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m (Text replacement - " (={2,})([^ = ])(.*)([^ = ])(={2,}) * " to " $1 $2$3$4 $5 ")
m (Text replacement - "<code>" to "<code style="display: block">")
 
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== Syntax ==
== Syntax ==
Classes could be compared to folders. There is a folder for every object in ArmA. In every folder there are files which we will call attributes. A class definition with an attribute will look like this:
Classes could be compared to folders. There is a folder for every object in ArmA. In every folder there are files which we will call attributes. A class definition with an attribute will look like this:
<code>class name {
<code style="display: block">class name {
attribute = value;
attribute = value;
};
};
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There could also be an array of attributes.
There could also be an array of attributes.
<code>class name {
<code style="display: block">class name {
attribute = value;
attribute = value;
attributeArray[] = {value1,value2,value3};
attributeArray[] = {value1,value2,value3};
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There can't be two same classnames in a config. For example
There can't be two same classnames in a config. For example
<code>class test {
<code style="display: block">class test {
attribute = value;
attribute = value;
};
};
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will NOT work!
will NOT work!
Same goes for two definitions of an attribute in one class.  
Same goes for two definitions of an attribute in one class.  
<code>class test {
<code style="display: block">class test {
attribute = value;
attribute = value;
attribute = value;
attribute = value;
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With inheritance you can create a dependency of a object to a parent object. This saves you a lot of typing and makes it easier to maintain. A parent class is usually a generalisation. A Stryker for example is an APC and an APC is a ground vehicle.
With inheritance you can create a dependency of a object to a parent object. This saves you a lot of typing and makes it easier to maintain. A parent class is usually a generalisation. A Stryker for example is an APC and an APC is a ground vehicle.
We can inherit from another class by adding ''': className''' to our class. But the class needs to be present in the config. Like here:
We can inherit from another class by adding ''': className''' to our class. But the class needs to be present in the config. Like here:
<code>class parentClass {
<code style="display: block">class parentClass {
attribute = value;
attribute = value;
};
};
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If it is not present, we can reference it. Note the missing {}.
If it is not present, we can reference it. Note the missing {}.
<code>'''class parentClass;'''
<code style="display: block">'''class parentClass;'''
class childClass : parentClass {
class childClass : parentClass {
additionalAttribute = value;
additionalAttribute = value;
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Attributes from parent classes can easily be redefined (which is different from overwritten).
Attributes from parent classes can easily be redefined (which is different from overwritten).
<code><nowiki>class parentClass {
<code style="display: block"><nowiki>class parentClass {
parentAttribute = value;
parentAttribute = value;
};
};
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=== Block Comment ===
=== Block Comment ===
A  block comment is initiated by '''/*''' and lasts until the next '''*/'''. It can comment out multiple lines or less than a line.
A  block comment is initiated by '''/*''' and lasts until the next '''*/'''. It can comment out multiple lines or less than a line.
<code>/* i an a comment block <br>
<code style="display: block">/* i an a comment block <br>
and it works over multiple lines <br>
and it works over multiple lines <br>
until its over */</code>
until its over */</code>


<code>notCommentedAttribute = /* commentedValue */ notCommentedValue;</code>
<code style="display: block">notCommentedAttribute = /* commentedValue */ notCommentedValue;</code>


== Formatting ==
== Formatting ==
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=== Example 1 ===
=== Example 1 ===
<code>class name {
<code style="display: block">class name {
attribute = value;
attribute = value;
};
};
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=== Example 2 ===
=== Example 2 ===
<code>class name  
<code style="display: block">class name  
{
{
attribute = value;
attribute = value;
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=== Example 3 ===
=== Example 3 ===
<code>class name {attribute1 = value;};</code>
<code style="display: block">class name {attribute1 = value;};</code>


== Preprocessor Commands ==
== Preprocessor Commands ==
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  #define variableName value
  #define variableName value
Usage:
Usage:
<code><nowiki>#define BASE_COLOR {0,0,0,0}
<code style="display: block"><nowiki>#define BASE_COLOR {0,0,0,0}


class button {
class button {
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== Example Config ==
== Example Config ==
<code><nowiki>
<code style="display: block"><nowiki>
class cfgPatches {
class cfgPatches {
class PBONAME {
class PBONAME {

Latest revision as of 11:52, 11 January 2023

Basic Config File

ATTENTION! This is far from being valuable information for anyone but contributors.

Syntax

Classes could be compared to folders. There is a folder for every object in ArmA. In every folder there are files which we will call attributes. A class definition with an attribute will look like this: class name { attribute = value; };

There could also be an array of attributes. class name { attribute = value; attributeArray[] = {value1,value2,value3}; };

There can't be two same classnames in a config. For example class test { attribute = value; }; class test { attribute = value; };

will NOT work! Same goes for two definitions of an attribute in one class. class test { attribute = value; attribute = value; };

Will not work!

Inheritance

With inheritance you can create a dependency of a object to a parent object. This saves you a lot of typing and makes it easier to maintain. A parent class is usually a generalisation. A Stryker for example is an APC and an APC is a ground vehicle. We can inherit from another class by adding : className to our class. But the class needs to be present in the config. Like here: class parentClass { attribute = value; }; class childClass : parentClass { anotherAttribue = anotherValue; };


If it is not present, we can reference it. Note the missing {}. class parentClass; class childClass : parentClass { additionalAttribute = value; };

Attributes from parent classes can easily be redefined (which is different from overwritten). class parentClass { parentAttribute = value; }; class childClass : parentClass { parentAttribute = newValue; };

Commenting

Line Comment

A line comment is initiated by // and lasts until the end of the line. Comments are ignored at runtime, so there can be anything in there, including valid code which should not be used.

//i am a comment
notCommentedAttribute = notCommentedValue; // commented
// commentedAttribute = commentedValue

Block Comment

A block comment is initiated by /* and lasts until the next */. It can comment out multiple lines or less than a line. /* i an a comment block
and it works over multiple lines
until its over */

notCommentedAttribute = /* commentedValue */ notCommentedValue;

Formatting

The layout and format is a matter of taste. The best formatting is the formatting which suits you best. It is advisable to make it as easily readable as possible by using a lot of whitespaces like linebreaks and indents. The examples 1 and 2 use a lot of whitespace but are easily readable while example 3 is remarkably shorter and much less readable. Especially with multiple attributes this gets confusing.

Example 1

class name { attribute = value; };

Example 2

class name { attribute = value; };

Example 3

class name {attribute1 = value;};

Preprocessor Commands

Preprocessor commands are processed before the config has been used.

define

The command define allows you to use variables in a config. Syntax:

#define variableName value

Usage: #define BASE_COLOR {0,0,0,0} class button { backgroundColor[] = BASE_COLOR; };

include

This command merges another file into the file with this command. Allowed formats are .h and .hpp. Syntax:

#include "path\to\file.hpp";


Example Config

class cfgPatches { class PBONAME { requiredVersion = 1.0; // requires Arma 2 version 1.0 }; }; class cfgVehicles { class SoldierWB; // a basic soldier class in ArmA class someNewSoldier : SoldierWB { displayName = "Rambo"; }; };