Jump to content
Ranwer135

Scripting Introduction for New Scripters

Recommended Posts

For many years, I've been browsing silently, many handy forum like this one. Now that I have an account(finaly hit the button) and my english is a bit better. Just want to say a big THANK YOU ALL...for your time, and expertise. The arma community is amazingly generous and I hope I can give something back from now on.

 

Here's a dime, some advices that helped my learning curve:

-May be slow at start but writing manualy (from scartch) some basic code blocks, gives you a better/faster understanding of code structure and syntaxe. (copy/paste is fine but sometimes, less educative)

-Take the time to search any unknown commands on the wiki. May look obscure at first but digestion as to start somewhere.

-Actualy trying to assemble some script before asking on forums may help you understand the "gentlemens" that takes time to answer. It also give's you a better insight on what to search or ask.

-Since locality was my worst enemy at the begining, I used to script a "proof of concept" of my idea in singleplayer before struggling with the MP or dedicated version.

Share this post


Link to post
Share on other sites

I know this is an old topic and may not be active but i need help coding mods into mission file. Im looking for help. Not a guide. if there is anyone out there willing to script it or walk me through better than these written guides would be awesome

 

  • Like 1

Share this post


Link to post
Share on other sites

Hey guys,

 

what is the best way to debug scripts, mods etc? I want to build a Multiplayer Server. An Exile Server and need to test the scripts fast. At the moment I waste all my time restarting arma and the server. Is it somehow possible to update scripts or reload scripts on the run for better debug?

 

Thanks in advance.

Share this post


Link to post
Share on other sites
1 hour ago, Phate777 said:

Hey guys,

 

what is the best way to debug scripts, mods etc? I want to build a Multiplayer Server. An Exile Server and need to test the scripts fast. At the moment I waste all my time restarting arma and the server. Is it somehow possible to update scripts or reload scripts on the run for better debug?

 

Thanks in advance.

 

You can use -filePatching to load scripts from folders on your disk instead from PBO's. That also has to be allowed on the server.

And if you use CfgFunctions you can set a "recompile" entry that will cause the scripts to be reloaded each time you start the mission. So you then only have to leave the server and rejoin.

 

You can also just not compileFinal your scripts and refresh them manually via script.

Share this post


Link to post
Share on other sites
On 10/15/2017 at 1:23 PM, Chris Roberts said:

I know this is an old topic and may not be active but i need help coding mods into mission file. Im looking for help. Not a guide. if there is anyone out there willing to script it or walk me through better than these written guides would be awesome

 

Most times guides are not helpful especially when you are a novice/new to scripting..sure you give the script but to someone who knows squat about scripts..would know what they are looking at..but explaining the structure of the script and where it should be place..and what it will do..is the way to go..and help novice/new scripters like myself...learn alot..more quickly..many thanks..to all

Share this post


Link to post
Share on other sites
On 12/11/2018 at 6:21 PM, CHICKENLICKEN said:

How can you cause gib particles when shooting a zombie ?

Might be better to open your own thread with the question and do some searching around.

https://community.bistudio.com/wiki/Arma_3_Particle_Effects

Look into this.

You will need to use "#particlesource" for createVehicle.

Share this post


Link to post
Share on other sites

How do I make my mission override an sql file provided by arma (Warlords) and use mine in the mission folder instead?

 

I have tried to put

[this] execVM "fn_WLReputation.sqf";

in an init.sqf, I have tried #include in the description.ext, and to be completely honest, I don't really know how those commands function, I'm just experimenting.

Share this post


Link to post
Share on other sites
10 hours ago, Kattemageren said:

How do I make my mission override an sql file provided by arma (Warlords) and use mine in the mission folder instead?

 

I have tried to put


[this] execVM "fn_WLReputation.sqf";

in an init.sqf, I have tried #include in the description.ext, and to be completely honest, I don't really know how those commands function, I'm just experimenting.

 

Definitely, this topic about some general hints to start scripting, not for coding something particular. Furthermore, warlord has it's own pages.

Please, follow the rules, read the previous posts, have a search and then, post at the right section.

Share this post


Link to post
Share on other sites

I assumed that my n00b status meant, that I should ask my question in a thread that was intended for n00bs.

 

I have tried searching the forums, but I don't even exactly know, what an answer might look like, so I don't know what I'm looking for. I did ask the question in the Warlords forum, but since I'm not just interested in knowing the answer for warlords (that is just the given example), but the answer in general (that is to the question; how do you override any .sql file with your own modified file?) I figured it might fly in a non-specific thread.

 

I'm sorry for my bad, I apologize.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×