

Tvok
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Faster turnaround/iteration time for scripting
Tvok replied to Tvok's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Fantastic. Most the stuff I was doing was in init (setting up callbacks using addAction and addEventHandler). Now that I know calling a file/function re-compiles each time, I'll definitely move that action/event code to their own files. I might even add a special action to 'un-init' anything that was previously setup. -
Faster turnaround/iteration time for scripting
Tvok replied to Tvok's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Looks good and targets Arma, I'll give it a try! Auto-complete is probably the thing I wish for most to speed up script dev time (I see it has some support for that). Having to bounce back and forth between a browser / arma community wiki and back to scripting takes a lot of time. -
Faster turnaround/iteration time for scripting
Tvok replied to Tvok's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Awesome. -
Faster turnaround/iteration time for scripting
Tvok posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
In this thread, post any tips or tricks you've found to get faster turnaround time when writing/testing SQF scripts (both MP and SP). My current process for testing SQF scripts in MP is: Make changes to the SQF file in notepad++ Click exit to get out of the mission Prompts if I'd like to exit (yes/no) Saves the game Press escape to get out of debriefing Press escape again to leave the lobby Click 'Restart' to get rid of save data (prompts yes/no) In lobby, join as the first slot Click continue in briefing to get into the game again If the script didn't work, scour my changes to find out what went wrong If anyone knows ways to speed up this process, post them here! Some things I'd like to know about: Disabling save/load Auto joining with no lobby Skipping briefing/debriefing screen Syntax checker or better editor for SQF, outside of the engine My first tip to everyone: Make sure to put '-showScriptErrors' in the launch options for Arma3, and take screenshots when the errors appear. -
Honestly when I went from Arma2 to Arma3, I felt like all the things I hated in Arma2 were still there. Random deaths/damage from clipping geometry, not being able to open a fence gate because you're not looking -exactly- at one of the bars on the fence, the way the camera is directly attached to the head so it clips walls and looks awkward, getting stuck in random states because you accidentally hit a key (surrender, head look, etc). I could care less about content, I'd rather see bugs fixed and the game made a lot more friendly. Mods are awesome and give me all the content I could ask for!
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I really got into Arma3 thanks to PsiSyndicate's youtube channel (got me hooked on Altis Life and Wasteland). I'm currently a developer in the game industry, and I've been pouring over Arma3 modding and the SQF scripting language. I hope I can bring some new missions to the table!