waya32 5 Posted May 13, 2016 Hey all, So I have some questions requarding scripts. I will use a fairly simple example. So an old AISS verions (artificial intelligence Support System, AI mod) had some .sqf files which I have come to understand as "scripts" that can be used in a user-made mission. Our own missions we create. I have searched high and low to find an introduction to using scripts and I cannot find anything. So if I wanted to use some of these scripts (listed for example purposes. valid scripts from old AISS mod) from this list, ca_find_support.sqfca_searchBuilding.sqfca_supporting.sqfAISS_Dismount.sqfAISS_Garrison_WIP.sqfAISS_Sup_Fire.sqfAISS_Morale.fsm (????)AISS_sup_fire.sqf AISS_supress.sqfAISS_spressed.sqfca_arty.sqfca_find_friends.sqfca_find_enemies.sqf what would I do with them? Now I understand for instance if I wanted to use "AISS_supress.sqf" I would put it into the mission folder of the mission I have created. Then what? How do I find out what this does as there is no description? Is it placed on a "act on" field or "script" field, within a unit, trigger, waypoint? I apologize for the noobness of this question. I'm coming from fairly good original Operation Flashpoint mission editing skills, 14 yrs ago, to novice mission editing skills within Arma 3. I have some knowledge on basic scripts and commands such as you know, setpos getpos to move objects and people, setformation, setvelocity, setdir, attatchto script, and simple IED creation using trigger and objects. I understand these very well, I understand triggers and the basics of arma 3 mission editing. Any and all feedback would be very much appreciated. we all have to learn somewhere.... thanks everyone greenwaya Share this post Link to post Share on other sites
tortuosit 486 Posted May 14, 2016 You'll learn and it will be hard :D First and foremost the script developer tells you about recommended script call and arguments of his script. So there you look first. Scripts can be called from several places (often via the command "execvm") - so you could add the call to one of your editor missions script files, also script calls can happen from the init line of an editor placed unit. Descriptions about a user made missions files: https://community.bistudio.com/wiki/Mission_Editor:_External All ArmA 3 commands: https://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3 Share this post Link to post Share on other sites
joostsidy 685 Posted May 15, 2016 Not joking: have you tried opening the scripts in a text editor? Inside you will find the parameters the script needs and the code and hopefully description of what it actually does. For serious scripting I use Notepad ++ with Arma3 syntax highlighting (different 'command types' have different colors) .fsm probably contains code to override ai at a higher level. https://community.bistudio.com/wiki/FSM Also google is your friend: google the shit out of everything you find in the scripts :-) Share this post Link to post Share on other sites