Magic Variables: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
(Merging this informations here)
m (_this)
Line 11: Line 11:


==== _this ====
==== _this ====
probably the most frequently used magic variable, which is used to make arguments of a script call ([[call]], [[exec]], [[execVM]], [[spawn]]) visible and accessible to the script.
Is used to make arguments of a script call ([[call]], [[exec]], [[execVM]], [[spawn]]) visible and accessible to the script.




==== _x ====
==== _x ====
represents the current element during a loop with: [[apply]], [[count]], [[configClasses]], [[configProperties]], [[findIf]], [[forEach]], [[select]].
Represents the current element during a loop with: [[apply]], [[count]], [[configClasses]], [[configProperties]], [[findIf]], [[forEach]], [[select]].




Line 25: Line 25:


==== _forEachIndex ====
==== _forEachIndex ====
represents the (zero-based) index of a [[forEach]] [[#x|_x]]'''.
Represents the (zero-based) index of a [[forEach]] [[#x|_x]]'''.




Line 58: Line 58:


==== thisList ====
==== thisList ====
variable defined by [[Triggers]] and [[Waypoints]]:
[[Variable]] defined by [[Triggers]] and [[Waypoints]]:
* Triggers:
* Triggers:
** accessible within the '''Condition''', '''On Activation''' or '''On Deactivation''' script
** accessible within the '''Condition''', '''On Activation''' or '''On Deactivation''' script

Revision as of 15:28, 3 May 2018

Introduction

Magic variables are engine maintained variables that serve a specific purpose within a given scope and are often used by the engine to push data to a given script or code fragment. They are usually no longer present after leaving the scope (e.g. after code execution or after a forEach statement).

Usage

Generic

_this

Is used to make arguments of a script call (call, exec, execVM, spawn) visible and accessible to the script.


_x

Represents the current element during a loop with: apply, count, configClasses, configProperties, findIf, forEach, select.


-wrong parameter ("Arma") defined!-1.00

_exception

Exception handling using a try..catch statement declares this variable which contains details about the thrown exception in the try block.


_forEachIndex

Represents the (zero-based) index of a forEach _x.


_thisEventHandler

The script handle (not the EH index!) for Event Handlers added with addEventHandler or addMPEventHandler.


_thisFSM

The FSM id for FSMs executed with execFSM.


_thisScript

The called or spawned script handle from within itself.


this

  • In Addons' config files (e.g. UserActions, onInit, etc.): The object the entry belongs to
  • In Dialogs: The player unit that activated control (e.g. via mouseEnter). false if non-activated
  • In Object's "Init" line: The object the init line belongs to
  • In Triggers
    • "Condition" line: The Boolean return value of the trigger's conditions (e.g. "East Not Present" etc)
    • "On Activation/Deactivation" line: Seems to always return false
  • In Waypoints
    • "Condition" or "On Activation/Deactivation" line: The group leader that completed the respective waypoint (or driver, if waypoint is assigned to a vehicle)


thisList

Variable defined by Triggers and Waypoints:

  • Triggers:
    • accessible within the Condition, On Activation or On Deactivation script
    • defines an array of objects that are currently fulfilling the trigger's condition (same as what is returned by the list command)
    • thisList in a trigger's On Deactivation field seems to be undefined, and should not be used. It will either return an empty array, or possibly the contents of a different trigger.
  • Waypoints:
    • accessible within the Condition' or On Activation script
    • defines an array containing all group members that completed the respective waypoint


thisTrigger

Refers to the trigger object itself.


Specifics

onMapSingleClick: _pos,_alt,_shift,_units

See onMapSingleClick


-wrong parameter ("Arma") defined!-1.00

onPlayerConnected: _id,_uid,_name,_jip,_owner

See onPlayerConnected