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arma2:scripting [2012/08/26 12:08] – added initjipcompatible.sqf info. snakemanarma2:scripting [2024/08/01 22:38] (current) – links added. snakeman
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-====== Scripting ======+====== ArmA 2 Scripting ====== 
 + 
 +[[https://www.pmctactical.org/forum/viewforum.php?f=50|ArmA 2 Forum]], [[:arma2|ArmA 2 Home]], [[arma2:config|ArmA 2 Config]], [[arma2:file_formats|ArmA 2 File Formats]], [[arma2:missions|ArmA 2 Missions]], [[arma2:modeling|ArmA 2 3D Modeling]], [[arma2:scripting|ArmA 2 Scripting]], [[arma2:terrain|ArmA 2 Terrain]], [[arma2:texturing|ArmA 2 Texturing]], [[arma2:tools|ArmA 2 Tools]]
  
 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** initJIPcompatible.sqf gets called from the MP mission framework (scripts in modules MP directory). A script waits until the player object is initialized and execs initJIPcompatible.sqf on clients (all clients, even those that were allready there at mission start as it is basically the same). Has nothing todo with init.sqf. **initJIPcompatible.sqf** initJIPcompatible.sqf gets called from the MP mission framework (scripts in modules MP directory). A script waits until the player object is initialized and execs initJIPcompatible.sqf on clients (all clients, even those that were allready there at mission start as it is basically the same). Has nothing todo with init.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:scripting#global_scripts_dir|ArmA: Scripting - Global scripts dir]], as same feature works in ArmA 2. Global scripts dir or common scripts dir is very useful. This feature has been known since OFP, check out the details from [[arma:scripting#global_scripts_dir|ArmA: Scripting - Global scripts dir]], as same feature works in ArmA 2.
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 +Howto create and use [[arma2:scripting:object-compositions|Object Compositions]] in missions.
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 +[[arma2:scripting:addpublicvariableeventhandler|addPublicVariableEventhandler]] examples.
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 +[[arma2:scripting:benchmark-cutscene|Benchmark Cutscene]]
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 +[[arma2:scripting:enablesaving|enableSaving]] and why its useful to disable.
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arma2/scripting.1345982917.txt.gz · Last modified: 2012/08/26 12:08 (external edit)

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