Code Commands: Difference between revisions

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'''Code commands''' are any commands from the scripting language expecting a coded statement string as one of their paramaters. Earlier engines accepted code as such when it was provided as a [[String]] using quotation marks, ''or'' using braces. Since Armed Assault the engine <i>specifically</i> requires braces (see [[Code vs. Strings]]). Thus, because the way the engine determines whether it is dealing with code has changed, this list is presented here.
'''Code commands''' are any commands from the scripting language expecting a coded statement string as one of their paramaters. Earlier engines accepted code as such when it was provided as a [[String]] using quotation marks, ''or'' using braces. Since Armed Assault the engine <i>specifically</i> requires braces (see [[Code vs. Strings]]). Thus, because the way the engine determines whether it is dealing with code has changed, this list is presented here.


Commands passed as data type [[Code]]:
Commands passed as data type [[Code]]: Last updated: {{GVI|arma3|2.01}}
*[[buttonSetAction]] [idc, {[[Code]]}]
*_control [[buttonSetAction]] {[[Code]]}
*[[call]] {[[Code]]}
*[[Code]] = [[compile]] [[String]]
*[[createUnit]] [<nowiki/>[[Position]], [[Group]], {[[Code]]},... ]
*_control [[ctrlSetEventHandler]] [Event Handler type, {[[Code]]}]
*_display [[displaySetEventHandler]] [Event Handler type, {[[Code]]}]
*[[exitWith]] {[[Code]]}
*{[[Code]]} [[forEach]] array
*[[if]] (condition) [[then]] {[[Code]]}
*[[if]] (condition) [[then]] {[[Code]]} [[else]] {[[Code]]}
*_bool = [[isNil]] {[[Code]]}
*[[onPlayerConnected]] {[[Code]]}
*[[onPlayerDisconnected]] {[[Code]]}
*[[spawn]] {[[Code]]}
*[[switch]] (_var) do { case value: {[[Code]]}; };
*[[switch]] (_bool) do { case ([[Code]]): {[[Code]]}; };
*[[waitUntil]] {[[Code]]}
*[[while]] {[[Code]]} do {[[Code]]}


* [[apply]]
* [[and]]
* [[in]]
* [[&&]]
* [[a or b|||]]
* [[if]]
* [[then]]
* [[try]]
* [[catch]]
* [[count]]
* [[forEach]]
* [[forEach]]
* [[get]]
* [[onMapSingleClick]]
* [[findIf]]
* [[switch]]
* [[spawn]]
* [[call]]
* [[else]]
* [[addPublicVariableEventHandler]]
* [[forEachMember]]
* [[if]]
* [[exitWith]]
* [[or]]
* [[select]]
* [[deleteAt]]
* [[while]]
* [[do]]
* [[with]]
* [[do]]
* [[for]]
* [[do]]
* [[switch]]
* [[do]]
* [[forEachMemberAgent]]
* [[forEachMemberTeam]]
* [[onPlayerDisconnected]]
* [[toString]]
* [[onHCGroupSelectionChanged]]
* [[onPreloadStarted]]
* [[while]]
* [[try]]
* [[onGroupIconOverEnter]]
* [[onCommandModeChanged]]
* [[waitUntil]]
* [[onMapSingleClick]]
* [[onEachFrame]]
* [[onPreloadFinished]]
* [[call]]
* [[isNil]]
* [[default]]
* [[collect3DENHistory]]
* [[onGroupIconOverLeave]]
* [[isFinal]]
* [[onPlayerConnected]]
* [[onGroupIconClick]]
* [[onTeamSwitch]]


Commands passed as data type [[String]]:
Commands passed as data type [[String]]:
*key [[bindKey (VBS2)|bindKey]] "[[Code]]"
*map [[onDoubleClick]] "[[Code]]"
*map [[onDoubleClick]] "[[Code]]"
*map [[onMapSingleClick]] "[[Code]]"
*map [[onMapSingleClick]] "[[Code]]"


[[Category: Scripting Topics]]
[[Category: Scripting Topics]]

Revision as of 21:18, 5 January 2021

Code commands are any commands from the scripting language expecting a coded statement string as one of their paramaters. Earlier engines accepted code as such when it was provided as a String using quotation marks, or using braces. Since Armed Assault the engine specifically requires braces (see Code vs. Strings). Thus, because the way the engine determines whether it is dealing with code has changed, this list is presented here.

Commands passed as data type Code: Last updated: Arma 3 logo black.png2.01

Commands passed as data type String: