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arma:scripting [2008-04-30 15:24]
snakeman added bunch of info to the scripting.
arma:scripting [2011-08-15 09:30] (current)
snakeman added global scripts dir header.
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 In a nutshell you never ever should create ArmA SQS content anymore, always create only SQF scripts. In a nutshell you never ever should create ArmA SQS content anymore, always create only SQF scripts.
 +
 +
 +====== 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.
 +
 +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. ​
 +
 +
 +===== Terms =====
 +
 +Before getting started, you should understand the meaning of some of these terms.
 +
 +**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. 
 +
 +**Game Engine**
 +
 +The core program of the game which reads and executes your scripting commands at run time. 
  
  
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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>​
 +
  
 ====== Comments ====== ====== Comments ======
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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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 Quotes are no longer a valid substitute for braces. Quotes are no longer a valid substitute for braces.
 +
  
 ====== Some SQF things ====== ====== Some SQF things ======
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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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 // valid, but RETURN_VALUE is not saved anywhere // valid, but RETURN_VALUE is not saved anywhere
 </​code>​ </​code>​
 +
  
 ====== Private ====== ====== Private ======
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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.
 +
  
 ====== 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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 player sideChat "​Complete";​ player sideChat "​Complete";​
 </​code>​ </​code>​
 +
  
 ====== Switch ====== ====== Switch ======
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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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 }; };
 </​code>​ </​code>​
 +
  
 ====== Script to nil ====== ====== Script to nil ======
  
 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>​
 +
  
 ====== 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];
 </​code>​ </​code>​
 +
  
 ====== Misc PMC Example Scripts ====== ====== Misc PMC Example Scripts ======
  
 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.
 +
 +
 +====== Global Scripts Dir ======
 +
 +Global scripts dir means that you can place your scripts under one single directory which all mission editor missions can read.
 +
 +In OFP you could place a directory in your OFP root dir called "​Scripts",​ ie d:​\ofp\scripts\ and when you ran a mission, if you called a script it would be first searched from the mission dir and if not found then in this directory. The usefulness of this is that if you have a campaign or similar where you use same script over and over again, its very cool to place it on this one "​common"​ dir instead of each and every mission dir. In campaigns it worked from <​campaign>​\scripts\ the same way.
 +
 +However in ArmA it appears it will not work from d:​\arma\Scripts\ anymore, BIS changed it a bit and now it can be found on:
 +<​code>​
 +<​your_profile_path>​\Users\<​your_nickname>​\Scripts\
 +</​code>​
arma/scripting.1209569089.txt.gz · Last modified: 2008-04-30 15:24 (external edit)