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==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 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]].


== Terms ==
== Before anything ==
Before getting started, you should understand the meaning of these terms.
<!-- 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!


; 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.


'''Algorithm''':
; Can it be scripted using SQF?
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.
: 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.


'''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''':
Depending on your answer for these questions, you may want to rethink your approach.
See [[Control Structures]]


'''Syntax''':
{{Feature|Informative|Scripting is <u>not</u> the solution for everything!}}
See [[SQF syntax]]
See [[SQS syntax]]


'''Script''':
When speaking about a [[Script (File)|script]], we usually mean a .sqs or .sqf file.


'''Game Engine''':
== Terms ==
The core program of the game which reads and executes your scripting commands at run time.
The following is a collection of terms frequently encountered when talking or reading about scripting.
 
'''Function''':
See [[Function]]
 
'''Variables''':
See [[Variables]]
 
'''Operators''':
See [[Operators]]
 
 
= The things to ask yourself beforehand =
 
{{note|Be careful: Scripting isn't a solution to everything. }}
 
=== Is it not possible to do this in the editor? ===
* [[Eden Editor]] is an incredible powerful tool and with it alone one can achive a lot of things, even without writing a single line of SQF.
*Poorly written scripts are often the reason for poor performance both in singleplayer and multiplayer scenarios.
=== Is it necessary? ===
* Will players even notice or use what you want to script? Just because you can doesn’t mean you should. Sometimes less is more!
=== Can it be scripted by using SQF? ===
* This might be hard to answer, especially for beginners. Try to get as much information about what you want to do and what commands there are before spending time on writing a script, just to find out it’s #not possible in the end.
 
*Should any question above be answered with ‘’’Yes’’’, then you should rethink your approach.
 
== 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.
 
*[https://notepad-plus-plus.org/ Notepad++]
*[http://www.geany.org/ Geany]
*[https://atom.io/ Atom]
*[[Poseidon Tools]]
 
== 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.       
 
 
===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.)
 
 
== 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.
 
=== 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:
 
// the variable i gets the value 1
i = 1;
 
Good comment:
 
// reset the counter to start with 1 again
i = 1;
 
== Code Execution ==
 
how can I execute code? (external files vs. mission editor)
 
=== Mission Editor ===


how to execute code in the editor, listing of mission editor fields to start scripts
; Game Engine
: The core program of the game which executes your scripting commands at run time.


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


how to execute code in external files, scripts & functions
; Syntax <!-- TODO: Explanation -->
: See [[SQF Syntax]] ({{arma}}, {{arma2}}, {{arma3}}, {{tkoh}}).
: See [[SQS Syntax]] ({{ofp}}, {{arma}}).


== Developing a Script ==
; Variables
: A [[Variables|Variable]] is a named storage container for data.
: The name of a variable is called its [[Identifier]].


script in this case: code in external files (scripts/functions). how to develop a script?
; Data Types
: The [[:Category: Data Types|Data Type]] of a variable specifies which kind of data that variable can contain.


* Requirements
; Operators <!-- TODO: Explanation -->
* Concept
: See [[Operators]]
* Implementation
* Test


usually in your head, for complex scripts on paper and drafts
; Control Structures <!-- TODO: Explanation -->
: See [[Control Structures]]


=== Requirements ===
; Functions <!-- TODO: Explanation -->
: See [[Function]]


what shall the script do?


=== Concept ===
== Recommended programs ==
Code Edition programs can be found on the [[:Category:Community Tools#Code Edition|Community Tools - Code Edition]] page section.


How shall the script do it?


=== Implementation ===
== Must-read articles ==
<!-- Bad section title, should be changed -->
=== Best Practices ===
See [[Code Best Practices]]


Writing the code
=== Debugging ===
* [[Debugging Techniques]]
* [[:Category:Community_Tools#Debug_Console.2FSystem|Community Tools - Debug Console/System]]


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


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


* [[Variables]]
== Useful Links ==
* [[Data Types]]
These pages cover further aspects of scripting:
* [[Operators]]
* [[: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:
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)]


* [[6thSense.eu:EG]]
* [http://www.armaholic.com/page.php?id=20465 Fockers Arma 3 Scripting Guide]
* [http://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]


[[Category:Arma Scripting Tutorials|Introduction to Scripting]]
[[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: