Functions Library – Arma 3

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  [arguments,''"functionName"'',''target'',''isPersistent''] call [[BIS_fnc_MP]];
  [arguments,''"functionName"'',''target'',''isPersistent''] call [[BIS_fnc_MP]];


=== User Interface ===
Anywhere outside of running mission, refer to the functions stored in [[uiNamespace]].
''arguments'' [[call]] ([[uiNamespace]] [[getVariable]] ''"functionName"'');


== Adding a Function ==
== Adding a Function ==
''WIP''
=== Mission ===
=== Mission ===
==== Default Path ====
Mission functions can be configured in [[Description.ext]].
class CfgFunctions
{
class <span style="color:green;">myTag</span>
{
class <span style="color:crimson;">myCategory</span>
{
class <span style="color:teal;">myFunction</span> {};
};
};
};
This will try to compile the function '''<span style="color:green;">myTag</span>_fnc_<span style="color:teal;">myFunction</span>''' from the following file:
''%MISSION_ROOT%''\functions\<span style="color:crimson;">myCategory</span>\fn_<span style="color:teal;">myFunction</span>.sqf
==== Customized Folder ====
You can customize the folder from which the functions will be loaded:
class CfgFunctions
{
class <span style="color:green;">myTag</span>
{
class myCategory
{
file = "<span style="color:DarkOrange;">myFolder</span>";
class <span style="color:teal;">myFunction</span> {};
};
};
};
This will try to compile the function '''<span style="color:green;">myTag</span>_fnc_<span style="color:teal;">myFunction</span>''' from the following file:
''%MISSION_ROOT%''\<span style="color:DarkOrange;">myFolder</span>\fn_<span style="color:teal;">myFunction</span>.sqf
==== Customized File ====
Furthemore, you can set a specific file to be loaded:
class CfgFunctions
{
class <span style="color:green;">myTag</span>
{
class myCategory
{
class <span style="color:teal;">myFunction</span> {file = "<span style="color:DarkOrange;">myFile.sqf</span>";};
};
};
};
This will try to compile the function '''<span style="color:green;">myTag</span>_fnc_<span style="color:teal;">myFunction</span>''' from the following file:
''%MISSION_ROOT%''\<span style="color:DarkOrange;">myFile.sqf</span>
=== Addon ===
=== Addon ===


Line 105: Line 153:


<!--
<!--
== Preview ==
[[File:A3_functionwViewer.png|300px|thumb|right|In-game functions viewer]]
Use the following code to display function library anywhere in game:
[] call [[BIS_fnc_help]];
In 2D editor, press 'Ctrl + F' to display the viewer or click on icon: [[File:icon editor functions.png|20px]]
Features:
* Listing through all functions from config or [[Description.ext]] files.
* Displaying name, path, description and code of selected functions.
* Code can be easily copied to clipboard.
== Execution ==
=== Singleplayer ===
Functions can be launched in mission, intro and outro using this syntax:
_fnc = [params] call functionName;
or
_fnc = [params] spawn functionName;
=== Multiplayer ===
Functions replaces obsolete [[Multiplayer_framework|Multiplayer Framework]]. You can use [[BIS_fnc_MP]] to remotely call function on specific clients and set them to be persistent, so they'll be executed automatically for client upon JIP.
[params,"functionName",target,isPersistent] call BIS_fnc_MP;
=== GUI ===
Anywhere outside running mission (user interface), refer to functions stored in UInamespace
_fnc = [params] call (uinamespace getvariable 'functionName');
or
_fnc = [params] spawn (uinamespace getvariable 'functionName');
== Configuration ==
== Configuration ==
List of functions is defined in config under CfgFunctions container. New ones can be also added in description.ext file of mission or campaign.
List of functions is defined in config under CfgFunctions container. New ones can be also added in description.ext file of mission or campaign.

Revision as of 13:27, 3 August 2013


Arma 3 Functions Library is pack of routine script functions available from anywhere in game. Main difference from older Functions Library is that it runs automatically and doesn't require Functions manager to be present.

Finding a Function

Functions Viewer

Before you can use a function, you first need to find it. The easies way is to access the Functions Viewer:

  • In editor, click on icon editor functions.png icon or press Ctrl + F
  • In mission, access the debug console (automatically visible in pause menu of an editor mission) and click on FUNCTIONS button.

Once in the Functions Viewer, you can filter all available functions by location, projects and categories.

When you find the desired function, look at the code preview on the right. Every function has a header where you can find basic description of its functionality including required arguments, returned values and sometimes examples of use.

Template:note


Calling a Function

Functions can be launched in mission, intro and outro using this call or spawn commands:

_returnedValue = arguments call functionName;
arguments spawn functionName;

Arguments

Arguments are data sent into the function, affecting its behavior.

They can be mandatory or optional.

  • Mandatory arguments are required for function to run. When missing, the function usually stops and throws an error.
  • Optional arguments allows more detailed configuration. If you dont send them, the function will use pre-defined default values.

Template:note


For example, let's take a look at BIS_fnc_endMission, a function which ends a mission with animated closing shot. This is what the header says:

/*
	Author: Karel Moricky

	Description:
	Ends mission with specific ending.

	Parameter(s):
		0 (Optional):
			STRING - end name (default: "end1")
			ARRAY in format [endName,ID], will be composed to "endName_ID" string
		1 (Optional): BOOL - true to end mission, false to fail mission (default: true)
		2 (Optional):
			BOOL - true for signature closing shot (default: true)
			NUMBER - duration of a simple fade out to black

	Returns:
	BOOL
*/

As you can see, all arguments are marked optional and you can call the function without them.

[] call BIS_fnc_endMission;
This will result in successfull ending of type "end1", preceeded with the signature closing shot.
["end2"] call BIS_fnc_endMission;
Set the ending type to "end2", while keeping the other arguments intact.
["end2",false,false] call BIS_fnc_endMission;
Fail the mission without any effect, using "end2" type.


However, what should you do if you want to set the only last argument without affecting the previous ones? The solution is simple - put an empty variable nil on their place.

[nil,nil,false] call BIS_fnc_endMission;
Disable the closing effects, but keep the other aguments intact (successful "end1").

Template:note

Returned Value

Functions executed by call command can return back a value. Let's take a look at BIS_fnc_sideName:

/*
	Author: Karel Moricky

	Description:
	Returns side name

	Parameter(s):
	0: SIDE or NUMBER - either side or side ID

	Returns:
	STRING
*/

The function returns a String - localized name of a side.

_westName = west call BIS_fnc_sideName;
Variable _westName will now be "BLUFOR" (or other name, based on selected language)

Multiplayer

Functions executed using call or spawn command will run only on the computer which triggered them. If you'd wish to execute a function remotely on specific clients, use BIS_fnc_MP function.

[arguments,"functionName",target,isPersistent] call BIS_fnc_MP;

User Interface

Anywhere outside of running mission, refer to the functions stored in uiNamespace.

arguments call (uiNamespace getVariable "functionName");

Adding a Function

Mission

Default Path

Mission functions can be configured in Description.ext.

class CfgFunctions
{
	class myTag
	{
		class myCategory
		{
			class myFunction {};
		};
	};
};

This will try to compile the function myTag_fnc_myFunction from the following file:

%MISSION_ROOT%\functions\myCategory\fn_myFunction.sqf

Customized Folder

You can customize the folder from which the functions will be loaded:

class CfgFunctions
{
	class myTag
	{
		class myCategory
		{
			file = "myFolder";
			class myFunction {};
		};
	};
};

This will try to compile the function myTag_fnc_myFunction from the following file:

%MISSION_ROOT%\myFolder\fn_myFunction.sqf

Customized File

Furthemore, you can set a specific file to be loaded:

class CfgFunctions
{
	class myTag
	{
		class myCategory
		{
			class myFunction {file = "myFile.sqf";};
		};
	};
};

This will try to compile the function myTag_fnc_myFunction from the following file:

%MISSION_ROOT%\myFile.sqf

Addon

Writing a Function

WIP