Introduction to Arma Scripting: Difference between revisions

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{{SideTOC}}
{{SideTOC}}
{{Informative|This page is WIP. Feel free to contribute!}}
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== Introduction ==


==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.
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 [[ArmA: Mission Editing|mission editing]] and [[ArmA: Addon Editing|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 [[ArmA: Mission Editor|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.
During [[ArmA: Mission Editing|mission editing]] and [[ArmA: Addon Editing|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 [[ArmA: Mission Editor|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|scripting]]. [[Armed Assault|Armed Assault's]] '''scripting language''' gives you more direct control of core game commands. With any combination of these [[:Category:ArmA: Scripting Commands|scripting commands]] you can then create custom processes that meet the specific needs of your mission or 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|scripting]]. [[Armed Assault|Armed Assault's]] '''scripting language''' gives you more direct control of core game commands. With any combination of these '''[[:Category: Scripting Commands|commands]]''' and '''[[:Category: Functions|functions]]''' you can then create custom processes that meet the specific needs of your mission or addon.
 


== Terms ==
== Terms ==
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''':
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'''Syntax''':
'''Syntax''':
See [[SQF syntax]]
* See [[SQF syntax]]
See [[SQS syntax]]
* See [[SQS syntax]] (obsolete)


'''Script''':
'''Script''':
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'''Operators''':
'''Operators''':
See [[Operators]]
See [[Operators]]
 
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= The things to ask yourself beforehand =
= The things to ask yourself beforehand =


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*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 programs ==


== 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.


*[https://notepad-plus-plus.org/ Notepad++]
* [https://code.visualstudio.com/download Visual Studio Code] (with SQF plugin)
*[http://www.geany.org/ Geany]
* [https://notepad-plus-plus.org/ Notepad++]
*[https://atom.io/ Atom]
* [http://www.geany.org/ Geany]
*[[Poseidon Tools]]
* [https://atom.io/ Atom]
 
* [[Poseidon Tools]]
* [https://www.eclipse.org/ Eclipse] with [https://forums.bohemia.net/forums/topic/202181-sqdev-sqf-developing-in-eclipse/ SQDev]
<!--
== 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===
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== Scripting Code ==
== Scripting Code ==


The core of scripting is '''scripting code'''. The code consists of [[:Category:ArmA: Scripting Commands|scripting commands]] that tell the game engine what to do. These commands are executed one after another.
The core of scripting is '''scripting code'''. The code consists of [[:Category:Scripting Commands|scripting commands]] that tell the game engine what to do. These commands are executed one after another.


The code is written into special fields of the [[ArmA: Mission Editor|mission editor]] (see below) or into separate files that are executed at some defined point (i.e. through [[Triggers|triggers]]) during the running mission.
The code is written into special fields of the [[ArmA: Mission Editor|mission editor]] (see below) or into separate files that are executed at some defined point (i.e. through [[Triggers|triggers]]) during the running mission.
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Writing the code
Writing the code
-->


=== Test ===
*[[Debugging Techniques]]
{{Informative|This page is WIP!}}
=== Optimisation ===
*[[Code Optimisation]]


== See also ==
== Debugging ==
If you want to learn more about [[Scripting]], read the following articles:


* [[Variables]]
* [[Debugging Techniques]]
* [[Data Types]]
 
* [[Operators]]
 
== Optimisation ==
 
* [[Code Optimisation]]
* [[Mission Optimisation]]
 
 
== Useful Links ==
 
These links offer a great deal of information about [[Scripting]]:
* [[:Category:Example Code|Example Code]]
* [[Control Structures]]
* [[Control Structures]]
* [[Multiplayer Scripting]]
* [[Exception handling]]
* [[Exception handling]]
* [[Script (File)]]
* [[Script (File)]]
* [[Function]]
* [[Function]]
* [[SQF syntax]]
* [[SQS to SQF conversion]]
* [[SQS to SQF conversion]]


Additionally, the following are more resources for more general learning:
Additionally, the following are more resources for more general learning:
* [[6thSense.eu:EG]]
* [[6thSense.eu:EG]]
* [http://www.armaholic.com/page.php?id=20465 Fockers Arma 3 Scripting Guide]
* [http://www.armaholic.com/page.php?id=20465 Fockers Arma 3 Scripting Guide]
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* [https://www.youtube.com/watch?v=WmEBN-RbK44 Excellent German SQF tutorial]
* [https://www.youtube.com/watch?v=WmEBN-RbK44 Excellent German SQF tutorial]


[[Category:Arma Scripting Tutorials|Introduction to Scripting]]
[[Category:Scripting Topics]]
[[Category:Operation Flashpoint: Editing]]
[[Category:ArmA: Editing]]
[[Category:ArmA 2: Editing]]
[[Category:Arma 3: Editing]]

Revision as of 20:11, 17 August 2019

Template:SideTOC Template:wip

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 commands and functions 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:

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 programs

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: