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Scripting is one of the most powerful and most versatile tools available in the Arma sandbox. Unfortunately, it is also one of the most complex and unforgiving aspects of addon (i.e. mod) and mission creation.


== Introduction ==
All {{arma}} games from {{arma0}} to {{arma3}} use a scripting language called [[SQF Syntax|SQF]]. Its predecessor [[SQS Syntax|SQS]] has been considered deprecated since {{arma1}} (2006) and is no longer used.
As of {{armaR}} (2022), SQF has been succeeded by {{GameCategory|armaR|Modding|Guidelines|Scripting|text= Enforce Script}}. This document only considers SQF.


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.
== Scripting Topics ==


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.
There is a plethora of topics to learn about in the context of {{arma}} scripting (see the table below).
Fortunately, there is no need to acquire detailed knowledge about all of these things in order to get started with scripting.
To aid with prioritisation, this page provides three selections of topics, each relevant to beginner, intermediate and advanced scripters respectively.
{{Table/RVScripting}}




== Terms ==
== Beginner Scripting ==


Before getting started, you should understand the meaning of these terms.
{{Wiki|TODO|
* Using existing functions
}}


'''Data Types''':
=== Variables ===
See [[Data Types]]


'''Algorithm''':
[[Variables]] are a fundamental building block of scripting (and programming in general). Like in mathematics, they serve as placeholders for values. A few examples:
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.
* <sqf inline>A = 1;</sqf> The variable <var>A</var> now has the value 1.
* <sqf inline>B = 2;</sqf> The variable <var>B</var> now has the value 2.
* <sqf inline>C = "Hello World!";</sqf> The variable <var>C</var> now has the value "Hello World!".
A variable always has a [[Data Types|Data Type]]. In the example above, the variables <var>A</var> and <var>B</var> both have the data type [[Number]], while <var>C</var> has the data type [[String]]. The data type of a variable is not fixed and changes automatically based on the current value of the variable.


'''Interpreter''':
=== Commands and Operators ===
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''':
Two other basic tools of scripting are commands and [[Operators]]. In fact, they are so basic that the examples in the {{Link|#Variables}} section above already had to make use of an operator: The equals sign (<sqf inline>=</sqf>) serves as the assignment operator, assigning values to variables. Similarly, symbols such as <sqf inline>+</sqf>, <sqf inline>-</sqf>, <sqf inline>*</sqf> and <sqf inline>/</sqf> are also operators. Using operators is quite simple:
See [[Control Structures]]
<sqf>
A = 1.5;
B = -2 * A;
C = A + B + 3.5; // Result: C is 2
</sqf>
Commands are often more versatile and complex than operators and can sometimes be used to interact with the game in some way. For instance, the [[setPosATL]] command can be used to change the position of an object in the game world, the [[damage]] command returns the amount of damage an object has suffered and the [[systemChat]] command can be used to display a message in the system chat.


'''Syntax''':
While operators are usually fairly intuitive to use, commands are often more complicated. As such, every single command (and every single operator) has a dedicated [[Main Page|Community Wiki]] page documenting it. This makes the Community Wiki an essential resource for scripting as it can be consulted whenever an unfamiliar command is encountered or needs to be used. The documentation commonly includes information about the behaviour and effect of the command, its return value and the purpose and data types of its parameters.
* See [[SQF syntax]]
* See [[SQS syntax]] (obsolete)


'''Script''':
{{Feature|informative|Commands List can be found here: [[:Category:Scripting Commands|Scripting Commands]].}}
When speaking about a [[Script (File)|script]], we usually mean a .sqs or .sqf file.


'''Game Engine''':
=== Control Structures, Conditions and Booleans ===
The core program of the game which reads and executes your scripting commands at run time.


'''Function''':
[[Control Structures]] allow scripts to accomplish complex tasks. See the following:
See [[Function]]
<sqf>
if (damage player > 0.5) then
{
player setDamage 0;
systemChat "The player has been healed.";
}
else
{
systemChat "The player is fine.";
};
</sqf>
This code behaves differently depending on the damage status of the player. The [[systemChat]] output and whether or not the player is healed changes dynamically based on how much health the player has when the code is executed.


'''Variables''':
==== Conditions ====
See [[Variables]]
In the example above, the condition is <sqf inline>damage player > 0.5</sqf>. Like all conditions, it results in a [[Boolean]] value when evaluated:
# First, <sqf inline>damage player</sqf> is evaluated and returns a number.
# Then, the <sqf inline>></sqf> operator compares that number to 0.5:
#* If the number is greater than 0.5, the <sqf inline>></sqf> operator returns [[true]].
#* If the number is less than or equal to 0.5, the <sqf inline>></sqf> operator returns [[false]].


'''Operators''':
==== Booleans ====
See [[Operators]]
The data type [[Boolean]] only has two possible values: [[true]] and [[false]].
<!--
= The things to ask yourself beforehand =


{{note|Be careful: Scripting isn't a solution to everything. }}
===== Boolean Operations =====
There are three basic operations that can be performed on Boolean values:


=== Is it not possible to do this in the editor? ===
{| class="wikitable align-center-col-3 align-center-col-4" style="margin: auto"
* [[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.
! Operation !! Description !! SQF Operator !! SQF Command
=== 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!
| NOT (Negation) || Inverts the input value. || <sqf inline>!</sqf> || [[not]]
=== 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.
| AND (Conjunction) || Combines two Booleans into one. Only returns [[true]] if both input values are [[true]]. || <sqf inline>&&</sqf> || [[and]]
|-
| OR (Disjunction) || Combines two Booleans into one. Returns [[true]] if at least one of the input values is [[true]]. || <sqf inline>||</sqf> || [[or]]
|}


*Should any question above be answered with ‘’’Yes’’’, then you should rethink your approach.
Both the input and the output of these operations are Boolean values. Their behaviour is defined as follows:
-->


{| class="align-center valign-top" style="margin: auto"
|


== Recommended programs ==
{| class="wikitable align-center"
! colspan="2" style="font-size: 1.25em" | NOT
|-
! Expression !! Result
|-
| <sqf inline>!true</sqf> || [[false]]
|-
| <sqf inline>!false</sqf> || [[true]]
|}


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://code.visualstudio.com/download Visual Studio Code] (with SQF plugin)
{| class="wikitable align-center"
* [https://notepad-plus-plus.org/ Notepad++]
! colspan="2" style="font-size: 1.25em" | AND
* [http://www.geany.org/ Geany]
|-
* [https://atom.io/ Atom]
! Expression !! Result
* [[Poseidon Tools]]
|-
* [https://www.eclipse.org/ Eclipse] with [https://forums.bohemia.net/forums/topic/202181-sqdev-sqf-developing-in-eclipse/ SQDev]
| <sqf inline>true && true</sqf> || [[true]]
<!--
|-
== The Concept ==
| <sqf inline>true && false</sqf> || [[false]]
|-
| <sqf inline>false && true</sqf> || [[false]]
|-
| <sqf inline>false && false</sqf> || [[false]]
|}


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.       
|


--><!--
{| class="wikitable align-center"
! colspan="2" style="font-size: 1.25em" | OR
|-
! Expression !! Result
|-
| <sqf inline>true || true</sqf> || [[true]]
|-
| <sqf inline>true || false</sqf> || [[true]]
|-
| <sqf inline>false || true</sqf> || [[true]]
|-
| <sqf inline>false || false</sqf> || [[false]]
|}


===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.
==== Complex Conditions ====
Boolean operations can be used to create complex conditions by combining multiple conditions into one.
<sqf>
if ((alive VIP_1 && triggerActivated VIP_1_Task_Complete) || (alive VIP_2 && triggerActivated VIP_2_Task_Complete)) then
{
systemChat "At least one VIP has been rescued.";
};
</sqf>


[[titleText]]["Good morning, captain", "PLAIN DOWN"]
{{Feature|informative|Beginners sometimes write conditions such as <sqf inline>if (Condition == true)</sqf> or <sqf inline>if (Condition == false)</sqf>.<br>
While doing so is not a real error, it is unnecessary because [[Control Structures]] (and [[Trigger]]s) always implicitly compare the condition to [[true]].<br>
The correct (as in faster, more common and more readable) way to write such conditions is <sqf inline>if (Condition)</sqf> and <sqf inline>if (!Condition)</sqf> respectively.
}}


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.
=== Arrays ===


[[titleText]]["Good morning, captain", "PLAIN DOWN", 5]
An [[Array]] is a [[:Category:Data Types|Data Type]] that can be seen as a list of items. This list can hold none to multiple elements of different types:
<sqf>
[] // an empty array
[true] // an array of 1 element (Boolean)
[0, 10, 20, 30, 40, 50] // an array of 6 elements of Number type
["John Doe", 32, true] // an array of 3 elements of different types (String, Number, Boolean)
</sqf>
An array is a useful way to keep data together and is used for example to store positions.


Scripts which are called [[function]]s) are stored in .SQF files the mission folder, or in .SQSs files and then called only scripts.
==== Positions ====
[[Position]]s are represented as 2D or 3D [[Array]]s of [[Number]]s (usually in the format <sqf inline>[X, Y]</sqf> or <sqf inline>[X, Y, Z]</sqf>) where X represents West-East, Y represents South-North and Z represents altitude.
However, there are some important caveats and distinctions one should be aware of - for instance, the positions <sqf inline>[0, 0, 0]</sqf> ASL ('''A'''bove '''S'''ea '''L'''evel) and <sqf inline>[0, 0, 0]</sqf> AGL ('''A'''bove '''G'''round '''L'''evel) are not necessarily equivalent.
It is therefore highly recommended to read the [[Position]]s page before working with positions.


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.)
=== Script Files ===


Scripts are usually placed in [[Script File]]s. It is of course possible and sometimes even necessary to use short pieces of code in the Editor (e.g. in the ''On Activation'' expression of a [[Trigger]]), but scripts can become long and complex, and then working with them is far easier when they are properly placed in script files. Additionally, some features are only accessible through the use of script files ([[Event Scripts]] for example).


== Scripting Code ==
Script files are basically just text files with a certain filename extension. For script files, that file extension is {{hl|.sqf}} (or {{hl|.sqs}}), but in the broader context of Arma scripting, modification, configuration and mission design, more file extensions can be encountered: {{hl|.ext}}, {{hl|.hpp}}, {{hl|.cpp}} and {{hl|.cfg}} to mention the most common ones.


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.
==== File Creation ====
Unfortunately, Windows does not make the creation of blank files with a desired file extension easily accessible.


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.
For instance, a common pitfall when trying to use [[Description.ext]] (a file that is used to configure certain mission features such as the respawn settings) for the first time is (unknowingly) creating {{hl|Description.ext.txt}} instead of {{hl|Description.ext}} because the Windows File Explorer hides file extensions by default.
Obviously, {{hl|Description.ext.txt}} will not work and will not have any of the desired effects on the mission because the game does not recognize it as {{hl|Description.ext}}, but identifying a wrong file extension as the root cause of an issue when troubleshooting is notoriously difficult as one is usually looking for errors in the code and not in the filename.


=== Layout ===
While there are many different ways to create a blank text file with a specific file extension, the easiest method using native Windows tools is probably this:
* Preparation (only needs to be done once):
# Open the File Explorer
# Open the ''View'' tab at the top
# Tick the ''File name extensions'' checkbox
* File Creation:
# Navigate to the location where you want to create a new script file
# Right-click
# Go to ''New''
# Click on ''Text Document''
# Rename {{hl|New Text Document.txt}} to what you need


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.
{{Feature|informative|It is also possible to bypass Notepad's automatic addition of the {{hl|.txt}} extension by wrapping the file name in quote, e.g {{hl|"description.ext"}}.}}


* 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.
==== File Locations ====
* Use '''spaces or tabs''' to indent code in [[Block|blocks]]. This way you can easily tell to which block some code belongs.
In the context of mission creation, script files generally need to be placed in the corresponding ''scenario folder'' (often also called the ''mission root folder''). Every mission has its own scenario folder, it is created by the Editor when saving the scenario for the first time.
By default it only contains a single file called [[Mission.sqm|{{hl|mission.sqm}}]]; this file mostly stores data regarding Editor-placed entities and does not need to be touched when scripting.


Example:
[[Description.ext]] and [[Event Scripts]] have to be placed directly in the root of the scenario folder (i.e. next to {{hl|mission.sqm}}), but all other files can be placed in subfolders of the scenario folder.
A well-structured scenario folder could look like this:


  Statement 1;
  {{Color|green|Apex%20Protocol.Tanoa}}/
   
  {{Color|lightgrey|├──}} functions/
  Block
  {{Color|lightgrey|│  ├──}} fn_myFirstFunction.sqf
  {
  {{Color|lightgrey|│  └──}} fn_mySecondFunction.sqf
    Statement 2;
{{Color|lightgrey|├──}} scripts/
   
  {{Color|lightgrey|│  ├──}} myFirstScript.sqf
    Nested block
{{Color|lightgrey|│  └──}} mySecondScript.sqf
    {
{{Color|lightgrey|├──}} description.ext
        Statement 3;
{{Color|lightgrey|├──}} initPlayerLocal.sqf
        Statement 4;
{{Color|lightgrey|├──}} initServer.sqf
    };
  {{Color|lightgrey|└──}} mission.sqm
  };


=== Comments ===
Each scenario folder is stored in either the {{hl|missions}} or the {{hl|mpmissions}} subfolder of the folder containing the [[Profile|Arma Profile]] that was used to create the scenario.
For instance, the path to the scenario folder from the example above could be:
C:\Users\Scott Miller\Documents\Arma 3 - Other Profiles\Keystone\missions\{{Color|green|Apex%20Protocol.Tanoa}}
The Editor uses {{Link|https://en.wikipedia.org/wiki/Percent-encoding|percent-encoding}} for scenario folder names, that is why whitespaces in the scenario name are replaced with {{hl|%20}}.


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.
{{Feature|informative|
The [[:Category:Eden Editor|Eden Editor]] provides a useful shortcut to quickly open a mission's scenario folder in the Windows File Explorer:
With the mission open in the Editor, go to ''Scenario'' in the top left and then click on ''Open Scenario Folder''.
}}


Check out [[SQF syntax]] for information about the notation of comments.
'''See Also:'''
* [[2D Editor: External]]
* [[Eden Editor: Scenario Folder]]
* [[Profile]] (the possible profile folder paths are listed there)


'''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:
==== Editing Script Files ====
Because script files are essentially plain text files, they can be edited with just about any text editor. For instance, the native Windows Notepad can be used, but working with it is not very comfortable. As such, regular scripters typically use more versatile applications such as {{Link|https://notepad-plus-plus.org|Notepad++}} or {{Link|https://code.visualstudio.com|Visual Studio Code}}, usually in combination with plugins that add additional support for SQF. One feature commonly provided by these plugins is ''syntax highlighting'', and for good reason: Syntax highlighting makes code significantly more readable and helps recognizing and avoiding basic syntax errors. Consequently, it is highly recommended to use syntax highlighting.


Bad comment:
See [[:Category:Community Tools#Code Edition|Community Tools - Code Edition]] for a selection of community-made applications and plugins for Arma Scripting.


// the variable i gets the value 1
==== Script Execution ====
i = 1;
The [[execVM]] command is used to execute script files.


Good comment:
For instance, {{hl|myFirstScript.sqf}} from the {{Link|#File Locations}} example above can simply be executed like so:
<sqf>execVM "scripts\myFirstScript.sqf";</sqf>
This can be done anywhere: Within another script, from the [[Arma 3: Debug Console|Debug Console]], in the ''On Activation'' or ''On Deactivation'' expression of a [[Trigger]] or in the init field of an [[Eden Editor: Object|Object]] in the Editor.


// reset the counter to start with 1 again
i = 1;


== Code Execution ==
== Intermediate Scripting ==


how can I execute code? (external files vs. mission editor)
{{Wiki|TODO|
* [[:Category:Functions|Functions]]
* [[Namespace]]s, {{Link|Variables#Scopes|Scopes}}
* {{Link|:Category:Event Handlers|Event Handlers}}
* [[HashMap]]s
}}


=== Mission Editor ===


how to execute code in the editor, listing of mission editor fields to start scripts
== Advanced Scripting ==


=== External Files ===
{{Wiki|TODO|
* [[Multiplayer Scripting]]
* [[GUI Tutorial|GUIs]]
* [[Code Optimisation]]
* [[Debugging Techniques]]
}}


how to execute code in external files, scripts & functions


== Developing a Script ==
== Miscellaneous ==


script in this case: code in external files (scripts/functions). how to develop a script?
{{Feature|informative|This section contains content from an old version of this page which is due to be updated.}}


* Requirements
* Concept
* Implementation
* Test


usually in your head, for complex scripts on paper and drafts
== Before anything ==<!-- "General Considerations" perhaps? -->


=== Requirements ===
; 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!


what shall the script do?
; Is it possible to do this in the editor?
: The [[:Category:Eden Editor|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 a frequent cause of poor performance, both in singleplayer and multiplayer scenarios.


=== Concept ===
; 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.


How shall the script do it?
{{Feature|informative|Scripting is <u>not</u> the solution for everything!}}


=== Implementation ===
=== Terms ===


Writing the code
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.


== Debugging ==
; Script / Script File
: Scripts are usually placed in [[Script File|script files]]. Script files contain code.


* [[Debugging Techniques]]
; Syntax <!-- TODO: Explanation -->
: See [[SQF Syntax]] ({{arma}}, {{arma2}}, {{arma3}}).
: See [[SQS Syntax]] ({{ofp}}, {{arma}}).
 
; Variables
: A [[Variables|Variable]] is a named storage container for data.
: The name of a variable is called its [[Identifier]].
 
; Data Types
: The [[:Category: Data Types|Data Type]] of a variable specifies which kind of data that variable can contain.
 
; Operators <!-- TODO: Explanation -->
: See [[Operators]]
 
; Control Structures <!-- TODO: Explanation -->
: See [[Control Structures]]
 
; Functions <!-- TODO: Explanation -->
: See [[Function]]
 
=== Must-Read Articles ===


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


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


==== Optimisation ====
* [[Code Optimisation]]
* [[Code Optimisation]]
* [[Mission Optimisation]]
* [[Mission Optimisation]]


=== Useful Links ===


== Useful Links ==
These pages cover further aspects of scripting:
 
* [[:Category:Example Code|Example Code]]
These links offer a great deal of information about [[Scripting]]:
* [[Example Code]]
* [[Control Structures]]
* [[Control Structures]]
* [[Multiplayer Scripting]]
* [[Multiplayer Scripting]]
* [[Exception handling]]
* [[Exception handling]]
* [[Script (File)]]
* [[Script File]]
* [[Function]]
* [[Function]]
* [[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/EG|6thSense.eu Editing Guide]]
* [http://www.armaholic.com/page.php?id=20465 Fockers Arma 3 Scripting Guide]
* {{Link|link= https://www.armaholic.com/page.php?id=20465|text= Fockers Arma 3 Scripting Guide}}
* [http://www.armaholic.com/page.php?id=4847 Mr-Murray's Armed Assault Editing Guide - Deluxe Edition]
* {{Link|link= https://www.armaholic.com/page.php?id=4847|text= Mr-Murray's Armed Assault Editing Guide - Deluxe Edition}}
* [https://www.youtube.com/watch?v=WmEBN-RbK44 Excellent German SQF tutorial]
* {{Link|https://youtu.be/WmEBN-RbK44|Excellent German SQF tutorial (YouTube)}}
 


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

Latest revision as of 17:00, 20 February 2024

Scripting is one of the most powerful and most versatile tools available in the Arma sandbox. Unfortunately, it is also one of the most complex and unforgiving aspects of addon (i.e. mod) and mission creation.

All Arma games from Arma: Cold War Assault to Arma 3 use a scripting language called SQF. Its predecessor SQS has been considered deprecated since Armed Assault (2006) and is no longer used. As of Arma Reforger (2022), SQF has been succeeded by Enforce Script. This document only considers SQF.


Scripting Topics

There is a plethora of topics to learn about in the context of Arma scripting (see the table below). Fortunately, there is no need to acquire detailed knowledge about all of these things in order to get started with scripting. To aid with prioritisation, this page provides three selections of topics, each relevant to beginner, intermediate and advanced scripters respectively.

Real Virtuality Scripting
Terminology ArgumentIdentifierExpressionOperandOperatorsParameterStatementVariablesMagic VariablesFunction
Syntax SQF SyntaxSQS SyntaxOrder of PrecedenceControl Structures
Tutorials Introduction to Arma ScriptingCode Best PracticesExample CodeCode OptimisationMission OptimisationMultiplayer ScriptingSQS → SQF
Data Types General ArrayBooleanCodeConfigControlDiary RecordDisplayEden EntityEden IDEditor ObjectGroupHashMapLocationNamespaceNumberObjectScript Handle
SideStringStructured TextTaskTeamTeam MemberNaNAnythingNothingVoidSwitch TypeWhile TypeWith TypeFor TypeIf Type
Special Arrays Array of Eden EntitiesColorDateParticleArrayPositionUnit Loadout ArrayVector3DWaypoint
Scripting Commands Scripting CommandsScripting Commands by Functionality
Scripting Functions Scripting FunctionsFunctions by Functionality
Debugging Common Scripting ErrorsDebugging TechniquesException handling
Advanced Event ScriptsEvent HandlersPreProcessor CommandsInitialisation OrderPerformance Profiling


Beginner Scripting

🚧
TODO:
  • Using existing functions

Variables

Variables are a fundamental building block of scripting (and programming in general). Like in mathematics, they serve as placeholders for values. A few examples:

  • A = 1; The variable A now has the value 1.
  • B = 2; The variable B now has the value 2.
  • C = "Hello World!"; The variable C now has the value "Hello World!".

A variable always has a Data Type. In the example above, the variables A and B both have the data type Number, while C has the data type String. The data type of a variable is not fixed and changes automatically based on the current value of the variable.

Commands and Operators

Two other basic tools of scripting are commands and Operators. In fact, they are so basic that the examples in the Variables section above already had to make use of an operator: The equals sign (=) serves as the assignment operator, assigning values to variables. Similarly, symbols such as +, -, * and / are also operators. Using operators is quite simple:

A = 1.5; B = -2 * A; C = A + B + 3.5; // Result: C is 2

Commands are often more versatile and complex than operators and can sometimes be used to interact with the game in some way. For instance, the setPosATL command can be used to change the position of an object in the game world, the damage command returns the amount of damage an object has suffered and the systemChat command can be used to display a message in the system chat.

While operators are usually fairly intuitive to use, commands are often more complicated. As such, every single command (and every single operator) has a dedicated Community Wiki page documenting it. This makes the Community Wiki an essential resource for scripting as it can be consulted whenever an unfamiliar command is encountered or needs to be used. The documentation commonly includes information about the behaviour and effect of the command, its return value and the purpose and data types of its parameters.

Commands List can be found here: Scripting Commands.

Control Structures, Conditions and Booleans

Control Structures allow scripts to accomplish complex tasks. See the following:

if (damage player > 0.5) then { player setDamage 0; systemChat "The player has been healed."; } else { systemChat "The player is fine."; };

This code behaves differently depending on the damage status of the player. The systemChat output and whether or not the player is healed changes dynamically based on how much health the player has when the code is executed.

Conditions

In the example above, the condition is damage player > 0.5. Like all conditions, it results in a Boolean value when evaluated:

  1. First, damage player is evaluated and returns a number.
  2. Then, the > operator compares that number to 0.5:
    • If the number is greater than 0.5, the > operator returns true.
    • If the number is less than or equal to 0.5, the > operator returns false.

Booleans

The data type Boolean only has two possible values: true and false.

Boolean Operations

There are three basic operations that can be performed on Boolean values:

Operation Description SQF Operator SQF Command
NOT (Negation) Inverts the input value. ! not
AND (Conjunction) Combines two Booleans into one. Only returns true if both input values are true. && and
OR (Disjunction) Combines two Booleans into one. Returns true if at least one of the input values is true. || or

Both the input and the output of these operations are Boolean values. Their behaviour is defined as follows:

NOT
Expression Result
!true false
!false true
AND
Expression Result
true && true true
true && false false
false && true false
false && false false
OR
Expression Result
true || true true
true || false true
false || true true
false || false false

Complex Conditions

Boolean operations can be used to create complex conditions by combining multiple conditions into one.

if ((alive VIP_1 && triggerActivated VIP_1_Task_Complete) || (alive VIP_2 && triggerActivated VIP_2_Task_Complete)) then { systemChat "At least one VIP has been rescued."; };

Beginners sometimes write conditions such as if (Condition == true) or if (Condition == false).

While doing so is not a real error, it is unnecessary because Control Structures (and Triggers) always implicitly compare the condition to true.

The correct (as in faster, more common and more readable) way to write such conditions is if (Condition) and if (!Condition) respectively.

Arrays

An Array is a Data Type that can be seen as a list of items. This list can hold none to multiple elements of different types:

[] // an empty array [true] // an array of 1 element (Boolean) [0, 10, 20, 30, 40, 50] // an array of 6 elements of Number type ["John Doe", 32, true] // an array of 3 elements of different types (String, Number, Boolean)

An array is a useful way to keep data together and is used for example to store positions.

Positions

Positions are represented as 2D or 3D Arrays of Numbers (usually in the format [X, Y] or [X, Y, Z]) where X represents West-East, Y represents South-North and Z represents altitude. However, there are some important caveats and distinctions one should be aware of - for instance, the positions [0, 0, 0] ASL (Above Sea Level) and [0, 0, 0] AGL (Above Ground Level) are not necessarily equivalent. It is therefore highly recommended to read the Positions page before working with positions.

Script Files

Scripts are usually placed in Script Files. It is of course possible and sometimes even necessary to use short pieces of code in the Editor (e.g. in the On Activation expression of a Trigger), but scripts can become long and complex, and then working with them is far easier when they are properly placed in script files. Additionally, some features are only accessible through the use of script files (Event Scripts for example).

Script files are basically just text files with a certain filename extension. For script files, that file extension is .sqf (or .sqs), but in the broader context of Arma scripting, modification, configuration and mission design, more file extensions can be encountered: .ext, .hpp, .cpp and .cfg to mention the most common ones.

File Creation

Unfortunately, Windows does not make the creation of blank files with a desired file extension easily accessible.

For instance, a common pitfall when trying to use Description.ext (a file that is used to configure certain mission features such as the respawn settings) for the first time is (unknowingly) creating Description.ext.txt instead of Description.ext because the Windows File Explorer hides file extensions by default. Obviously, Description.ext.txt will not work and will not have any of the desired effects on the mission because the game does not recognize it as Description.ext, but identifying a wrong file extension as the root cause of an issue when troubleshooting is notoriously difficult as one is usually looking for errors in the code and not in the filename.

While there are many different ways to create a blank text file with a specific file extension, the easiest method using native Windows tools is probably this:

  • Preparation (only needs to be done once):
  1. Open the File Explorer
  2. Open the View tab at the top
  3. Tick the File name extensions checkbox
  • File Creation:
  1. Navigate to the location where you want to create a new script file
  2. Right-click
  3. Go to New
  4. Click on Text Document
  5. Rename New Text Document.txt to what you need
It is also possible to bypass Notepad's automatic addition of the .txt extension by wrapping the file name in quote, e.g "description.ext".

File Locations

In the context of mission creation, script files generally need to be placed in the corresponding scenario folder (often also called the mission root folder). Every mission has its own scenario folder, it is created by the Editor when saving the scenario for the first time. By default it only contains a single file called mission.sqm; this file mostly stores data regarding Editor-placed entities and does not need to be touched when scripting.

Description.ext and Event Scripts have to be placed directly in the root of the scenario folder (i.e. next to mission.sqm), but all other files can be placed in subfolders of the scenario folder. A well-structured scenario folder could look like this:

Apex%20Protocol.Tanoa/
├── functions/
│   ├── fn_myFirstFunction.sqf
│   └── fn_mySecondFunction.sqf
├── scripts/
│   ├── myFirstScript.sqf
│   └── mySecondScript.sqf
├── description.ext
├── initPlayerLocal.sqf
├── initServer.sqf
└── mission.sqm

Each scenario folder is stored in either the missions or the mpmissions subfolder of the folder containing the Arma Profile that was used to create the scenario. For instance, the path to the scenario folder from the example above could be:

C:\Users\Scott Miller\Documents\Arma 3 - Other Profiles\Keystone\missions\Apex%20Protocol.Tanoa

The Editor uses percent-encoding for scenario folder names, that is why whitespaces in the scenario name are replaced with %20.

The Eden Editor provides a useful shortcut to quickly open a mission's scenario folder in the Windows File Explorer: With the mission open in the Editor, go to Scenario in the top left and then click on Open Scenario Folder.

See Also:

Editing Script Files

Because script files are essentially plain text files, they can be edited with just about any text editor. For instance, the native Windows Notepad can be used, but working with it is not very comfortable. As such, regular scripters typically use more versatile applications such as Notepad++ or Visual Studio Code, usually in combination with plugins that add additional support for SQF. One feature commonly provided by these plugins is syntax highlighting, and for good reason: Syntax highlighting makes code significantly more readable and helps recognizing and avoiding basic syntax errors. Consequently, it is highly recommended to use syntax highlighting.

See Community Tools - Code Edition for a selection of community-made applications and plugins for Arma Scripting.

Script Execution

The execVM command is used to execute script files.

For instance, myFirstScript.sqf from the File Locations example above can simply be executed like so:

execVM "scripts\myFirstScript.sqf";

This can be done anywhere: Within another script, from the Debug Console, in the On Activation or On Deactivation expression of a Trigger or in the init field of an Object in the Editor.


Intermediate Scripting


Advanced Scripting


Miscellaneous

This section contains content from an old version of this page which is due to be updated.


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 a frequent 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.
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 / Script File
Scripts are usually placed in script files. Script files contain code.
Syntax
See SQF Syntax (Arma, Arma 2, Arma 3).
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

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: