Magic Variables: Difference between revisions

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{{Cfg ref|start}}
{{Cfg ref|abc}}
== Introduction ==
== Introduction ==
 
'''Magic variables''' are engine-maintained [[Variables|variables]] that serve a specific purpose within a given scope and are often used by the engine to push data to a given [[Script (File)|script]] or [[Code|code]] fragment.<br>They are usually no longer present after leaving the scope (e.g. after code execution or after a [[forEach]] statement).
'''Magic variables''' are engine maintained [[Variables|variables]] that serve a specific purpose within a given scope and are often used by the engine to push data to a given [[Script (File)|script]] or [[Code|code]] fragment. They are usually no longer present after leaving the scope (e.g. after code execution or after a [[forEach]] statement).
 
== Usage ==
 
 
=== Generic ===




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==== _exception ====
==== _exception ====
</div>
</div>
[[Exception handling]] using a [[try]]..[[catch]] statement declares this variable which contains details about the [[throw|thrown]] exception in the try block.
[[Exception handling]] using a [[try]]-[[catch]] statement declares this variable which contains details about the [[throw|thrown]] exception in the try block.




==== _forEachIndex ====
==== _forEachIndex ====
Represents the (zero-based) index of a [[forEach]] [[#x|_x]]'''.
Represents the (zero-based) index of a [[forEach]] [[#x|_x]] element.




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==== _thisEventHandler ====
==== _thisEventHandler ====
</div>
</div>
The script handle (not the EH index!) for Event Handlers added with [[addEventHandler]] or [[addMPEventHandler]].
The index for Event Handlers added with [[addEventHandler]], [[addMPEventHandler]] or [[addMissionEventHandler]].




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==== _thisFSM ====
==== _thisFSM ====
</div>
</div>
The FSM id for FSMs executed with [[execFSM]].
The [[FSM]] id for FSMs executed with [[execFSM]].




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==== _thisScript ====
==== _thisScript ====
</div>
</div>
The [[call|called]] or [[spawn|spawned]] script handle from within itself.
The [[call|called]] or [[spawn|spawned]] [[Script (Handle)|script handle]] from within itself.
 
 
==== _time ====
'''[[SQS]] ONLY.''' The time elapsed since the script started running.
 
 
<div><div style="float: left; margin-right: 0.5em;">{{GVI|arma3|1.00}}</div>
==== _fnc_scriptName ====
</div>
{{note|not engine-maintained, but added by functions_f/'''initFunctions.sqf''' script – see [[scriptName]]}}
From within a [[:Category:Functions|Function]], the '''TAG_fnc_functionName''' function name as string (e.g. "myTag_fnc_myFunction")
 
 
<div><div style="float: left; margin-right: 0.5em;">{{GVI|arma3|1.00}}</div>
==== _fnc_scriptNameParent ====
</div>
{{note|not engine-maintained, but added by functions_f/'''initFunctions.sqf''' script – see [[scriptName]]}}
From within a [[:Category:Functions|Function]], name of the function that called the current one ([[#fnc_scriptName|_fnc_scriptName]] used when not defined)




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==== thisList ====
==== thisList ====
[[Variable]] defined by [[Triggers]] and [[Waypoints]]:
[[Variables|Variable]] defined by [[Triggers]] and [[Waypoints]]:
* Triggers:
* Triggers:
** accessible within the '''Condition''', '''On Activation''' or '''On Deactivation''' script
** accessible within the '''Condition''', '''On Activation''' or '''On Deactivation''' script
** defines an array of objects that are currently fulfilling the trigger's condition (same as what is returned by the [[list]] command)
** defines an array of objects that have been detected by the trigger (same as what is returned by the [[list]] command)
** thisList in a trigger's '''On Deactivation''' field seems to be undefined, and should not be used. It will either return an empty array, or possibly the contents of a different trigger.
** '''thisList''' in a trigger's '''On Deactivation''' field seems to be undefined, and should not be used. It will either return an empty array, or possibly the contents of a different trigger.
* Waypoints:
* Waypoints:
** accessible within the '''Condition''' or ''On Activation''' script
** accessible within the '''Condition''' or '''On Activation''' script
** defines an array containing all group members that completed the respective waypoint
** defines an array containing all group members that completed the respective waypoint


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==== thisTrigger ====
==== thisTrigger ====
Refers to the [[Triggers|trigger]] object itself.
Refers to the [[Triggers|trigger]] object itself.
=== Specifics ===
<div><div style="float: left; margin-right: 0.5em;">{{GVI|ofpr|1.85}}</div>
==== onMapSingleClick: _pos,_alt,_shift,_units ====
</div>
See [[onMapSingleClick]]
<div><div style="float: left; margin-right: 0.5em;">{{GVI|arma|1.00}}</div>
==== onPlayerConnected: _id,_uid,_name,_jip,_owner ====
</div>
See [[onPlayerConnected]]




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[[Category: ArmA: Editing‏‎]]
[[Category: ArmA: Editing‏‎]]
[[Category: ArmA 2: Editing‏‎]]
[[Category: ArmA 2: Editing‏‎]]
[[Category: Arma 3: Editing]]

Revision as of 01:58, 29 January 2019

Template:Cfg ref Template:Cfg ref

Introduction

Magic variables are engine-maintained variables that serve a specific purpose within a given scope and are often used by the engine to push data to a given script or code fragment.
They are usually no longer present after leaving the scope (e.g. after code execution or after a forEach statement).


_this

Is used to make arguments of a script call (call, exec, execVM, spawn) visible and accessible to the script.


_x

Represents the current element during a loop with: apply, count, configClasses, configProperties, findIf, forEach, select.


-wrong parameter ("Arma") defined!-1.00

_exception

Exception handling using a try-catch statement declares this variable which contains details about the thrown exception in the try block.


_forEachIndex

Represents the (zero-based) index of a forEach _x element.


_thisEventHandler

The index for Event Handlers added with addEventHandler, addMPEventHandler or addMissionEventHandler.


_thisFSM

The FSM id for FSMs executed with execFSM.


_thisScript

The called or spawned script handle from within itself.


_time

SQS ONLY. The time elapsed since the script started running.


_fnc_scriptName

Template:note From within a Function, the TAG_fnc_functionName function name as string (e.g. "myTag_fnc_myFunction")


_fnc_scriptNameParent

Template:note From within a Function, name of the function that called the current one (_fnc_scriptName used when not defined)


this

  • In Addons' config files (e.g. UserActions, onInit, etc.): The object the entry belongs to
  • In Dialogs: The player unit that activated control (e.g. via mouseEnter). false if non-activated
  • In Object's "Init" line: The object the init line belongs to
  • In Triggers
    • "Condition" line: The Boolean return value of the trigger's conditions (e.g. "East Not Present" etc)
    • "On Activation/Deactivation" line: Seems to always return false
  • In Waypoints
    • "Condition" or "On Activation/Deactivation" line: The group leader that completed the respective waypoint (or driver, if waypoint is assigned to a vehicle)


thisList

Variable defined by Triggers and Waypoints:

  • Triggers:
    • accessible within the Condition, On Activation or On Deactivation script
    • defines an array of objects that have been detected by the trigger (same as what is returned by the list command)
    • thisList in a trigger's On Deactivation field seems to be undefined, and should not be used. It will either return an empty array, or possibly the contents of a different trigger.
  • Waypoints:
    • accessible within the Condition or On Activation script
    • defines an array containing all group members that completed the respective waypoint


thisTrigger

Refers to the trigger object itself.