Killzone Kid – User talk
Not important, but nice to know
Hi. I'm just wondering (and Google didn't help) what "sqf" stands for; do you know? Fred Gandt (talk) 04:03, 23 March 2014 (CET)
[14:44] Karel Mořický: SeQuence Script SeQuence Function
--KK
- Thanks KK. My OCD is sated :-) Fred Gandt (talk) 01:28, 25 March 2014 (CET)
Sorry to butt in uninvited. My understanding is SQS = "Status Quo Sequence (or maybe Script?)" (SQS was originally only intended for controlling the camera during cutscenes), SQF = "Status Quo Function", SQM = "Status Quo Mission", SQC = "Status Quo Campaign". "Status Quo" was the original working title for "Operation Flashpoint", and like the game engine, the file types date back that far. I don't have any sources though. Cheers :) --Ceeeb (talk) 04:31, 25 March 2014 (CET)
- I'm not sorry you butted in Ceeeb :-) I like information \o/ Legacy stuff can often seem to make little sense after some years have gone by. I have "Pictures of Matchstick Men" as an earworm now! Cheers! Fred Gandt (talk) 04:41, 25 March 2014 (CET)
Ceeeb makes a lot of sense, I'm sorry I haven't been with Arma since OFP but I believe him. I'd call Some Quality [insert a letter] if it was for me :) --KK
- The first scripting language I learned was LSL which I came to wish was built
betterdifferently, and am now thinking of what those letters could have stood for on a rough day. I think "Lousy Sodding Language" would sum it up quite well, but in all honesty I owe that shoddy mess a great deal, as it introduced me to programming and development. - I can't help but think that Karel probably knows what he's talking about even though "Status Quo *" makes a lot of sense. In the long run, it doesn't really matter, but - it's nice to know :-) Fred Gandt (talk) 17:52, 25 March 2014 (CET)
Request for comment
At Village_Pump_(proposals)#Interlinking_via_.22See_Also.22 -- Fred Gandt (talk/contribs) 15:32, 11 April 2014 (CEST)
BIS_fnc_addDocumentation
Is there a reason beyond "because no one has done it yet" why the BIS_fnc_* funcs are not thoroughly documented here? -- Fred Gandt (talk/contribs) 02:11, 13 April 2014 (CEST)
- My guess would be that each BIS_fnc_ contains header comment with function description and is available from debug console in game. --KK
- The issue came to light in chat on the Skype group for scripting, regarding a "how to" question, which revealed the lack of documentation.
- I'm assuming that since there's a list of available functions and a few have their own page's, that it would be considered an acceptable use of resources to document the rest for ease of access?
- If for no other reason, interlinking would prove useful; all the documentation in one place.
- Can you see any reason to not go ahead with adding the rest? I can add the task to my list of things to do (expanding rapidly) >.O -- Fred Gandt (talk/contribs) 22:34, 13 April 2014 (CEST)
- I am nobody so you don't have to consult with me on what you want to add. --KK
- You have made a lot of effort on this Wiki, YouTube, and your own site to help people understand and do more. You're not nobody :-)
- I may not have to consult, but I'm new here, and I'd consider it impolite to just storm on in and shake things up. Collaboration requires a little humility.
- That said, I have noted that {{Function}} exists and is in use already, so I guess it's there for a reason! I'll get on it as time allows. Obviously being followed around will be appreciated. My main reason for being here is to learn, and although I'm keen on improving the Wiki, I know little about the Arma platform at this time, so lack a lot of technical knowledge about it.
- BTW - I've got a fairly radical idea about how to improve the "See Also" sections around the Wiki, and if it works (demo to follow) it could save a lot of time and mess, but it is quite radical, and would change the way things are done and look.
- It's exactly that sort of change I wouldn't feel good about trying to shoehorn in without community support. -- Fred Gandt (talk/contribs) 02:09, 14 April 2014 (CEST)
- I am nobody so you don't have to consult with me on what you want to add. --KK
addUnit
Hiya!
Thanks for setting me straight about the units, you were right about them spawning at [0,0,0]. I still think it might be beneficial to include when the value does default to [0,0,0] in the article? I would happily remove the bit about no units spawning.
Thanks :) ZamboniBambino (talk) 20:25, 7 May 2014 (CEST)
Not sure this is related to the createUnit. position objNull is [0,0,0] and player on the server is objNull.