Enforce Script Syntax – DayZ

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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

Operator Priority: Priority of operators is similar than in 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()))
	}
}