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arma:scripting

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arma:scripting [2011/08/15 09:30] – added global scripts dir header. snakemanarma:scripting [2024/08/01 10:46] (current) – links added. snakeman
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-====== Scripting ======+====== ArmA 1 Scripting ====== 
 + 
 +[[https://www.pmctactical.org/forum/viewforum.php?f=42|ArmA 1 Forum]], [[:arma|ArmA 1 Home]], [[arma:config|ArmA 1 Config]], [[arma:tools|ArmA 1 Tools]], [[arma:file_formats|ArmA 1 File Formats]], [[arma:missions|ArmA 1 Missions]], [[arma:modeling|ArmA 1 3D Modeling]], [[arma:terrain|ArmA 1 Terrain]], [[arma:texturing|ArmA 1 Texturing]], [[arma:scripting|ArmA 1 Scripting]] 
 + 
 +**ArmA 1** aka Armed Assault (ArmA)
  
 Scripting in ArmA is changed somewhat from OFP times. Scripting in ArmA is changed somewhat from OFP times.
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-====== Introduction to ArmA scripting ======+====== Introduction To ArmA Scripting ======
  
 During mission editing and addon editing you may come across situations where actions or features you would like to have in your mission or addon cannot be accomplished using the basic (or even the more advanced) capabilities of the mission editor or within config files (in the case of addons). Some examples of this might be really cinematic cutscenes in missions or special animations for an addon. During mission editing and addon editing you may come across situations where actions or features you would like to have in your mission or addon cannot be accomplished using the basic (or even the more advanced) capabilities of the mission editor or within config files (in the case of addons). Some examples of this might be really cinematic cutscenes in missions or special animations for an addon.
  
-The solution to this is to take advantage of the game-engines ability to call on an even more advanced feature known as scripting. Armed Assault's scripting language gives you more direct control of core game commands. With any combination of these scripting commands you can then create custom processes that meet the specific needs of your mission or addon. +The solution to this is to take advantage of the game-engines ability to call on an even more advanced feature known as scripting. Armed Assault's scripting language gives you more direct control of core game commands. With any combination of these scripting commands you can then create custom processes that meet the specific needs of your mission or addon.
  
  
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 **Script** **Script**
  
-When speaking about a script, it is generally considered a .sqs file, the same can be said for functions, since functions are a kind of script as well, the file ends with a .sqf. Both file types can be edited as a plain text file. +When speaking about a script, it is generally considered a .sqs file, the same can be said for functions, since functions are a kind of script as well, the file ends with a .sqf. Both file types can be edited as a plain text file.
  
 **Game Engine** **Game Engine**
  
-The core program of the game which reads and executes your scripting commands at run time. +The core program of the game which reads and executes your scripting commands at run time.
  
  
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 </code> </code>
  
-Argument is passed to the script as local variable _this. +Argument is passed to the script as local variable _this.
 The Script is first searched for in the mission folder, then in the campaign scripts folder and finally in the global scripts folder. The Script is first searched for in the mission folder, then in the campaign scripts folder and finally in the global scripts folder.
  
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-====== Some SQF things ======+====== Some SQF Things ======
  
 Some misc SQF things here ;) Some misc SQF things here ;)
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-====== Exit while loop ======+====== Exit While Loop ======
  
 <code cpp> <code cpp>
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-====== Script to nil ======+====== Script To Nil ======
  
 When you have script like this When you have script like this
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 <your_profile_path>\Users\<your_nickname>\Scripts\ <your_profile_path>\Users\<your_nickname>\Scripts\
 </code> </code>
 +
arma/scripting.1313400654.txt.gz · Last modified: 2011/08/15 09:30 by snakeman