- #Coded arms save game editors code
- #Coded arms save game editors series
- #Coded arms save game editors windows
#Coded arms save game editors windows
Unfortunately, Windows does not make the creation of blank files with a desired file extension easily accessible.įor 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 instead of Description.ext because the Windows File Explorer hides file extensions by default. sqs), but in the broader context of Arma scripting, modification, configuration and mission design, more file extensions can be encountered. For script files, that file extension is. Script files are basically just text files with a certain filename extension. Additionally, some features are only accessible through the use of script files ( Event Scripts for example). 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.
#Coded arms save game editors code
It is of course possible and sometimes even necessary to use short pieces of code in the Editor (e.g. Scripts are usually placed in Script Files. Returns true if at least one of the input values is true.īoth the input and the output of these operations are Boolean values. Only returns true if both input values are true.Ĭombines two Booleans into one. There are three basic operations that can be performed on Boolean values:Ĭombines two Booleans into one. Booleans are mainly used for conditions, for example in Triggers and control structures. The data type Boolean only has two possible values: true and false. 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. 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. As such, every single command (and every single operator) has a dedicated Community Wiki page documenting it. While operators are usually fairly intuitive to use, commands are often more complicated. 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. Using operators is quite simple:Ĭommands are often more versatile and complex than operators and can sometimes be used to interact with the game in some way. Similarly, symbols such as +, -, * and / are also 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. Two other basic tools of scripting are commands and Operators. The data type of a variable is not fixed and changes automatically based on the current value of the variable. In the example above, the variables A and B both have the data type Number, while C has the data type String. C = "Hello World!" The variable C now has the value "Hello World!".Ī variable always has a Data Type.B = 2 The variable B now has the value 2.A = 1 The variable A now has the value 1.
![coded arms save game editors coded arms save game editors](https://colornine.net/ueditor/php/upload/image/20200620/1592660581487808.png)
Like in mathematics, they serve as placeholders for values. Variables are a fundamental building block of scripting (and programming in general).
![coded arms save game editors coded arms save game editors](https://i.ytimg.com/vi/4LbrXeWKlNQ/hqdefault.jpg)
![coded arms save game editors coded arms save game editors](https://www.rom-game.fr/multimedia/news/190307_cemu1.15.3.jpg)
Fortunately, there is no need to acquire detailed knowledge about all of these things in order to get started with scripting. There is a plethora of topics to learn about in the context of Arma scripting (see the table below). Its predecessor SQS has been considered deprecated since Armed Assault (2006) and is no longer used.
![coded arms save game editors coded arms save game editors](https://assets2.rockpapershotgun.com/20211116231142_1.jpg)
#Coded arms save game editors series
The scripting language currently used in the Arma series is called SQF. Unfortunately, it is also one of the most complex and unforgiving aspects of addon (mod) and mission creation. Scripting is one of the most powerful and most versatile tools available in the Arma sandbox.