Enforce Script Syntax – DayZ
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m (→Arithmetic Operators: added a nice table) |
m (→Assignments: More tables :)) |
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Define value to variable {{Inline code|{{=}}}} | |- | ||
Increment variable by value {{Inline code|+{{=}}}} | ! Operation !! Symbol | ||
Decrement variable by value {{Inline code|-{{=}}}} | |- | ||
Multiply variable by value {{Inline code|*{{=}}}} | | Define value to variable || {{Inline code|{{=}}}} | ||
Divide variable by value {{Inline code|/{{=}}}} | |- | ||
Increment variable by 1 {{Inline code|++}} | | Increment variable by value || {{Inline code|+{{=}}}} | ||
Decrement variable by 1 {{Inline code|--}} | |- | ||
| Decrement variable by value || {{Inline code|-{{=}}}} | |||
|- | |||
| Multiply variable by value || {{Inline code|*{{=}}}} | |||
|- | |||
| Divide variable by value || {{Inline code|/{{=}}}} | |||
|- | |||
| Increment variable by 1 || {{Inline code|++}} | |||
|- | |||
| Decrement variable by 1 || {{Inline code|--}} | |||
|} | |||
=== Comparison === | === Comparison === |
Revision as of 20:26, 17 December 2018
Enforce Script is the language that is used by the Enfusion engine first introduced in DayZ Standalone. It is a Object-Oriented Scripting Language (OOP) that works with objects and classes.
Operators
Arithmetic Operators
Operation | Symbol |
---|---|
Add | +
|
Subtract | -
|
Multiply | *
|
Divide | /
|
Operation | Symbol |
---|---|
Define value to variable | =
|
Increment variable by value | +=
|
Decrement variable by value | -=
|
Multiply variable by value | *=
|
Divide variable by value | /=
|
Increment variable by 1 | ++
|
Decrement variable by 1 | --
|
Comparison
More than value >
Less than value <
More or equal to the value >=
Less or equal to the value <=
Classes and Objects
Classes can be seen as a blueprint of an object. An object is an instance of a class. A class can have more than one object.
Instantiate (create a new instance) a class MyClass myClass = new MyClass();
Access attributes and methods inside a class by using dot notation. myClass.myMethod()
Basic Class
class MyClass
{
private string _test;
void MyClass()
{
// Constructor that will be called when class gets instantiated
}
string getTest()
{
return _test;
}
string setTest(value)
{
_test = value;
}
}
Modded class
In order to get your custom code to work and function on top of another class already in the game, a modded class is where you want to turn to.
modded class PlayerBase
{
override void EEKilled(Object killer)
{
// This will call the method in which you are overriding.
// Do this if you want to keep the original functionality
super().EEKilled;
// Custom code here (i.e. Print(killer.GetIdentity().GetName()))
}
}