Scripting: Difference between revisions

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The '''scripting language''' allows the user to control and influence the behaviour of the game engine. It is in its structure similar to real programming languages. With the large amount of [[:Category:ArmA: Scripting Commands|scripting commands]] you can create dynamic processes happening during a mission. That is, for instance, a camera cutscene or custom interactions between the player and AI units. The scripting engine was designed to be very simple while remaining unlimiting for the scripter.
#REDIRECT [[Introduction to Arma Scripting]]
 
== Requirements ==
 
You don't need any requirements to learn using the scripting language. You should be familiar to [[ArmA: Mission Editing|mission editing]] though, as this is the base for any scripting needs.
 
== Getting Started ==
 
The first little code in every programming language is usually a small '''"Hello World"''' program. It is meant just to display this simple text.
 
Open up the [[ArmA: Mission Editor|mission editor]], create a custom unit for the player and write the following code into its <tt>init</tt> line:
 
[[hint]] "Hello World!"
 
This code is very simple: The [[:Category:ArmA: Scripting Commands|command]] [[hint]] displays the given text on the left upper side of the screen. The code is executed when the mission starts, since this is what the <tt>init</tt> line does.
 
== Learning Scripting - A Tutorial==
 
Read the article '''Introduction to Scripting''' to get introduced into the scripting language of [[Armed Assault]]. You will read, why one needs scripting at all and how the basics work.
 
Afterwards the article will point you to other articles telling you more about the scripting language.
 
[[ArmA: Introduction to Scripting|Introduction to Scripting (Armed Assault) >>]]
 
[[Category:ArmA: Scripting| ]]

Latest revision as of 00:03, 25 June 2022