RTE Developer Blog http://rte.jonasscholz.de/blog/?tempskin=_atom b2evolution 2012-11-28T23:51:31Z RTE Video Tutorial jonas http://rte.jonasscholz.de/blog/2011/03/24/rte-video-tutorial 2011-03-24T09:28:00Z 2011-03-24T09:28:41Z Moerderhoschi has created a video how to install and how to use the RTE. He uses the archive over the installer but the video is still more worth to watch.

A small hint: The installation of JayArmA2Lib in the video is wrong: You need to copy all files from the archive into your ArmA 2 directory.

Export as Template using RTE V jonas http://rte.jonasscholz.de/blog/2011/01/22/export-as-template-using-rte-v 2011-01-22T14:55:48Z 2011-01-22T14:57:25Z What is a 'Template'?

Templates are scripts that require a position to work. Normal exported units will always appear at the same position. Units from Templates will appear at the given position.

As an example: If you would like to have multiple roadblocks on your map, you could either create one for each position and export them normally or just create one template and run it for each position.

Export as Template - dialog:

Select the objects just like the normal export. Then use 'as Template' instead of normal export. Fill out the following dialogue and press OK. The template name is required!

The use of structured text is allowed in the description.

Templates will automaticly get saved in the template-folder of RTE Capture.

Running Templates:

The Template script expects a marker to be given. The position and direction of the marker will be used to determine the object's position. The marker will get deleted.

It is also possible to give a position and a direction instead of the marker.

"Marker" execVM "Template.sqf"
[_position, _direction] execVM "Template.sqf"

Example code

if (isServer) then {
private ["_skript"];
_skript = [] execVM "RTE_Export.sqf";
waitUntil {scriptDone _skript};
//run the export-scripts:
[] execVM "Script1.sqf";
[] execVM "Script2.sqf";
//run the templates:
"Marker1" execVM "Template1.sqf";
"Marker2" execVM "Template2.sqf";
How to export using RTE V jonas http://rte.jonasscholz.de/blog/2011/01/22/how-to-export-using-rte-v 2011-01-22T14:47:34Z 2011-01-22T14:47:43Z Select the objects you wish to export and select Export selected or Export all from the action menu.

The exported objects appear in RTE Capture. Don't forget to save the items in RTE Capture. Within RTE Capture you have two different ways to handle the exported data.

Convert to script (SQF)

This will convert the current loaded units into a SQF script file. To add the units back in ArmA II simple execute the script.

Merge with sqm (SQM)

This will merge the current loaded units into an existing mission.sqm file. You need to reload the mission.sqm to see the changes.

How to use the RTE V jonas http://rte.jonasscholz.de/blog/2011/01/22/how-to-use-the-rte-v 2011-01-22T14:29:56Z 2011-01-22T14:37:45Z Some notes on the beginning:
  • Be aware that the use of the character '|' is not allowed and '||' has to get replaced by 'or'.
  • Clicking and holding down the mouse button will now get referred to as 'clicking'.
  • When no mouse button is mentioned, it automaticly refers to the left mouse button.
  • As an alternative to left-clicking on an object, you can use the "alt" key.
  • The RTE can't know which side should be enemy to which side, so make sure that either all sides are already placed on the map or you made them enemys manually.

Open a map in the editor and place a player, then preview the map. In preview press ESC to enter the pause menu. Then choose "RealTimeEditor" to start the editor.

Please note, that the RTE is only available in single player.

In the editor you can navigate using WASD. The camera rotates using X & C. The camera angle can be changed by pressing Q & Z, to zoom in use E & D or the mouse wheel. Additionally you can right click and move the mouse to move around. When pressing shift while moving the camera, the movement will be slower. Using ctrl will increase the speed of the movement.

You can switch to a first person camera by pressing H. WASD moves the camera in the view direction. To look left and right use X & C. To look up and down use Q & Z. By pressing E you can switch the behaviour of Q & Z which changes the height of the camera.

All keys are customicable in the options menu (F10).

At the start of the editor you are in unit-mode. Available modes are unit-, weapon-, group-, trigger-, waypoint- and marker-mode. To switch between the modes, click on the corresponding button or use F1 to F6. Independent of these modes you can select objects by clicking on the object, or by click and holding to select all objects within a rectangle. As an alternative you can select them in the object tree. Use this procedure in combination with shift or ctrl to add or remove the object(s) from the selected objects.

You are able to save selected objects or a location using ctrl + 1 through 0. To reselect the objects or to move to one of the available location(s), press 1 trough 0. When using shift the objects will get added to the current selection.

Please note that those selection will get lost after rewinding.

To delete units, select them and press delete.


Double click on the ground while in unit-mode to create a unit. The dialog behaves like the ArmA mission editor dialog.

With clicking on a selected object while pressing down shift and moving the mouse, you change the angle of all selected objects. The same procedure and ctrl changes the height of the selected objects.

In weapon-mode you are able to place weapons. The behaviour is the same as unit-mode.


Double click on the ground while in group-mode to create a predefined group. Then select the group like in ArmA Editor.

When clicking on a selected unit while pressing shift, you enter the regroup-mode. The selected units will join the group of the unit when you release the mouse. When releasing the mouse on ground and not on a unit, the units will join grpNull, therefore create a new group.


Double click on the ground while in trigger-mode to create a trigger. Then select the properties of the trigger like in ArmA Editor.

The rest of the handling is exactly like in unit-mode.


Double click on the ground while in waypoint-mode to create a waypoint. Then select the waypoint of the trigger like in ArmA Editor. If the selected objects are of one group, then the waypoint will get added to that group otherwise, it is a standalone waypoint.

To connect a waypoint to an object, a group to a waypoint or a waypoint to a waypoint, just drag a line from one to the other by pressing shift. If you connect a group with a waypoint, the group will get the waypoint as their current waypoint. If you connect a waypoint to an object, the waypoint is refering to that object. For example a "Get in" waypoint refers to an object, so that the group knows in which vehicle they should get in.

To copy a waypoint, click on the waypoint while pressing ctrl, then release the mouse on the point where you like to have the copy.


To synchronize a waypoint with a trigger or a trigger with a trigger, select the object, hold down shift and select the second object.


Double click on the ground while in marker-mode to create a marker. Then select the properties of the marker like in ArmA Editor.

The rest of the handling is the same as unit-mode.



The numpad can be used for fine positioning. Select some objects, then use 4, 6, 8 & 2 on the numpad to move the objects around. When you press shift and use 4 or 6 the objects will get rotated. Using ctrl and 8 & 2 will raise the selected objects.

The Power of alt:

There is also a note to alt in the beginning, but the alt key can be really powerful and helpful and so it deserves an own section. The alt key is an alternative to left-clicking on an object says the note.

But what does this mean in the RTE?

Select some objects, press and hold alt, then move the mouse. The selected objects will start moving depending on the mouse movement, just like the normal move. But since it don't require a click onto the object, it works with units within houses or other objects too.

This also works in combination with shift or ctrl.

Quick Start for RTE V jonas http://rte.jonasscholz.de/blog/2011/01/22/quickstart 2011-01-22T14:27:07Z 2011-01-22T14:37:39Z Start ArmA II with @CBA, @JayArmA2Lib, @RTEditor. Preview a map in the editor. Press ESC and choose "RealTimeEditor" to start RTE. The camera can get controlled by using WASDXCQZED. Double click on the ground to create a unit. Select a unit by clicking on the unit. Use shift to rotate objects, ctrl to raise height.

Installation of RTE V jonas http://rte.jonasscholz.de/blog/2011/01/22/installation-of-rte-v 2011-01-22T14:26:30Z 2011-01-22T14:37:32Z Get the latest version from here: http://rte.jonasscholz.de/blog/2009/06/19/download

There are three different ways to install the RTE:

  1. Online Installer (recommended)
  2. Offline Installer
  3. 7zip Archive

Online Installer:

The installer will install RTE Capture to the program folder. The option "Use local folder" will tell RTE Capture to store its data inside the apps folder. This is not recommended as long as you don't know what you're doing!

Once installed RTE Capture you should run it. A wizard will appear and install RTE for Armed Assault and ArmA II. It should auto detect the correct folder and will set the right mod folder, so no changes should be needed.

Offline Installer:

Same as online installer, but won't require a internet connection. The wizard is skipped, instead RTE is installed with RTE Capture. The paths are auto detected too, so now change required too. This setup will disable the build in updater in RTE Capture.

7zip Archive:

The ArmA II folder contains the pbos required for ArmA II. Move them to 'my documents\ArmA 2\@RTEditor\Addons'. The Armed Assault folder contains the pbos required for Armed Assault. Move them into your Armed Assault folder: 'ArmA\@RTEditor\Addons'.

The remaining files and folder are required for RTE Capture. Move them to any place you like. Please note that it uses "Use local folder" and stores all its data beneath the binary. Also the updater is disabled.


Once you have installed RTE Capture and the RTE, it is recommended to install

Manuel jonas http://rte.jonasscholz.de/blog/2011/01/22/manuel 2011-01-22T14:25:09Z 2011-01-22T14:56:22Z RTE V

Change log


Changelog 22/01/2011 jonas http://rte.jonasscholz.de/blog/2011/01/22/changelog-22-01-2012 2011-01-22T11:59:00Z 2011-01-22T11:59:00Z
RTE Capture:1.60
Armed Assault

RTE Capture:
Wizard now installs RTE.

Updater now creates the mod folder.