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== Usage == | == Usage == | ||
Scripts are mainly used for any game processes where ''' | Scripts are mainly used for any game processes where '''timing''' is important. They are different to [[Function|functions]] where the ''result'' or ''calculation'' is important. | ||
Thus scripts can be used for cutscenes, dialogs, radio scripting and much more. | Thus scripts can be used for cutscenes, dialogs, radio scripting and much more. |
Revision as of 13:42, 21 December 2006
A script is a chunk of code grouped together. This code does a specific task and is written in a seperate file which is parsed by the game engine. The common extensions for scripts are .sqs and .sqf, depending on the used syntax (see below).
Usage
Scripts are mainly used for any game processes where timing is important. They are different to functions where the result or calculation is important.
Thus scripts can be used for cutscenes, dialogs, radio scripting and much more.
Syntax
In Operation Flashpoint, scripts are limited to SQS syntax.
In Armed Assault, the already existing SQF syntax was introduced for scripts. SQS syntax is still usable, but is considered deprecated in Armed Assault.
Execution
Scripts can be executed from several points in the game:
- Other scripts
- Other functions
- Scripting lines in the Mission Editor
- Event Handlers in addon config files
The commands to execute scripts are:
- FILL IN
Scripts are running besides the executing instance. That means that the executing instance (f.i. script or function) doesn't wait for the script to end. Thus scripts should not be used for code that should return a value, which is used in the calling script. This part is taken over by functions.
Since Armed Assault, scripts return a script handle which you can use to verify whether a script is still running.
Special Variables
_time in both syntax ?
Special Commands
Due to the fact, that calling instances aren't waiting for the scripts to end, scripts can be halted for a custom period of time. There are different methods to do this in SQF syntax and SQS syntax (deprecated since Armed Assault).
SQF syntax
- Delay
- You can set the script to sleep for a number of seconds using the command sleep.
COMMAND 1; // wait 10 seconds sleep 10; COMMAND 2;
- Waiting for a condition
- You can set the script to sleep until a specific condition is met using the command waitUntil.
BOOL = false; // wait until BOOL gets true waitUntil BOOL; COMMAND;
SQS syntax
- Delay
- You can set the script to sleep for a number of seconds by introducing a line with ~, followed by the number of seconds.
COMMAND 1 ; wait 10 seconds ~10 COMMAND 2
- Waiting for a condition
- You can set the script to sleep until a condition is met by introducing a line with @, followed by the condition.
BOOL = false ; wait until BOOL gets true @BOOL COMMAND
- Waiting for a time
- You can set the script to sleep until a time (number of seconds since the beginning of the script) is met by introducing a line with &, followed by the time.
&100 ; is equivalent to @_time >= 100