Enforce Script Syntax – DayZ

From Bohemia Interactive Community
Jump to navigation Jump to search
No edit summary
m (→‎Arithmetic Operators: added a nice table)
Line 6: Line 6:


=== Arithmetic Operators ===
=== Arithmetic Operators ===
Add {{Inline code|+}}<br>
 
Subtract {{Inline code|-}}<br>
{| class="wikitable"
Multiply {{Inline code|*}}<br>
|-
Divide {{Inline code|/}}<br>
! Operation !! Symbol
|-
| Add || {{Inline code|+}}
|-
| Subtract || {{Inline code|-}}
|-
| Multiply || {{Inline code|*}}
|-
| Divide || {{Inline code|/}}
|}


=== Assignments ===
=== Assignments ===

Revision as of 21:23, 17 December 2018

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.

Operators

Arithmetic Operators

Operation Symbol
Add +
Subtract -
Multiply *
Divide /

Assignments

Define 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 --

Comparison

More than value >
Less than value <
More or equal to the value >=
Less or equal to the value <=

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.

Instantiate (create a new instance) a class MyClass myClass = new MyClass();
Access attributes and methods inside a class by using dot notation. myClass.myMethod()

Basic Class

class MyClass 
{
	private string _test;

	void MyClass() 
	{
		// Constructor that will be called when class gets instantiated
	}
	
	string getTest() 
	{
		return _test;
	}

	string setTest(value) 
	{
		_test = value;
	}
}

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;

		// Custom code here (i.e. Print(killer.GetIdentity().GetName()))
	}
}