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dekugelschieber

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About dekugelschieber

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    http://special-tactical-service.de/

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  1. dekugelschieber

    ASL - Arma Scripting Language (Compiler)

    Release 1.2.2 bugfix: deadlock on compiling multile files at once Get it on GitHub: https://github.com/DeKugelschieber/asl/releases/tag/1.2.2
  2. Im Grunde gilt das noch. Allerdings schauen wir uns die geistige Reife der Bewerber an, dies gilt für alle da wir keine Personalausweise einfordern ;). Es ist also möglich sich auch mit < 16 Jahren zu bewerben.
  3. dekugelschieber

    ASL - Arma Scripting Language (Compiler)

    I know it has been a long time ago. But I still have this project on my radar. Lately I discovered a deadlock bug when compiling multiple files at once. I' m looking into this, just to let you know.
  4. dekugelschieber

    ASL - Arma Scripting Language (Compiler)

    Release 1.2.1 bugfix: new line after while for pretty printing bugfix: build in unary function with multiple arguments Get it on GitHub: https://github.com/DeKugelschieber/asl/releases/tag/1.2.1
  5. dekugelschieber

    ASL - Arma Scripting Language (Compiler)

    GUI update by 654wak654: Note: place all files in the same directory (asl.exe, asl.gui.exe and types file). The GUI can be found in the release section on GitHub below the current ASL release.
  6. dekugelschieber

    ASL - Arma Scripting Language (Compiler)

    Release 1.2.0 Changes: better error output concurrent compiling errors are handled per file and won't stop the whole compilation function name check for build in functions simpler syntax for "null" and unary buildin functions So instead of stopping when one file contains an error, it will continue with the other ones and shows the error. Also you won't get the ugly stack trace no more. The error is now one line of information telling you line number and character the error occured. Concurrent compiling means all files are compiled "at the same time", so compiling a large number of files should be faster. But in the most cases not noticable. I haven't managed to get rid of double parentheses for binary build in functions. So build in functions without parmeters or just on one side must now be called like this: shownWatch(); // null function (no parameters) hint("hello world!"); // unary function addItem(unit)("NVGoggles"); // binary function Also if you now try to declare a function that exists as build in, you'll get an compile error: func Hint(str) { // compile error! // ... } Read more on this in the README on GitHub. Download
  7. dekugelschieber

    ASL - Arma Scripting Language (Compiler)

    Just to let you know, I'm still working on this. 1.2.0 will be released soon :)
  8. dekugelschieber

    ASL - Arma Scripting Language (Compiler)

    That sounds pretty damn useful! I'll add that to 1.2.0, issue is created :)
  9. dekugelschieber

    ASL - Arma Scripting Language (Compiler)

    For type checking? --- ASL GUI 1.0.0.0 Release! First release of the ASL GUI by 654wak654, which makes it much simpler and comfortable for non technical people to work with ASL. Get it on GitHub: https://github.com/DeKugelschieber/asl/releases/tag/1.0.0.0 --- I also rewrote my radioactive area script: https://github.com/DeKugelschieber/ArmA3-scripts/blob/master/src_asl/sts_mission_template.Altis/scripts/dklib/radioactive.asl
  10. Wir suchen weiterhin :) Hier mal ein paar Auszüge aus unseren Missionen: https://youtu.be/O5x6VgT2ndE https://youtu.be/NvpMQe7odiA https://youtu.be/_vMOvO7AZto
  11. dekugelschieber

    ASL - Arma Scripting Language (Compiler)

    Thanks for your positive feedback :) I currently build all sqf scripts and test ingame. So that is something that can be improved. The main problem with testing code outside of arma is, that it must be run/validated somehow. To do this I would need to write a SQF parser and some kind of "virtual machine". Pretty complicated. What would be possible is an editor that checks syntax as you type (maybe a sublime plugin). And the ASL compiler tests the ASL syntax you feed in, so many errors will be catched before executing in arma, saving a lot of time. So as it is, I suggest to do the following: 1. create a seperate ASL folder inside your mission folder 2. create some ASL scripts, build folder structure as you like 3. compile it using the ASL folder as input folder and the main mission folder as output 4. now everything will be in place 5. use arma in windowed mode I will look into the frameworks you mentioned, maybe I can adopt some code or have an idea for a better workflow.
  12. dekugelschieber

    ASL - Arma Scripting Language (Compiler)

    If you're intersted in seeing more code, I wrote 3 of my old scripts in ASL: Zeus script, adds all in editor placed units to zeus: https://github.com/DeKugelschieber/ArmA3-scripts/blob/master/src_asl/sts_mission_template.Altis/scripts/dklib/zeus.asl Loadout script, sets an arsenal loadout for specified unit, shows how to use inlining (line 37): https://github.com/DeKugelschieber/ArmA3-scripts/blob/master/src_asl/sts_mission_template.Altis/scripts/dklib/loadout.asl Init.asl, compiled to the init.sqf: https://github.com/DeKugelschieber/ArmA3-scripts/blob/master/src_asl/sts_mission_template.Altis/scripts/init.asl This is part of my mission template: https://github.com/DeKugelschieber/ArmA3-scripts/tree/master/src_asl/sts_mission_template.Altis To build it, download ASL and the GUI, select the scripts as input and the mission folder itself (which contains the script folder) as output.
  13. dekugelschieber

    ASL - Arma Scripting Language (Compiler)

    The GUI by 654wak654 is released and can be downloaded on GitHub! https://github.com/DeKugelschieber/asl/releases
  14. dekugelschieber

    ASL - Arma Scripting Language (Compiler)

    Release 1.1.1 The following changes were made: * arrays can now be declared within expressions * code keyword bug fix Example: // arrays within expressions: var newArray = someArray-[1, 2, 3]; // bug fix var compiledCode = code("var helloworld = \"\\"Hello World\\"\";"); // string of helloworld will be: "\"Hello World\"" // before the slashes were kept
  15. dekugelschieber

    ASL - Arma Scripting Language (Compiler)

    Release 1.1.0! The following changes were made: * changed syntax of foreach * private function variables * default values for function parameters * added preprocessor * code inlining using new keyword "code" * some code and repo cleanup Examples: // use preprocessor #define X 100 var x = X; // new foreach foreach unit => allUnits { // available as unit here (or _x) } // inline code var code = code("hint()(\"Inlined!\");"); code(); // default function parameters func someFunction(_a = 3, _b = 4) { return _a+_b; } var result = someFunction(); // = 7 The preprocessor just works like the original one (since it was good enought) with the some limitations, read the README for more on GitHub. Get it now!
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