Enforce Script Syntax – DayZ
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 and is similar to C# programming language.
Basics
Code blocks
Code block is bordered by curly brackets and defines a scope. Variables defined inside scope are accessible only from inside of it.
Scope example
void Hello()
{
int x = 2; // First declaration of x
}
void Hello2()
{
int x = 23; // Different x not related to the first one
}
Nested scope
void World()
{
int i = 5;
// Following i is in a nested scope (scope of the for loop)
// Therefore we get an error because multiple declaration is not allowed
for (int i = 0; i < 12; ++i)
{
}
}
Scope statements
void Hello()
{
if (true)
{
// This is code block for the if branch
int x = 2; // First declaration of x
}
else
{
// This is code block for the else branch
int x = 23; // This will currently throw a multiple declaration error - while this should change for future enfusion script iterations, it might stay like this in DayZ. To circumvent this, define the x above the if statement or use different variables.
}
}
Program structure
Enfusion script consists of classes and functions. All code must be declared inside a function.
class MyClass
{
void Hello()
{
Print("Hello World"); // ok
}
}
void Hello()
{
Print("Hello World"); // ok
}
Print("Hello World"); // this code will be never executed, and should be caught by compiler as unexpected statement
Variables
Variables are defined by type and name.
void Test()
{
// declare
int a;
// assign
a = 5;
// initialize
int b = 9;
}
Functions
Functions are basic feature of Enfusion script. Function declaration consist of return value type, function name and list of parameters.
- Function can be declared in global scope or inside class declaration
- Function parameters are fixed and typed (cannot be changed during run-time, no variadic parameters)
- Function can be overloaded
- Keyword 'out' before parameter declaration ensures, that the parameter is passed by reference (you can passed more than one value from a function this way, can be used only in native functions)
- Enfusion script supports default parameter
void MethodA() // function with no parameters and no return value
{
}
int GiveMeTen() // function with no parameters which returns integer value
{
return 10;
}
void GiveMeElevenAndTwelve(out int val1, out int val2, int val3) // function with 2 of the parameters passed as reference
{
val1 = 11;
val2 = 12;
val3 = 13;
}
void PrintNum(int a = 0) // example of function with default parameter
{
Print(a);
}
void MethodB()
{
int ten = 0;
int eleven = 0;
int twelve = 0;
int thirteen = 0;
ten = GiveMeTen();
// function "GiveMeElevenAndTwelve" sets values of "eleven" and "twelve" variables,
// because "val1" and "val2" parameters are marked with "out" keyword,
// but value of "thirteen" variable is not changed, because third parameter is not marked as "out" and "val3"
// behaves only like a local variable of "GiveMeElevenAndTwelve" function
GiveMeElevenAndTwelve(eleven, twelve, thirteen);
Print(ten); // prints "ten = 10"
Print(eleven); // prints "eleven = 11"
Print(twelve); // prints "twelve = 12"
Print(thirteen ); // prints "thirteen = 0"
PrintNum(); // function "PrintNum" has default parameter, so its ok to call with empty brackets, it prints "a = 0"
PrintNum(7); // prints "a = 7"
}
float Sum(float a, float b) // function with two float parameters which return float value
{
return a + b;
}
float Sum(int a, int b) // overloaded Sum function which uses int parameters instead
{
return a + b;
}
void PrintCount(TStringArray stringArray) // function with one "TStringArray" object parameter which returns no value
{
if (!stringArray) return; // check if stringArray is not null
int count = stringArray.Count();
Print(count);
}
Comments
/*
Multi
line
comment
*/
void Test()
{
Print("Hello"); // single line comment
}
Constants
Constants are like variables but read only. They are declared by const keyword.
const int MONTHS_COUNT = 12;
void Test()
{
int a = MONTHS_COUNT; // ok
MONTHS_COUNT = 7; // err! you cannot change constant!
}
Operators
Operator Priority: Priority of operators is similar to C language, more info.
Arithmetic Operators
Operation | Symbol |
---|---|
Add | +
|
Subtract | -
|
Multiply | *
|
Divide | /
|
Modulo | %
|
Assignments
Operation | Symbol |
---|---|
Assign 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 | --
|
Relational (conditional)
Operation | Symbol |
---|---|
More than value | >
|
Less than value | <
|
More or equal to the value | >=
|
Less or equal to the value | <=
|
Equal | == |
Not equal | != |
Others
Category | - |
---|---|
Logical | &&, || |
Bitwise | &, |, ~ |
String | + |
Shift | <<, >> |
Assignment | = |
Indexing | [] |
Negation | ! |
Types
Primitive Types
Type name | Range | - |
---|---|---|
int | from −2,147,483,648 to +2,147,483,647 | 0 |
float | from ±1.401298E−45 to ±3.402823E+38 | 0.0 |
bool | true or false | false |
string | - | "" (empty string) |
vector | see float | (0.0,0.0,0.0) |
void | - | |
class | - | null |
typename | - | null |
Strings
Vectors
Objects
Enums
Typenames
Templates
Arrays
Static Arrays
Dynamic Arrays
Control Structures
Control structures work very similar to c# or c/c++ languages.
Conditional structures
If statement
void Method()
{
int a = 4;
int b = 5;
if (a > 0)
{
Print("A is greater than zero!");
}
else
{
Print("A is not greater than zero!");
}
if (a > 0 && b > 0)
{
Print("A and B are greater than zero!");
}
if (a > 0 || b > 0)
{
Print("A or B are greater than zero!");
}
// 'else if' example
if (a > 10)
{
Print("a is bigger then 10");
}
else if (a > 5)
{
Print("a is bigger then 5 but smaller than 10");
}
else
{
Print("a is smaller then 5");
}
}
Switch statement
Switch statement supports switching by numbers, constants and strings.
void Method()
{
int a = 2;
switch(a)
{
case 1:
Print("a is 1");
break;
case 2:
Print("a is 2"); // this one is called
break;
default:
Print("it's something else");
break;
}
// using switch with constants
const int LOW = 0;
const int MEDIUM = 1;
const int HIGH = 2;
int quality = MEDIUM;
switch(quality)
{
case LOW:
// do something
break;
case MEDIUM:
// this one is called
// do something
break;
case HIGH:
// do something
break;
}
// using switch with strings
string name = "peter";
switch(name)
{
case "john":
Print("Hello John!");
break;
case "michal":
Print("Hello Michal!");
break;
case "peter":
Print("Hello Peter!"); // this one is called
break;
}
}
Iteration structures
For
The for loop consists of three parts: declaration, condition and increment.
void Method()
{
// this code prints
// "i = 0"
// "i = 1"
// "i = 2"
for (int i = 0; i < 3; i++)
{
Print(i);
}
}
// this function print all elements from dynamic array of strings
void ListArray(TStringArray a)
{
if (a == null) return; // check if "a" is not null
int i = 0;
int c = a.Count();
for (i = 0; i < c; i++)
{
string tmp = a.Get(i);
Print(tmp);
}
}
Foreach
Simpler and more comfortable version of for loop.
While
void Method()
{
int i = 0;
// this code prints
// "i = 0"
// "i = 1"
// "i = 2"
while (i < 3)
{
Print(i);
i++;
}
}
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.
Basic Class Example
class MyClass
{
private string _test;
void MyClass()
{
// Constructor that will be called when class gets instantiated
}
void myMethod()
{
// Some code here
}
string getTest()
{
return _test;
}
string setTest(value)
{
_test = value;
}
}
Instantiate and Use
Use the new
operator to instantiate a class. You can access methods or attributes by using dot notation.
Example
class MyClass {
int attributeExample = 1;
public MyClass() {
// Constructor
}
public string myMethod() {
return "This is a string return";
}
}
MyClass myClassI = new MyClass();
myClassI.attributeExample // 1
myClassI.myMethod // "This is a string return"
Basic Script Example
MyClass myClass = new MyClass();
myClass.myMethod();
myClass.setTest("Hello, Enforce Script!");
string str = myClass.getTest(); // str is now "Hello, Enforce Script!"
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(killer);
// Custom code here (i.e. Print(killer.GetIdentity().GetName()))
}
}