arma2:scripting
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arma2:scripting [2011/08/10 06:06] – added group_in_vehicle link. snakeman | arma2:scripting [2024/08/01 22:38] (current) – links added. snakeman | ||
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- | ====== Scripting ====== | + | ====== |
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ArmA 2 will be largely compatible with Armed Assault. To make porting of content from ArmA as simple as possible, there are few important things: | ArmA 2 will be largely compatible with Armed Assault. To make porting of content from ArmA as simple as possible, there are few important things: | ||
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* in order to maintain smooth frame rate in real-time content, time limit for all scripts in each frame is enforced by the engine in ArmA 2. Generally speaking, in case of more demanding scripts, be prepared that their result may come way later and also there probably can suffer from significant latency. It is under evaluation if and how possibly allow user scripts to change how much time they may take from the CPU in every frame. | * in order to maintain smooth frame rate in real-time content, time limit for all scripts in each frame is enforced by the engine in ArmA 2. Generally speaking, in case of more demanding scripts, be prepared that their result may come way later and also there probably can suffer from significant latency. It is under evaluation if and how possibly allow user scripts to change how much time they may take from the CPU in every frame. | ||
- | * SQS script format will be fully supported in ArmA 2. | + | * SQS script format will be fully supported in ArmA 2 (but they should never be used). |
- | **initJIPcompatible.sqf** is automatically started at unknown time, best guess would be when JIP player joins? | + | **initJIPcompatible.sqf** |
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+ | Global scripts dir or common scripts dir is very useful. This feature has been known since OFP, check out the details from [[arma: | ||
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+ | Howto create and use [[arma2: | ||
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arma2/scripting.1312956396.txt.gz · Last modified: 2011/08/10 06:06 by snakeman