Code Commands: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - " [ [[" to " [<nowiki/>[[") |
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*[[call]] {[[Code]]} | *[[call]] {[[Code]]} | ||
*[[Code]] = [[compile]] [[String]] | *[[Code]] = [[compile]] [[String]] | ||
*[[createUnit]] [ [[Position]], [[Group]], {[[Code]]},... ] | *[[createUnit]] [<nowiki/>[[Position]], [[Group]], {[[Code]]},... ] | ||
*_control [[ctrlSetEventHandler]] [Event Handler type, {[[Code]]}] | *_control [[ctrlSetEventHandler]] [Event Handler type, {[[Code]]}] | ||
*_display [[displaySetEventHandler]] [Event Handler type, {[[Code]]}] | *_display [[displaySetEventHandler]] [Event Handler type, {[[Code]]}] |
Revision as of 04:05, 25 September 2020
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:
- buttonSetAction [idc, {Code}]
- _control buttonSetAction {Code}
- call {Code}
- Code = compile String
- createUnit [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}
Commands passed as data type String:
- key bindKey "Code"
- map onDoubleClick "Code"
- map onMapSingleClick "Code"