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arma:scripting [2008-04-30 15:24] snakeman added bunch of info to the scripting. |
arma:scripting [2009-04-01 00:27] snakeman fixed code formatting. added live execVM tip. |
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Example: | Example: | ||
- | <code> | + | <code cpp> |
var = [player] execVM "test.sqf"; | var = [player] execVM "test.sqf"; | ||
</code> | </code> | ||
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ArmA has "" quotes for STRINGS only and {} curled braces for CODE only. Script commands doesn’t have to be in one line now with the curled braces. Command lines always end with ; instead of a ; *or* carriage return. So you can format code to be more readable | ArmA has "" quotes for STRINGS only and {} curled braces for CODE only. Script commands doesn’t have to be in one line now with the curled braces. Command lines always end with ; instead of a ; *or* carriage return. So you can format code to be more readable | ||
- | <code> | + | <code cpp> |
{ | { | ||
if (condition) then | if (condition) then | ||
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Instead of the terrible ofp classic | Instead of the terrible ofp classic | ||
- | <code> | + | <code cpp> |
{if (condition) then {DoSomething1; DoSomething2; DoSomething3; DoSomething4; DoSomething5;};} foreach array; | {if (condition) then {DoSomething1; DoSomething2; DoSomething3; DoSomething4; DoSomething5;};} foreach array; | ||
</code> | </code> | ||
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Comments are no longer the same character as the end of command character. | Comments are no longer the same character as the end of command character. | ||
- | <code> | + | <code cpp> |
// my comment | // my comment | ||
instead of | instead of | ||
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You can use block comments now. | You can use block comments now. | ||
- | <code> | + | <code cpp> |
/* | /* | ||
Comment line 1 | Comment line 1 | ||
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Some misc SQF things here ;) | Some misc SQF things here ;) | ||
- | <code> | + | <code cpp> |
_resultArray = [0,""]; | _resultArray = [0,""]; | ||
_handle = [_resultArray] execVM "resultScript.sqf"; | _handle = [_resultArray] execVM "resultScript.sqf"; | ||
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And | And | ||
- | <code> | + | <code cpp> |
myFunction1 = compile loadFile "myFunction1.sqf"; | myFunction1 = compile loadFile "myFunction1.sqf"; | ||
myFunction2 = compile preprocessFile "myFunction2.sqf"; | myFunction2 = compile preprocessFile "myFunction2.sqf"; | ||
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Return value? | Return value? | ||
- | <code> | + | <code cpp> |
value = call compile preprocessFile "return.sqf"; | value = call compile preprocessFile "return.sqf"; | ||
// value is now RETURN_VALUE | // value is now RETURN_VALUE | ||
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Using the private list. | Using the private list. | ||
- | <code> | + | <code cpp> |
- | private ["_t","_p","_yea"]; | + | private ["_t", "_p", "_yea"]; |
</code> | </code> | ||
Is to make the _local variables really a private ones in the SQF script. | Is to make the _local variables really a private ones in the SQF script. | ||
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====== Exit while loop ====== | ====== Exit while loop ====== | ||
- | <code> | + | <code cpp> |
if (condition) exitWith {Code} | if (condition) exitWith {Code} | ||
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</code> | </code> | ||
- | and | + | And |
- | <code> | + | <code cpp> |
for "_j" from 1 to 10 do | for "_j" from 1 to 10 do | ||
{ | { | ||
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Example 1 | Example 1 | ||
- | <code> | + | <code cpp> |
switch (_a) do | switch (_a) do | ||
{ | { | ||
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Example 2 | Example 2 | ||
- | <code> | + | <code cpp> |
switch (_a) do | switch (_a) do | ||
{ | { | ||
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Example 3 | Example 3 | ||
- | <code> | + | <code cpp> |
switch (_a) do | switch (_a) do | ||
{ | { | ||
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When you have script like this | When you have script like this | ||
- | <code> | + | <code cpp> |
MyScript = compile preProcessFile "myScript.sqf"; | MyScript = compile preProcessFile "myScript.sqf"; | ||
</code> | </code> | ||
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When you want to unload the script, set MyScript equal to nil. | When you want to unload the script, set MyScript equal to nil. | ||
- | <code> | + | <code cpp> |
MyScript = nil; | MyScript = nil; | ||
</code> | </code> | ||
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====== Dynamic Variables ====== | ====== Dynamic Variables ====== | ||
- | Dynamic variables are very cool, sometimes on those random/comples missions you want to make variables later in the mission, which you cannot specify at mission start (hardcode). | + | Dynamic variables are very cool, sometimes on those random / complex missions you want to make variables later in the mission, which you cannot specify at mission start (hardcoded). |
- | <code> | + | <code cpp> |
_MyVariable = 20; | _MyVariable = 20; | ||
_MyVariableContent = "MyContent"; | _MyVariableContent = "MyContent"; | ||
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Another example | Another example | ||
- | <code> | + | <code cpp> |
_name = format ["mytrigger%1", triggerIndex]; | _name = format ["mytrigger%1", triggerIndex]; | ||
call compile format ["%1 = createTrigger [....]", _name]; | call compile format ["%1 = createTrigger [....]", _name]; | ||
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Place random vehicles + some units on all found **pmc_** gamelogics script, [[arma:scripting:pmc_logic1|here]]. | Place random vehicles + some units on all found **pmc_** gamelogics script, [[arma:scripting:pmc_logic1|here]]. | ||
+ | |||
+ | |||
+ | ====== Running Scripts "Live" ====== | ||
+ | |||
+ | When you start your mission in mission editor, you can go and edit your scripts and then they are called the next time, they will be reloaded at the same time so your edits to them will be usable. | ||
+ | |||
+ | This is very nice feature to have, just run ArmA in window mode as you should always do when mission editing, then edit away and for example keep a "runme.sqf" script in the dir executed from radio alpha (or action menu) repeatedly, then you can edit the runme.sqf and add any additional script there what you want to run. | ||
+ | |||
+ | You can now run a long mission and always bring new scripts into the play and so on. Imagine how many times have you play tested a mission and had to wrote down notes that "in this and that part you need to add XYZ", but now... you can just write a quick script (or use existing one) and add that to the runme.sqf and just call it up... script is run and you can proceed with the mission. Great. |