Difference between revisions of "Introduction to Arma Scripting"

From Bohemia Interactive Community
Jump to navigation Jump to search
m (added WIP note)
(Hiding various stuff, adding links.)
Line 12: Line 12:
 
Before getting started, you should understand the meaning of these terms.
 
Before getting started, you should understand the meaning of these terms.
  
 +
'''Data Types''':
 +
See [[Data Types]]
  
 
'''Algorithm''':
 
'''Algorithm''':
Line 41: Line 43:
 
See [[Operators]]
 
See [[Operators]]
  
 +
<!--
  
 
= The things to ask yourself beforehand =
 
= The things to ask yourself beforehand =
Line 55: Line 58:
  
 
*Should any question above be answered with ‘’’Yes’’’, then you should rethink your approach.
 
*Should any question above be answered with ‘’’Yes’’’, then you should rethink your approach.
 
+
-->
 
== Recommended programms ==
 
== Recommended programms ==
 
The following programms are recommended when working with sqf, sqs, cpp or many other file types. Most of them offer syntax highlighting and other useful features. Check them out and select the one you like the most.
 
The following programms are recommended when working with sqf, sqs, cpp or many other file types. Most of them offer syntax highlighting and other useful features. Check them out and select the one you like the most.
Line 63: Line 66:
 
*[https://atom.io/ Atom]
 
*[https://atom.io/ Atom]
 
*[[Poseidon Tools]]
 
*[[Poseidon Tools]]
 
+
<!--
 
== The Concept ==
 
== The Concept ==
  
 
Scripts are an essential part of making missions. They allow you to create amazing cutscenes, create effects and customize almost every aspect of your mission. Some diverse examples of what could be scripted are: a simulation of artillery fire, a poisonous gas cloud, or a money system for purchasing equipment.         
 
Scripts are an essential part of making missions. They allow you to create amazing cutscenes, create effects and customize almost every aspect of your mission. Some diverse examples of what could be scripted are: a simulation of artillery fire, a poisonous gas cloud, or a money system for purchasing equipment.         
  
 +
<!--
  
 
===Let's start===
 
===Let's start===
Line 164: Line 168:
  
 
Writing the code
 
Writing the code
 +
-->
 +
== Debugging ==
 +
*[[Debugging Techniques]]
  
=== Test ===
+
== Optimisation ==
*[[Debugging Techniques]]
 
{{Informative|This page is WIP!}}
 
=== Optimisation ===
 
 
*[[Code Optimisation]]
 
*[[Code Optimisation]]
  
== See also ==
+
== Useful Links ==
If you want to learn more about [[Scripting]], read the following articles:
+
These links offer a great deal of information about [[Scripting]].
  
* [[Variables]]
 
* [[Data Types]]
 
* [[Operators]]
 
 
* [[Control Structures]]
 
* [[Control Structures]]
 
* [[Exception handling]]
 
* [[Exception handling]]
 
* [[Script (File)]]
 
* [[Script (File)]]
 
* [[Function]]
 
* [[Function]]
* [[SQF syntax]]
 
 
* [[SQS to SQF conversion]]
 
* [[SQS to SQF conversion]]
  

Revision as of 21:15, 19 May 2018

This page is WIP. Feel free to contribute!

Introduction

This page should give beginners an overview of how to begin with scripting and where to find most of the information they need in the beginning. Some information might not be complete and can be found on other wiki pages.

During mission editing and addon editing you may come across situations where actions or features you would like to have in your mission or addon cannot be accomplished using the basic (or even the more advanced) capabilities of the mission editor or within config files (in the case of addons). Some examples of this might be really cinematic cutscenes in missions or special animations for an addon.

The solution to this is to take advantage of the game-engines ability to call on an even more advanced feature known as scripting. Armed Assault's scripting language gives you more direct control of core game commands. With any combination of these scripting commands you can then create custom processes that meet the specific needs of your mission or addon.

Terms

Before getting started, you should understand the meaning of these terms.

Data Types: See Data Types

Algorithm: In mathematics and computer science, an algorithm is an explicit specification of how to solve a class of problems. Algorithms can perform calculation, data processing and automated reasoning tasks.

Interpreter: Reads your code from a script file and translates it into instructions for you to achieve your desired outcome/effect in the game.

Control Structures: See Control Structures

Syntax: See SQF syntax See SQS syntax

Script: When speaking about a script, we usually mean a .sqs or .sqf file.

Game Engine: The core program of the game which reads and executes your scripting commands at run time.

Function: See Function

Variables: See Variables

Operators: See Operators

Recommended programms

The following programms are recommended when working with sqf, sqs, cpp or many other file types. Most of them offer syntax highlighting and other useful features. Check them out and select the one you like the most.

Debugging

Optimisation

Useful Links

These links offer a great deal of information about Scripting.

Additionally, the following are more resources for more general learning: