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User Manuel
To ensure the compatibility and interoperability of NATO Command and Control (C2) systems and operations, the APP-6 standard [1] was published. It provides building block principles to build military symbols. A military symbols or in case of Arma 3 markers are graphical representation of objects, commands, movements, and additional information (including alphanumeric text and colors). These can be observed and readily understood faster than merely text alone.
Note
Our mod only implements a subset of the APP-6 standard [1]. To be precise, only ground symbols are available.
A marker can be created using Shift + Left-Click. The position of the mouse cursor determines where the marker will be placed. After pressing the keybind, you will be presented with a marker creation menu.
Tip
You also can create markers in the briefing and 3DEN editor.
The menu is structured in three parts. The left panel ➀ is for configuring the marker itself. A preview of your constructed marker is shown in the top right ➁. All your Presets are listed in the bottom right panel ➂.
The configuration panel layout resembles the shape of a military symbol.
The first option to configure is the identity of the unit you want to represent as a military symbol ➀. The identity reflects the relationship between the viewer and the operational object being monitored. There are four identities available from left to right:
- Friendly
- Hostile
- Neutral
- Unknown
A solid line is used when the identity of an entity is certain.
A dotted line is used when the identity of an entity is uncertain. You can specify that an entity is uncertain by selecting the checkbox right to the identity buttons. The meaning of the identities will change to:
- Assumed Friend (Uncertain Friendly)
- Suspect (Uncertain Hostile)
- Pending (Uncertain Unknown)
Note
The APP-6 standard [1] does not define an uncertain neutral entity.
The icon is the innermost part of a symbol which provides an abstract pictorial or alphanumeric representation of units. Modifiers are used in conjunction with an icon and provide additional information about the icon being displayed. The icon and modifiers can be configured in the center of the frame in the configuration panel ➁.
An amplifier provides optional additional information about the symbol being portrayed and is displayed outside the frame. They are configured in the fields outside the frame ➂. Following amplifiers are implemented:
- Echelon: The echelon indicator provides a graphic representation of command level and is used to show the element echelon on units.
- Direction of Movement: The direction of movement amplifier is an arrow or staff identifying the direction of movement or intended movement of an entity.
-
Reinforced, Reduced, or Reinforced and Reduced: These amplifiers are used at division and below levels. The reinforced icon
+
indicates that the capability of one unit has been augmented by the capability of another unit. The reduced icon-
indicates that the capability of a unit has been reduced by the detachment of one or more of its units. If a unit has been both reinforced and reduced, then the±
icon is used. - Operational Condition: An amplifier that indicates operational condition or capacity. It can be: Fully Capable, Damaged/Rendered Ineffective or Destroyed.
- Headquarters Staff: An amplifier that identifies the symbol as a headquarter.
- Higher Formation: An amplifier that indicates number or title of higher echelon command of the entity being displayed.
- Unique Designation: An amplifier that uniquely identifies the entity being displayed or a track number.
- Additional Information: An amplifier for additional information. The content is implementation specific.
- Date-Time Group (DTG): An amplifier for displaying a date-time group in the format DDHHMMZmmmYY or HHMMZ.
The preview will display the marker which is going to be created. The preview does not include all marker information. The following fields are not displayed:
- Higher Formation
- Unique Designation
- Additional Information
- Date-Time Group (DTG)
The content of these fields can be seen in their respective inputs in the configuration panel.
Since update 1.2.0 we added Presets. Presets allow you to save your assembled marker combination to the profile meaning that they are even accessible after game restart.
To save a preset simply assemble the marker you want to save and give it a name (you are allowed to use duplicate names). To load a preset, you can either select the preset and press the load button or double click the selected preset. We even included a search bar for your comfort.
We tried to maintain the Arma 3 vanilla behavior of markers but also changed it a bit to suit our standard of realism. In the following text we want to clarify our change in behavior.
If you create a marker it will be distributed through the channel you selected. If you're interested who can see the marker, you can find more about it here.
Moving or deleting a marker will be updated based on the channel the marker was created. That means if you create a marker in the group channel and then move or delete it, it will be updated for every player in that group.
Now, if someone leaves your group then the group marker will not be updated for him anymore. The same applies the other way around. It's like the marker is being duplicated and both became independent.
If that player joins the group again, he will get updates on the marker from that time on again but changes that were made while that player wasn't in the group are not being transferred.
That behavior differs from Arma 3 vanilla. In Arma 3 vanilla deleting a marker in any channel results in a global deletion.
If you edit a marker it will behave the same as deleting and then creating a new marker on the same position.
By copying and pasting a marker, a new marker will be created in the channel you're currently in. It's also possible to copy 3DEN/non-editable markers. The pasted marker will be editable.
All mentioned keybinds are the default keybinds. We use CBA Keybindings (click here for more info) to allow the user to change the it at will.
Important
Since update 1.3.0 you can change the keybinds for the 3DEN editor. When assigning keybinds for the 3DEN editor, beware that not all non-standard keybinds are supported!
Default keybindings:
Action | CBA Keybinding (changeable) | 3DEN Editor (changeable) |
---|---|---|
Create marker | Shift + Left-Click | AltGr |
Delete marker | Delete | Delete |
Move marker | Alt + Left-Click (Drag&Drop) | Alt + Left-Click (Drag&Drop) |
Edit marker | Shift + E | Shift + E |
Copy marker | Ctrl + C | Shift + C |
Paste marker | Ctrl + V | Shift + V |
We offer some options to customize the behavior of markers and the UI. Options are available in the CBA Settings (click here for more info).
Options:
-
Save Last Selection:
- By default deactivated
- Remembers the last created marker. On next creation all configuration options from the previous marker are selected.
-
Use Arma colors (update 1.4.0)
- By default deactivated
- Fills the markers with Arma colors instead of APP-6 colors.
Our mod only provides the ability to create military symbols. We do not verify the correctness of given combinations of icon and modifiers. For correct military symbols please refer to the APP-6 standard [1].
[1] NATO Standardization Office (NSO). NATO Joint Military Symbology (APP-06 Edition E Version 1). 2023. [Online]. Available: https://nso.nato.int/nso/nsdd/main/standards/ap-details/3169/EN