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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 for this is to take advantage of the game-engine's ability to employ an even more versatile feature known as scripting. Arma's scripting language [[SQF Syntax|SQF]] (and its predecessor [[SQS Syntax|SQS]] from {{ofp}}) can give you more direct control over core game features through [[:Category: Scripting Commands|script commands]] and [[:Category: Functions|scripted functions]].


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.
== Before anything ==
<!-- This section is not cool and should be reworked or removed -->
; Is your idea necessary?
: Will players even notice or use what you want to script? Just because you can does not mean you should. Sometimes less is more!


== Terms ==
; Is it possible to do this in the editor?
: The [[Eden Editor]] is a powerful tool and with it alone one can achieve a lot of things without writing a single line of code.
: Poorly written scripts are often the cause of poor performance both in singleplayer and multiplayer scenarios.


Before getting started, you should understand the meaning of these terms.  
; Can it be scripted using SQF?
: This question might be hard to answer. Try to get as much information about what you want to do and what [[:Category: Scripting Commands|commands]] and [[:Category: Functions|functions]] there are before spending time on writing a script, just to find out that what you hoped to achieve is not possible after all.


;Script
: When speaking about a [[Script (File)|script]], we usually mean a .sqs or .sqf file. Both file types can be edited as a plain text file using a program like Notepad or [http://www.geany.org/ Geany].


;Game Engine
Depending on your answer for these questions, you may want to rethink your approach.
: The core program of the game which reads and executes your scripting commands at run time.


;Function
{{Feature|Informative|Scripting is <u>not</u> the solution for everything!}}
: Piece of code which performs a specific task. A function may return a value. The mission author often writes complicated functions in .sqf files and then executes them in-game. Functions can be considered a kind of script. Usually, however, a "script" means a .sqs or .sqf file that runs over a period of time and directs gameplay, while a "function" is usually meant to run instantaneously and return a value. See [[function]].


== When Do I Need Scripting? ==


'''Be careful:''' Scripting isn't a solution to everything.
== Terms ==
 
The following is a collection of terms frequently encountered when talking or reading about scripting.
The first thing to ask yourself is, "Am I absolutely sure this cannot be done using just the editor?" The goal with scripting is to create processes that can't be done otherwise. Because scripting does use system resources, poorly written scripts can affect game play or performance. So, it pays to be sure you have learned as much as you can about how the editor works and you understand its capabilities and limitations.
 
The second thing to ask before you start scripting away is, "Will players even notice or use the action or feature I would like to implement?". It may seem silly, but just because it can be done does not always mean it should be.
 
The third step (which may be the hardest, especially for people new to scripting) is to determine if what you want to do can be implemented with the scripting language.
 
If you aren't sure even after working out the preliminaries, just ask in the [http://forums.bistudio.com/ official forums] or at [http://www.ofpec.com OFPEC]. These would also be good places to ask other players for their feedback on question number two. If they become interested, they may serve as beta testers!
 
=== Checklist ===
 
In summary:
 
# Can I do it with the ([[ArmA: Mission Editor|mission editor]], [[ArmA: Addon Configuration|addon]], config files etc.)?
# Will players notice and/or use it?
# Is it possible?
 
If the first point is answered "No", but the second and third are answered "Yes", go on and script it! But be warned: It won't always be easy. ;-)
 
== 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.       
 
===Algorithm===
 
Your first task in writing scripts is to decide what sequence of steps is needed to solve a particular problem. This sequence is what would be called an ''algorithm''.
 
For example, if you wanted to transport weapons from Petrovice to Lipany, you would (as commander) give these orders:
 
*'''Commander:''' Private Honka, private Kouba, come here!
*'''Commander:''' Private Kouba, get in Ural as driver!
*'''Commander:''' Private Honka, get in Ural!
*'''Commander:''' Private Kouba, drive to Petrovice and load Ural!
 
*'''Private Kouba''': I don't know where Petrovice is, sir.
 
Now we have a problem. Kouba only knows how to get to Lipany and Honka only knows how to get to Petrovice. Our soldiers are new recruits and are really quite stupid. They can only take simple orders, one order at a time.  They can get in and out of vehicles, drive, and load and unload weapons and ammo. The commander must plan this sequence of orders and make provisions for obstacles that may arise.
 
1. Destination is Petrovice
2. Get in vehicle
3. If driver does not know the way to Destination, swap driver and passenger
4. Drive to Destination
5. Get out of vehicle
6. Load vehicle
7. Destination is Lipany
8. Get in vehicle
9. If driver does not know the way to Destination, swap driver and passenger
10. Drive to Destination
11. Get out of vehicle
12. Unload vehicle
 
===Interpreter===
 
If you have an algorithm, you need something that can execute it. We have a computer game, Armed Assault, which is able to do this; commanders have soldiers.
 
===Programming language===
 
It's the way how to write our algorithm for Armed Assault. ArmA scripts are a sequence of 'orders' describing how to do it.
 
===Source code===
 
Source code is algorithm written in any programming language.
 
===Syntax===
 
'''Syntax''' is made up of commands and parameters, sometimes just the command is required as in [[exit]], other times the '''syntax''' is made up of one or more parameters. Each command has it's own reference in the [[Scripting]] section of the wiki. In each case the command + its parameters are listed with examples on how that particular command works.
 
'''[[if]]'''(PrivateHonka == TheMostCleverSoldierInTheWorld) [[then]] {
    IAmChineseGodOfHumour = true;
};
 
You should however be aware that there are two similar scripting grammars in Armed Assault, namely [[SQF]] and [[SQS]]. While the functions are almost the same, there are still minor differences in statement notations, program flow and control structures.
 
===Interpreting works===
 
The '''Armed Assault''' engine reads your code from script files and translates those instructions for you to achieve your desired outcome/effect in the game.
 
===Let's start===
 
Every script consist of commands (see category [[:Category:Scripting Commands|Scripting Commands]]) and [[Control Structures|program flow]] statements (they are implemented as commands in Armed Assault, but it isn't relevant for now). The most useful command in your first script is [[titleText]]. It can write any text you want to the player's screen.
 
[[titleText]]["Good morning, captain", "PLAIN DOWN"]
 
It's a typical way to run commands. Behind the name of the command the parameters follow (but it depends on the command (see [[:Category:Scripting Commands]]). Every command can only have one parameter before it's name and/or one after (more arguments can be given with arrays which count as one parameter). Parameters can be of various [[:Category:Types|Data types]]. In this case it's an [[Array]] - a list of other data types. It can contain 0 - 4096? values. The first value is a [[String]] representing the text to be displayed and the second, in this case, says in what position on the screen the text will be displayed. There can be a third value: a [[Number]] which says how long the text needs to fade in. If this value is not entered, its default value (1) is used.
 
[[titleText]]["Good morning, captain", "PLAIN DOWN", 5]
 
Scripts which are called [[function]]s) are stored in .SQF files the mission folder, or in .SQSs files and then called only scripts.
 
If you want to try our 'script', create a mission in the mission editor, save it as ''testingmission'', open your favorite text edtior (eg. Notepad), write <code>[[titleText]]["Good morning, captain", "PLAIN DOWN"];</code>and save it as ''hello.sqf'' to gamefolder/user/yourname/missions/testingmission. Then add a soldier in the mission editor and type <code>nul = [] [[execVM]] "hello.sqf"</code> to his initialization line. When you run this mission, you should see output of your first script. Well done, soldier! (If you are confused from this quantum of informations, don't panic, more continuously explanation follows.)
 
=== Variables ===
 
See [[Variables]]
 
===Operators===
 
See [[Operators]]
 
== 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 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.
 
=== Syntax ===
 
Every code has to follow a '''syntax'''. The syntax is the "grammar" of the scripting language. It makes sure that the game engine can read and understand the code.
 
The primary syntax used in [[Armed Assault]] and [[ArmA 2]] is [[SQF syntax]]. Read the corresponding article to inform yourself about the exact details. There are some crucial points which you must know about:
 
* Every statement of SQF code ''except for the last one'' should end with a semicolon. Otherwise, the engine doesn't know when one statement ends and the next begins. In SQF (unlike SQS), line breaks made with the ENTER key are only visible to the script writer. Spaces between lines are completely ignored by the engine.
 
:There is an exception to this rule. When using commands such as [[if||if () then {}]], the final statement of code inside the parentheses and {} brackets can go without a semicolon. If this confuses you, just put a semicolon after all statements except for the last one.
 
* The final statement of SQF code should not have a semicolon after it. (As of the current version of ArmA2:OA, this is not a problem, but it was in previous games).
 
At some point you may also find scripts written in the deprecated [[SQS syntax]]. This syntax was the primary syntax in [[Operation Flashpoint]], but is considered deprecated since Armed Assault.
 
All scripting pages about Armed Assault will focus on SQF syntax.
 
=== Layout ===
 
Code should be written in a specific '''layout'''. Complementary to the syntax, the layout assures that ''you and other coders'' can easily read the code. This is especially important when you haven't looked at your code for a long time and want to improve or change this code.
 
* There should be '''only one [[Statement|statement]] per line''' in [[Script (File)|scripts]]. This rule doesn't apply to script lines in the mission editor, since there all the code has to be written within a single line.
* Use '''spaces or tabs''' to indent code in [[Block|blocks]]. This way you can easily tell to which block some code belongs.
 
Example:
 
Statement 1;
Block
{
    Statement 2;
    Nested block
    {
        Statement 3;
        Statement 4;
    };
};
 
=== Comments ===
 
You can and should write comments into your [[Script (File)|scripts]] that describe the purpose of your code. These comments are written in free text and completely ignored by the game engine.
 
Check out [[SQF syntax]] for information about the notation of comments.
 
'''Important:''' Don't write down what the code does, but rather what ''you'' want to do with the code. This is not as easy, but maybe the following example explains it a bit better:


Bad comment:
; Game Engine
: The core program of the game which executes your scripting commands at run time.


// the variable i gets the value 1
; Script <!-- meh -->
i = 1;
: When speaking about a script, one is usually referring to a <tt>.sqs</tt> or <tt>.sqf</tt> [[Script (File)|script file]].


Good comment:
; Syntax <!-- TODO: Explanation -->
: See [[SQF Syntax]] ({{arma}}, {{arma2}}, {{arma3}}, {{tkoh}}).
: See [[SQS Syntax]] ({{ofp}}, {{arma}}).


// reset the counter to start with 1 again
; Variables
i = 1;
: A [[Variables|Variable]] is a named storage container for data.
: The name of a variable is called its [[Identifier]].


== Code Execution ==
; Data Types
: The [[:Category: Data Types|Data Type]] of a variable specifies which kind of data that variable can contain.


how can I execute code? (external files vs. mission editor)
; Operators <!-- TODO: Explanation -->
: See [[Operators]]


=== Mission Editor ===
; Control Structures <!-- TODO: Explanation -->
: See [[Control Structures]]


how to execute code in the editor, listing of mission editor fields to start scripts
; Functions <!-- TODO: Explanation -->
: See [[Function]]


=== External Files ===


how to execute code in external files, scripts & functions
== Recommended programs ==
Code Edition programs can be found on the [[:Category:Community Tools#Code Edition|Community Tools - Code Edition]] page section.


== Developing a Script ==


script in this case: code in external files (scripts/functions). how to develop a script?
== Must-read articles ==
<!-- Bad section title, should be changed -->
=== Best Practices ===
See [[Code Best Practices]]


* Requirements
=== Debugging ===
* Concept
* [[Debugging Techniques]]
* Implementation
* [[:Category:Community_Tools#Debug_Console.2FSystem|Community Tools - Debug Console/System]]
* Test


usually in your head, for complex scripts on paper and drafts
=== Optimisation ===
* [[Code Optimisation]]
* [[Mission Optimisation]]


=== Requirements ===


what shall the script do?
== Useful Links ==
 
These pages cover further aspects of scripting:
=== Concept ===
* [[:Category:Example Code|Example Code]]
 
How shall the script do it?
 
=== Implementation ===
 
Writing the code
 
=== Test ===
 
Testing the code
 
== Further Reading ==
 
If you want to learn more about [[Scripting]], read the following articles:
 
* [[Variables]]
* [[Data Types]]
* [[Operators]]
* [[Control Structures]]
* [[Control Structures]]
* [[Multiplayer Scripting]]
* [[Exception handling]]
* [[Exception handling]]
== See also ==
* [[Script (File)]]
* [[Script (File)]]
* [[Function]]
* [[Function]]
* [[SQF syntax]]
* [[SQS to SQF conversion]]
* [[SQS to SQF conversion]]


[[Category:Arma Scripting Tutorials|Introduction to Scripting]]
Consider the following resources for more general learning:
* [[6thSense.eu/EG|6thSense.eu Editing Guide]]
* [https://www.armaholic.com/page.php?id=20465 Fockers Arma 3 Scripting Guide]
* [https://www.armaholic.com/page.php?id=4847 Mr-Murray's Armed Assault Editing Guide - Deluxe Edition]
* [https://www.youtube.com/watch?v=WmEBN-RbK44 Excellent German SQF tutorial (YouTube)]
 
 
[[Category:Arma Scripting Tutorials]]

Revision as of 20:39, 25 February 2021

Template:Navbox/Scripting

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 for this is to take advantage of the game-engine's ability to employ an even more versatile feature known as scripting. Arma's scripting language SQF (and its predecessor SQS from Operation Flashpoint) can give you more direct control over core game features through script commands and scripted functions.

Before anything

Is your idea necessary?
Will players even notice or use what you want to script? Just because you can does not mean you should. Sometimes less is more!
Is it possible to do this in the editor?
The Eden Editor is a powerful tool and with it alone one can achieve a lot of things without writing a single line of code.
Poorly written scripts are often the cause of poor performance both in singleplayer and multiplayer scenarios.
Can it be scripted using SQF?
This question might be hard to answer. Try to get as much information about what you want to do and what commands and functions there are before spending time on writing a script, just to find out that what you hoped to achieve is not possible after all.


Depending on your answer for these questions, you may want to rethink your approach.

Scripting is not the solution for everything!


Terms

The following is a collection of terms frequently encountered when talking or reading about scripting.

Game Engine
The core program of the game which executes your scripting commands at run time.
Script
When speaking about a script, one is usually referring to a .sqs or .sqf script file.
Syntax
See SQF Syntax (Arma, Arma 2, Arma 3, Take On Helicopters).
See SQS Syntax (Operation Flashpoint, Arma).
Variables
A Variable is a named storage container for data.
The name of a variable is called its Identifier.
Data Types
The Data Type of a variable specifies which kind of data that variable can contain.
Operators
See Operators
Control Structures
See Control Structures
Functions
See Function


Recommended programs

Code Edition programs can be found on the Community Tools - Code Edition page section.


Must-read articles

Best Practices

See Code Best Practices

Debugging

Optimisation


Useful Links

These pages cover further aspects of scripting:

Consider the following resources for more general learning: