `TargetP_Inf9_F` | `Terc` |
| Pop-Up Target 9 (Zones) | `TargetP_Inf9_Acc1_F` | `Terc` |
| Pop-Up Target 9 (Accuracy) | `TargetP_Inf9_Acc2_F` | `Terc` |
| Moving Target 9 (Side) | `Target_PopUp9_Moving_F` | `Terc` |
| Moving Target 9 (Side - Zones) | `Target_PopUp9_Moving_Acc1_F` | `Terc` |
| Moving Target 9 (Side - Accuracy) | `Target_PopUp9_Moving_Acc2_F` | `Terc` |
| Moving Target 9 (Front) | `Target_PopUp9_Moving_90deg_F` | `Terc` |
| Moving Target 9 (Front - Zones) | `Target_PopUp9_Moving_90deg_Acc1_F` | `Terc` |
| Moving Target 9 (Front - Accuracy) | `Target_PopUp9_Moving_90deg_Acc2_F` | `Terc` |
| Pop-Up Alien 1 | `TargetP_Alien1_F` | `Terc` |
| Pop-Up Alien 1 (Zones) | `TargetP_Alien1_Acc1_F` | `Terc` |
| Moving Alien 1 (Side) | `Target_PopUp_Alien1_Moving_F` | `Terc` |
| Moving Alien 1 (Side - Zones) | `Target_PopUp_Alien1_Moving_Acc1_F` | `Terc` |
| Moving Alien 1 (Front) | `Target_PopUp_Alien1_Moving_90deg_F` | `Terc` |
| Moving Alien 1 (Front - Zones) | `Target_PopUp_Alien1_Moving_90deg_Acc1_F` | `Terc` |
| 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` |
| 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` |
| Swivel Target (Ground) | `Target_Swivel_01_ground_F` | `Screws_source` |
| 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` |
| 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` |
| VR Tank Target | `Land_VR_Target_MBT_01_cannon_F` | `Turret_source`<br>`Gun_source` |
| VR Wheeled APC Target | `Land_VR_Target_APC_Wheeled_01_F` | `Turret_source`<br>`Gun_source` |

> [!NOTE]
> Extraction script can be found on the Biki Export Scripts page.

<sub>Source: [BI Community Wiki — Arma 3: Shooting Targets](https://community.bistudio.com/wiki/Arma_3:_Shooting_Targets) (revision 352061).</sub>
