This is an old revision of the document!
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:
initJIPcompatible.sqf is automatically started at unknown time, best guess would be when JIP player joins?
Multiplayer Dedicated server broadcasting to all clients.
Some Code optimization tips.
Zone Markers creating script for warning zones.
IED usage improvised explosive device usage through script.
There's a lot of cool scripts (functions) available in Modules.pbo - especially under “Functions” and even an multiplayer Framework in “MP”.
Since ArmA 2 you must first initialize a variable before you reference it in your scripts. In ArmA, it was not a problem, at least for conditions.
// this will error if myBoolean was not previously defined. if (myBoolean) then { hint "test" };
Usage of isNil is still valid.
Few more Scripting command reference items.
How to make task hints
taskHint is relatively useless itself (because it requires too much effort), but there is a script that makes it easier to use. So instead of executing a hint, do this:
[objNull, objNull, tskExample1, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf";
The first 2 arguments are useless so i just send objNull, the 3rd is the task that you've created, and the 4th is the status.
Supported task states: “CREATED”, “CURRENT”, “CANCELED”, “SUCCEEDED” and “FAILED”.