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{{SideTOC}}
[[Category: Sandbox]]
[[Debugging Techniques]] are ways in which developers can debug, or find out where errors or unexpected outcomes are occurring within their scripts.
{{Feature|informative|To go on [[Initialisation Order]].}}
{{note|Debugging is the process of finding and resolving defects or problems within a computer program that prevent correct operation of computer software or a system – ''[https://en.wikipedia.org/w/index.php?title{{=}}Debugging Wikipedia - Debugging]''}}


== Code ==
{| class="wikitable sortable align-center align-left-col-1"
|+ Order of Initialisation (use column sorting for respective machine order)
! rowspan="2" class="unsortable" style="text-align: center" | Task
! rowspan="2" | Exec Environment
! rowspan="1" colspan="5" class="unsortable" | Machine
|-
! Single Player
! Dedicated Server
! Hosted Server
! Multiplayer Client
! [[Multiplayer Scripting#Join In Progress|JIP]] MP Client


Various links about code and how to write it:
|-
* [[SQF syntax]]
| [[Arma 3: Functions Library|Functions]] with <syntaxhighlight lang="cpp" inline>recompile</syntaxhighlight> {{Link|Arma 3: Functions Library#Attributes 3|attribute}} are recompiled
* [[SQS syntax]]
| {{n/a}}
* [[Code Optimisation]]
| 1 <!-- Single Player -->
| 1 <!-- Dedicated Server -->
| 1 <!-- Hosted Server -->
| 1 <!-- Multiplayer Client -->
| 1 <!-- JIP MP Client -->


=== IDE and Syntax Highlight ===
|-
| [[Arma 3: Functions Library|Functions]] with <syntaxhighlight lang="cpp" inline>preInit</syntaxhighlight> {{Link|Arma 3: Functions Library#Attributes 3|attribute}} are called
| [[Scheduler#Unscheduled Environment|Unscheduled]]
| 2 <!-- Single Player -->
| 2 <!-- Dedicated Server -->
| 2 <!-- Hosted Server -->
| 2 <!-- Multiplayer Client -->
| 2 <!-- JIP MP Client -->


Syntax errors can be a frequent occurrence when developing scripts. '''Syntax highlight''' will help you find typos in commands and in your scripts.<br />
|-
An '''I'''ntegrated '''D'''evelopment '''E'''nvironment, shortened to '''IDE''' is as its name says a development environment program, providing among other things '''syntax highlight''' and '''autocompletion''', helping you writing code.<br />
| Object Init Event Handlers are called
<br />
| [[Scheduler#Unscheduled Environment|Unscheduled]]
See further [[#Debugging Tools|Debugging Tools]] page section for download links.
| 3 <!-- Single Player -->
| 3 <!-- Dedicated Server -->
| 3 <!-- Hosted Server -->
| 3 <!-- Multiplayer Client -->
| {{Icon|unchecked}} <!-- JIP MP Client -->


=== Errors ===
|-
| Expressions of [[Eden Editor: Configuring Attributes|Eden Editor entity attributes]] are called<ref name="isPlayer"><sqf inline>isPlayer _entity</sqf> does not return [[true]] immediately. Once the entity has become a [[player]], it is transferred to the client.</ref>
| [[Scheduler#Unscheduled Environment|Unscheduled]]
| 4 <!-- Single Player -->
| 4 <!-- Dedicated Server -->
| 4 <!-- Hosted Server -->
| {{Icon|unchecked}} <!-- Multiplayer Client -->
| {{Icon|unchecked}} <!-- JIP MP Client -->


An error in SQF '''will''' purely and simply '''halt''' the current script, leading to unpredictable behaviour.
|-
An error is not something that should happen, as it can hinder performance as well as break a mission. So if you encounter one, do not overlook it by saying "it's a minor one"; your script '''will''' stop.
| Object initialisation fields are called
| [[Scheduler#Unscheduled Environment|Unscheduled]]
| 5 <!-- Single Player -->
| 5 <!-- Dedicated Server -->
| 5 <!-- Hosted Server -->
| 4 <!-- Multiplayer Client -->
| 3 <!-- JIP MP Client -->


=== Finding Errors ===
|- style="background-color: #95F0AD"
| [[Event Scripts#init.sqs|init.sqs]] is executed
|
| 6 <!-- Single Player -->
| <!-- Dedicated Server -->
| <!-- Hosted Server -->
| <!-- Multiplayer Client -->
| <!-- JIP MP Client -->


Debugging is usually as complicated as writing the actual code itself. You usually get hinted by the game, where some error happened, and what it was.<br />
|- style="background-color: #95F0AD"
There are instances where actual error reason might be something completely different than announced (eg. you get the error on a variable being [[nil]] somewhere, but the actual error is that you mistyped it where you set it initially).
| [[Event Scripts#init.sqf|init.sqf]] is executed
| [[Scheduler#Scheduled Environment|Scheduled]]<ref name="enginewaits">Note '''in single player''' that while the environment is [[Scheduler#Scheduled Environment|Scheduled]] ([[canSuspend]] returns true), the engine seems to wait until the script is done executing, essentially behaving similarly to an [[Scheduler#Unscheduled Environment|Unscheduled environment]] - infinite loops will freeze the game, [[uiSleep]] may pause the game for up to ~20s (postInit), [[waitUntil]] can cause catastrophic issues, etc.</ref>
| <!-- Single Player -->
| <!-- Dedicated Server -->
| <!-- Hosted Server -->
| <!-- Multiplayer Client -->
| <!-- JIP MP Client -->


{{Important|You need to enable ''Show Script Errors'' in the Launcher (for {{arma3}}) or set the corresponding [[Arma_3_Startup_Parameters|-showScriptErrors]] executable flag.}}
|-
| Expressions of [[Eden Editor: Configuring Attributes|Eden Editor scenario attributes]] are called<ref name="playerCommandNotAvailable">[[player]] is not available immediately.</ref>
| [[Scheduler#Unscheduled Environment|Unscheduled]]
| <!-- Single Player -->
| <!-- Dedicated Server -->
| <!-- Hosted Server -->
| <!-- Multiplayer Client -->
| <!-- JIP MP Client -->


A script error will greet you with this box:
|- style="background-color: #95DEF0"
[[File:A3_ScriptErrorMsg.jpg|thumb|Script error message|center|500px]]
| Persistent functions are called
|
| <!-- Single Player -->
| <!-- Dedicated Server -->
| <!-- Hosted Server -->
| <!-- Multiplayer Client -->
| <!-- JIP MP Client -->


It tells you what went wrong, shows a snippet of the code that failed and, unless you used a command combination like eg. {{Inline code|[[compile]] [[loadFile]]}}, what file and line it occured on.
|-
Knowing this, you now can proceed to find the actual reason why that specific piece of code errored.
| [[Modules]] are initialised
 
|
{{informative|This information can also be found in the RPT log.}}
| <!-- Single Player -->
 
| <!-- Dedicated Server -->
To solve an issue, you must first find out there is one. Besides your script not having the wanted effect (if any), an error message helps you locate the code issue.
| <!-- Hosted Server -->
* Be sure to use [[Arma 3 Startup Parameters#Developer Options|<tt>-showScriptErrors</tt>&nbsp;startup&nbsp;parameter]] to display the error on-screen
| <!-- Multiplayer Client -->
* To ensure error location in your script, prefer [[preprocessFileLineNumbers]] to [[preprocessFile]]
| {{Icon|unchecked}} <!-- JIP MP Client -->
* Read [[Crash Files|RPT files]] for more information (make sure [[Arma 3 Startup Parameters#Performance|<tt>-noLogs</tt> startup parameter]] is '''not''' enabled or the logs will never be filled)
** Scripts running on a server use the '''Arma''X''Server.RPT''' file which has varying location depending upon the type of server being run.
** Scripts running on a client use the '''Arma''X''.RPT''' file.


|- style="background-color: #DEF0AD"
| [[Event Scripts#initServer.sqf|initServer.sqf]] is executed
| [[Scheduler#Scheduled Environment|Scheduled]]
| <!-- Single Player -->
| <!-- Dedicated Server -->
| <!-- Hosted Server -->
| {{n/a}} <!-- Multiplayer Client -->
| {{n/a}} <!-- JIP MP Client -->


==== RPT files ====
|- style="background-color: #DEF0AD"
An [[arma.RPT|RPT]] (or [[Crash Files|crash file]]) is the game's log file; it will dump debug information as well as encountered errors.
| [[Event Scripts#initPlayerLocal.sqf|initPlayerLocal.sqf]] is executed
One can also dump information in it by using commands like [[diag_log]].
| [[Scheduler#Scheduled Environment|Scheduled]]
| <!-- Single Player -->
| {{n/a}} <!-- Dedicated Server -->
| <!-- Hosted Server -->
| <!-- Multiplayer Client -->
| <!-- JIP MP Client -->


{{Important|The RPT file might be disabled using the Arma 3 launcher or by setting the corresponding [[Arma_3_Startup_Parameters|-noLogs]] flag ({{arma3}} or {{arma2oa}} option)}}
|- style="background-color: #DEF0AD"
| [[Event Scripts#initPlayerServer.sqf|initPlayerServer.sqf]] is executed on the server
| [[Scheduler#Scheduled Environment|Scheduled]]
| <!-- Single Player -->
| {{n/a}} <!-- Dedicated Server -->
| ?? <!-- Hosted Server -->
| <!-- Multiplayer Client -->
| <!-- JIP MP Client -->


{|class="bikitable"
|+ RPT File location per game (See [[Crash Files]] for more information)
!Game
!Location
!Files
|-
| {{GVI|arma3|1.00}} {{arma3}}
| <code>'''%localappdata%'''\Arma 3</code>
| <code>Arma3_x64_yyyy-mm-dd_hh-mm-ss.rpt</code>
|-
| {{GVI|arma2|1.00}} {{arma2}}
| <code>'''%localappdata%'''\ArmA 2</code>
| <code>arma2.rpt</code>
|-
| {{GVI|arma|1.00}} {{arma}}
| <code>'''%localappdata%'''\ArmA</code>
| <code>arma.rpt</code>
|-
|-
| {{GVI|ofp|1.00}} {{ofp}}
| [[Arma 3: Functions Library|Functions]] with <syntaxhighlight lang="cpp" inline>postInit</syntaxhighlight> {{Link|Arma 3: Functions Library#Attributes 3|attribute}} are called
| <code>'''''OFP root directory'''''</code>
| [[Scheduler#Scheduled Environment|Scheduled]]<ref name="enginewaits"/>
| <code>flashpoint.rpt<br />context.bin</code>
| <!-- Single Player -->
|}
| <!-- Dedicated Server -->
| <!-- Hosted Server -->
| <!-- Multiplayer Client -->
| <!-- JIP MP Client -->


|- style="background-color: #95DEF0"
| [[Event Scripts#init.sqs|init.sqs]] is executed
| [[Scheduler#Scheduled Environment|Scheduled]]
| <!-- Single Player -->
| <!-- Dedicated Server -->
| <!-- Hosted Server -->
| <!-- Multiplayer Client -->
| <!-- JIP MP Client -->


=== Solving Errors ===
|- style="background-color: #95DEF0"
| [[Event Scripts#init.sqf|init.sqf]] is executed
| [[Scheduler#Scheduled Environment|Scheduled]]
| <!-- Single Player -->
| <!-- Dedicated Server -->
| <!-- Hosted Server -->
| <!-- Multiplayer Client -->
| <!-- JIP MP Client -->


Once the script error is located: '''be sure to check the BiKi page corresponding to the command/function you are using!!'''
|-
 
| [[remoteExec]]'s [[Multiplayer Scripting#Join In Progress|JIP]] queue
The most simple thing you can do is to output expected values. This can be done using for example [[diag_log]] or [[systemChat]].
| {{n/a}}
Output yourself a few [[Variables|variables]] that relate to your problem (for example: When the error occurs because you land in some [[if]] block, output the corresponding variables inside of the if).
| {{n/a}} <!-- Single Player -->
You continue doing this until you hit the actual problem: When [[Variables|variable]] A is not set, go to where [[Variables|variable]] A gets set and check around there, repeat and continue.
| {{n/a}} <!-- Dedicated Server -->
 
| {{n/a}} <!-- Hosted Server -->
The same can be done for non-critical errors like when a method is "just" computing the wrong values.
| {{n/a}} <!-- Multiplayer Client -->
 
| 42 <!-- JIP MP Client -->
{{Informative|
If you're having great difficulty solving a problem, the good way is to bring the issue to the simplest code;
take the mission part that doesn't work, paste it into a new test mission and work from here.
Doing so will save you dealing with other scripts' potential side effects!}}


|- style="background-color: #EEE"
| ''Scenario going''
| {{n/a}}
| <!-- Single Player -->
| <!-- Dedicated Server -->
| <!-- Hosted Server -->
| <!-- Multiplayer Client -->
| <!-- JIP MP Client -->


==== Common errors ====
{| class="bikitable sortable"
!Error message
!Cause
!Solution
|-
|-
|<tt>Error Undefined variable in expression: _varName</tt>
| [[Event Scripts#exit.sqf|exit.sqf]]
|variable ''_varName'' has not been initialised properly in this context.
|
|
* in the case of a [[spawn]]ed code, previous local variables are '''not''' accessible and must be passed as arguments in order to access them.
| <!-- Single Player -->
* a variable may have been ''undefined'' ({{Inline code|_varName {{=}} [[nil]]}}). Unset it ''after'' you are done using it.
| <!-- Dedicated Server -->
|-
| <!-- Hosted Server -->
|<tt>Error x elements provided, y is expected</tt>
| <!-- Multiplayer Client -->
|A wrong number of arguments in array was provided
| <!-- JIP MP Client -->
<code>_unit [[setPos]] [0]; {{codecomment|// [[setPos]] only takes an array of 2 or 3 elements}}</code>
 
|rowspan="2" align="center"|'''Read the wiki about said command'''.<br /><br />Use [[typeName]] to output a variable type and compare it to the command's wiki page.
|-
|<tt>Error type x, expected y</tt>
|An ill-typed argument was provided.
<code>[[hint]] 5; {{codecomment|// must be [[String]] or [[Structured Text]], [[Number]] provided}}</code>
|-
|-
|rowspan="2"|<tt>Error Zero divisor</tt>
| [[Event Scripts#exit.sqs|exit.sqs]]
|Pretty self-explanatory, somewhere in your code is a division by zero.
<code>[[private]] _number = 0;
[[private]] _result = 100/_number;</code>
|
|
* Make sure to check if your divisor is different from zero before dividing.
| <!-- Single Player -->
| <!-- Dedicated Server -->
| <!-- Hosted Server -->
| <!-- Multiplayer Client -->
| <!-- JIP MP Client -->
 
|-
|-
|Also happens when using an invalid [[select]] index.
| {{Link|Arma 3: Mission Event Handlers#Ended|"Ended" Mission Event Handler}}
<code>["a","b","c"] [[select]] 20; {{codecomment|// index can only be 0, 1 or 2}}</code>
|
|
* Ensure your [[select]] happens within the array boundaries.
| <!-- Single Player -->
* use [[selectRandom]] to pick a random item in an array.
| <!-- Dedicated Server -->
|-
| <!-- Hosted Server -->
|<tt>Local variable in global space</tt>
| <!-- Multiplayer Client -->
|An attempt to [[private]] a public variable
| <!-- JIP MP Client -->
<code>[[private]] "myVar"; {{codecomment|// should be "_myVar"}}</code>
 
|Replace public variable usage with private variables.
|-
|rowspan="2"|<tt>Error Generic error in expression</tt>
|A [[sleep]]/[[uiSleep]]/[[waitUntil]] command has been used in an [[Scheduler#Unscheduled Environment|unscheduled]] environment.
|Do ''not'' use such suspending commands; a common workaround could be:
<code>[[private]] _t = [[time]] + 5; {{codecomment|// having to wait for 5 seconds}}
[[waitUntil]] { [[time]] > _t }};</code>
|-
|-
|Further code reading is required.
| {{Link|Arma 3: Mission Event Handlers#MPEnded|"MPEnded" Mission Event Handler}}
|
|
* If it happens on a [[sleep]]/[[uiSleep]]/[[waitUntil]], you may be in [[Scheduler#Unscheduled Environment|unscheduled environment]].
| <!-- Single Player -->
|}
| <!-- Dedicated Server -->
 
| <!-- Hosted Server -->
=== Working with Addons ===
| <!-- Multiplayer Client -->
If you are working on an addon, repacking a PBO can be time-intensive.
| <!-- JIP MP Client -->
This operation can be replaced simply by creating a basic mission in the "Missions" or "MPmissions" (if your feature is multiplayer-specific) folder of your game installation, and running the mission locally.
The easiest way of accomplishing this is by the use of [[Event Scripts]] to run your code such as [[init.sqf]].
Once you have tested your code this way, you can then sequentially pack your PBO when major changes have been made, rather than for each debug session of a script or piece of code.
 
=== Debugging specific sections of code ===
 
Although primitive, the combined use of [[diag_log]], [[systemChat]]/[[hint]] and [[format]] can help to debug the content of function arguments.
In the case that specific pieces of code do not run, or if specific ''if'' conditions don't appear to fire, debugging the variable content with [[diag_log]] can be useful.
As with all debugging, as long as the developer is methodical and logical in checking each section of code that runs, finding bugs and resolving them can be straightforward.
 
 
== Debugging Tools ==


{| class="bikitable sortable"
! Game
! User
! Addon/Toolname
! Category
! Description
! Link
|-
|''N/A''
|[https://forums.bohemia.net/profile/797692-sanjo/ Sanjo]
|Notepad++ SQF
|Text editor plugin - Notepad++
|[https://notepad-plus-plus.org/download/ Notepad++] SQF Syntax highlighter plugin. [http://www.armaholic.com/page.php?id=8680 Forum post]
|[https://github.com/Sanjo/npp-sqf Download]
|-
|''N/A''
|[https://forums.bohemia.net/profile/1110763-k-town/ K-Town]
|Arma IntelliJ plugin
|IDE plugin - IntelliJ
|[https://forums.bohemia.net/forums/topic/190427-arma-intellij-plugin-smart-editing-for-header-and-sqf-files/ Forum post]
|[https://github.com/kayler-renslow/arma-intellij-plugin/releases Download]
|-
|''N/A''
|[https://forums.bohemia.net/profile/804281-armitxes/ Armitxes]
|SQF Language
|IDE plugin - Visual Studio Code
|[https://forums.bohemia.net/forums/topic/182917-vs-code-~-sqf-visual-studio-code-sqf-language/ Forum post]
|[https://marketplace.visualstudio.com/items?itemName=Armitxes.sqf Download]
|-
|''N/A''
|ole1986
|Arma Dev
|IDE plugin - Visual Studio Code
|
|[https://marketplace.visualstudio.com/items?itemName=ole1986.arma-dev Download]
|-
|''N/A''
|[https://forums.bohemia.net/profile/757308-skacekachna/ SkaceKachna]
|SQFLint
|IDE plugin - Visual Studio Code
|[https://forums.bohemia.net/forums/topic/194417-sqflint-syntax-error-checker-cli/ Forum post]
|[https://marketplace.visualstudio.com/items?itemName=skacekachna.sqflint Download]
|-
|''N/A''
|[https://forums.bohemia.net/profile/1044335-krzmbrzl/ krzmbrzl]
|SQDev
|IDE plugin - Eclipse
|Provides code validation (linting) while you are typing it. [https://forums.bohemia.net/forums/topic/202181-sqdev-sqf-developing-in-eclipse/ Forum post]
|[https://github.com/Krzmbrzl/SQDev Download]
|-
|''N/A''
|[[User:Sbsmac|Sbsmac]]
|Squint
|IDE
|Provides a fully-featured code editor which allows for syntax highlighting, displaying of errors and code correction. [https://forums.bohemia.net/forums/topic/101921-squint-the-sqf-editor-and-error-checker/ Forum post]
|[https://sites.google.com/site/macsarmatools/squint Download]
|-
|''N/A''
|[[User:X39|X39]]
|SQF VM
|Emulator
|[https://forums.bohemia.net/forums/topic/210118-sqf-vm-an-sqf-emulator/ Forum post]
|[https://github.com/SQFvm/vm Download]
|-
|''N/A''
|[[User:Dedmen|Dedmen]]
|Arma Script Profiler
|Tool
|[https://forums.bohemia.net/forums/topic/211626-arma-script-profiler/ Forum post]
|[https://github.com/dedmen/ArmaScriptProfiler/ Download]
|-
|''N/A''
|[[User:Dedmen|Dedmen]]
|Arma Debug Engine
|Tool
|[https://steamcommunity.com/sharedfiles/filedetails/?id=1585582292 Workshop link]
|[https://github.com/dedmen/ArmaDebugEngine/ Download]
|-
|{{GVI|arma3|1.00}}
|[[Bohemia_Interactive|Bohemia Interactive]]
| ''N/A''
|Debug console
|Debug Console capable of executing code and more.
|[[Mission Editor: Debug Console (Arma 3)|Wiki page]]
|-
|{{GVI|arma3|1.00}}
|[[User:Kju|Kju]]
|DevCon
|Debug console
|
|[https://forums.bohemia.net/forums/topic/140287-devcon-the-developer-console/ Download]
|-
|{{GVI|tkoh|1.00}}
|[[Bohemia_Interactive|Bohemia Interactive]]
| ''N/A''
|Debug console
|Debug Console capable of executing code and more.
|[[Mission Editor: Debug Console (Take On Helicopters)|Wiki page]]
|-
|{{GVI|arma2|1.00}}
|[[User:Kju|Kju]]
|DevCon
|Debug console
|
|[http://forums.bistudio.com/showthread.php?t=126249 Download]
|-
|{{GVI|arma2|1.00}}
|[https://forums.bohemia.net/profile/761667-charon-productions/ Charon Productions]
|TroopMon v3
|Debug system
|Debugging system containing informations relevant to mission-makers (especially about AI)
|[http://www.armaholic.com/page.php?id=19898 Download]
|-
|{{GVI|arma2|1.00}}
|[[User:Str|Str]]
|
|Debug console
|
|[http://temp.moricky.com/arma2/stra_debug2.rar Download]
|-
|{{GVI|arma|1.00}}
|[https://forums.bohemia.net/profile/761667-charon-productions/ Charon Productions]
|TroopMon v0.8b
|Debug system
|Complex debugging system providing lots of information for mission-makers, especially about AI.
|[http://www.armaholic.com/page.php?id=727 Download]
|-
|{{GVI|arma|1.00}}
|[[User:Str|Str]]
|
|Debug console
|available in all singleplayer missions, intros and outros. Easy and simple to use (Escape-Enter execute)
|[http://www.armaholic.com/page.php?id=549 Download]
|}
|}




<!--
== See Also ==
|{{GVI|arma|1.00}}
|[[User:Vektorboson|Vektorboson]]
|
|Debug console
|
|<s>[http://home.arcor.de/vektorboson/res/console_3.7z '''''DEAD LINK''''']</s>
|-
|{{GVI|arma2|1.00}}
|Chain of Command
|Binary gamefile viewer
|Tool
|Allows to check variables and script states in save files
|<s>[http://ofp.gamepark.cz/index.php?showthis=6989&newlang=eng '''''DEAD LINK''''']</s>
-->
 
 
[[Category:Operation Flashpoint: Editing]]
[[Category:ArmA: Editing]]
[[Category:ArmA 2: Editing]]
[[Category:Take_On Helicopters: Editing]]
[[Category:Arma 3: Editing]]
[[Category:Scripting Topics]]
 


[[Category:Sandbox]]
* [[Arma 3: Functions Library]]<!--
* [[Arma 2: Functions Library]] -->
* [[Arma 3: Remote Execution]], [[BIS_fnc_MP]] <!-- keep? -->
* [[Eden Editor: Configuring Attributes|Eden Editor: Configuring Attributes]]
* [[Event Scripts]]
* [[Scheduler]]

Latest revision as of 01:29, 18 March 2024

Order of Initialisation (use column sorting for respective machine order)
Task Exec Environment Machine
Single Player Dedicated Server Hosted Server Multiplayer Client JIP MP Client
Functions with recompile attribute are recompiled N/A 1 1 1 1 1
Functions with preInit attribute are called Unscheduled 2 2 2 2 2
Object Init Event Handlers are called Unscheduled 3 3 3 3 Unchecked
Expressions of Eden Editor entity attributes are called[1] Unscheduled 4 4 4 Unchecked Unchecked
Object initialisation fields are called Unscheduled 5 5 5 4 3
init.sqs is executed 6
init.sqf is executed Scheduled[2]
Expressions of Eden Editor scenario attributes are called[3] Unscheduled
Persistent functions are called
Modules are initialised Unchecked
initServer.sqf is executed Scheduled N/A N/A
initPlayerLocal.sqf is executed Scheduled N/A
initPlayerServer.sqf is executed on the server Scheduled N/A ??
Functions with postInit attribute are called Scheduled[2]
init.sqs is executed Scheduled
init.sqf is executed Scheduled
remoteExec's JIP queue N/A N/A N/A N/A N/A 42
Scenario going N/A
exit.sqf
exit.sqs
"Ended" Mission Event Handler
"MPEnded" Mission Event Handler


See Also

  1. isPlayer _entity does not return true immediately. Once the entity has become a player, it is transferred to the client.
  2. 2.0 2.1 Note in single player that while the environment is Scheduled (canSuspend returns true), the engine seems to wait until the script is done executing, essentially behaving similarly to an Unscheduled environment - infinite loops will freeze the game, uiSleep may pause the game for up to ~20s (postInit), waitUntil can cause catastrophic issues, etc.
  3. player is not available immediately.