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arma:scripting [2009-04-16 11:52]
snakeman added more scripting stuff.
arma:scripting [2011-08-15 09:30] (current)
snakeman added global scripts dir header.
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 {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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 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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 // valid, but RETURN_VALUE is not saved anywhere // valid, but RETURN_VALUE is not saved anywhere
 </​code>​ </​code>​
 +
  
 ====== Private ====== ====== Private ======
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 </​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 ======
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 player sideChat "​Complete";​ player sideChat "​Complete";​
 </​code>​ </​code>​
 +
  
 ====== Switch ====== ====== Switch ======
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 }; };
 </​code>​ </​code>​
 +
  
 ====== Script to nil ====== ====== Script to nil ======
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 MyScript = nil; MyScript = nil;
 </​code>​ </​code>​
 +
  
 ====== Dynamic Variables ====== ====== Dynamic Variables ======
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 call compile format ["%1 = createTrigger [....]",​ _name]; call compile format ["%1 = createTrigger [....]",​ _name];
 </​code>​ </​code>​
 +
  
 ====== Misc PMC Example Scripts ====== ====== Misc PMC Example Scripts ======
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 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. 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.txt ยท Last modified: 2011-08-15 09:30 by snakeman