Scripting: Difference between revisions

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The '''scripting language''' allows the user to control and influence the behaviour of the game engine. It is in its structure similar to real programming languages. With the large amount of [[:Category:ArmA: Scripting Commands|scripting commands]] you can create dynamic processes happening during a mission. That is, for instance, a camera cutscene or custom interactions between the player and AI units. The scripting engine was designed to be very simple while remaining unlimiting for the scripter.
#redirect [[Introduction to Arma Scripting]]
 
== Requirements ==
 
You don't need any requirements to learn using the scripting language. You should be familiar to [[ArmA: Mission Editing|mission editing]] though, as this is the base for any scripting needs.
 
== Getting Started ==
 
The first little code in every programming language is usually a small '''"Hello World"''' program. It is meant just to display this simple text.
 
Open up the [[ArmA: Mission Editor|mission editor]], create a custom unit for the player and write the following code into its <tt>init</tt> line:
 
[[hint]] "Hello World!"
 
This code is very simple: The [[:Category:ArmA: Scripting Commands|command]] [[hint]] displays the given text on the upper right side of the screen. The code is executed when the mission starts, since this is what the <tt>init</tt> line does.
 
== Learning Scripting ==
 
If you want to learn more about scripting in Arma, tutorials can be found at [[:Category:Arma Scripting Tutorials|Arma Scripting Tutorials]]. For a more in-depth tutorial, read the article [[ArmA: Introduction to Scripting|Introduction to Scripting]] to get introduced into the scripting language of the Arma series. You will read why one needs scripting at all and how the basics work.
 
== Scripting Topics ==
 
See [[:Category:Scripting Topics]]
 
[[Category: Scripting Topics|Scripting]]

Revision as of 12:10, 2 January 2021