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Found 8 results

  1. WHAT IS SQX? SQX is a script language that is used to create scripts and missions in Arma 3. SQX is very similar to SQF, but it has support for object oriented scripting. PHILOSOPHY SQX extends the SQF language primarily by adding control structures that allow for object oriented scripting. As such, plain SQF is allowed, but it also introduces support to organize the code into classes and inheritances. SQX also introduces a small toolbox of some optionally available new commands and keywords that may be helpful (such as the "return" statement). The SQX language reference explains all the ways that SQX differs from SQF. One could say that SQX is for SQF what TypeScript is for Javascript. FEATURES OF SQX True object orientation (objects and inheritence, virtuals and overrides) Type handling and customizable types (classes, interfaces, enums) Three different kinds of class members (fields, methods, properties) Three different kinds of accessors (private, protected, public) Support for statics (methods and properties) Syntax close to SQF Some new convenient commands (like "is", "as", "return" etc.) Compiler synchronizes line numbers between SQX and SQF to support runtime error handling SQX class objects can be broadcasted between machines Complete reference documentation (at www.typesqf.com). WHAT CAN YOU DO? You can structure your code in an object oriented way, creating your own types and actions using classes, interfaces and enums. Well, these are just the tools. What you really can achieve is great structured code, easy to read, easy to write and easy to understand. It extends the boundaries of what code is possible to overview and control. WHAT IS OBJECT ORIENTATION? If you are a developer, you already know, and the reference documentation and general SQF resources should be enough. I you are not familiar with it then start with this Wikipedia article: https://en.wikipedia.org/wiki/Object-oriented_programming. HOW TO GET STARTED? Download the TypeSqf Editor from www.typesqf.com. Create a new mission. In Eden Editor in Arma 3, create a new mission and insert at least one playable unit. In TypeSqf, select "Open mission" and select the newly created mission.sqm. Install the CPack TypeSqf.MissionTemplate.Mp.Standard. In TypeSqf, open the CPack Console in the Tools menu. Write "Install TypeSqf.MissionTemplate.Mp.Standard" and press ENTER. The mission template (written in SQX) is now installed into your mission. Compile and build the project and play the default template mission. Compile the mission in TypeSqf by using "Compile project" on the Build menu. Play the simple default mission. MEDIA The following video shows when I use SQX to create and use a Crowd object: HOW DOES IT WORK? A class instance variable (instantiated with the new keyword) is under the hood an SQF variable of type Array. The class instance's fields and properties are saved as array items in an order kept track of by the SQX compiler. Methods compiles into global functions, with the instance variable (the class array) sent in as the first parameter. This is of course all abstracted by the compiler and not visible to the developer. All SQX is written into .sqx files, and all .sqx files are then compiled into .sqx.sqf counterparts enabling them to be read and interpreted by Arma 3. SOME IMPORTANT NOTES A language limitation: Due to limitations in SQF arrays it is not possible to instantiate two classes that reference each other. I.e. a parent class can have children, but these children cannot contain references back to its parent. The solution is simply to avoid these kinds of structures, and if you still do it you will get a runtime error. An editor limitation: The TypeSqf editor does not have complete autocompletion regarding SQX, but it helps with the most common stuff. E.g. it only suggests one level of chained properties and methods, and it suggests variable names by searching the whole file instead of the actual programming scope context. If you are an advanced developer, please remember that the SQX language does handle most of expected code structures, which is more than the editor will suggest. THE TYPESQF EDITOR Note that this forum is for the SQX Language, which is closely related to, but also separated from, the TypeSqf Editor. Please only post questions and comments regarding the SQX Language here. Questions and comments about the TypeSqf editor goes into the TypeSqf forum. VERSION HISTORY Version 1.06 -SQX: Fixed: Analyze of multiple class inheritence levels sometimes resulted in faulty error messages. Version 1.05 -Fixed: Analyzer does not forget about file content in files that are being removed. Version 1.03 -SQX: Refactor of SQF/SQX analyzer and compiler (speeded up the build times a lot). -SQX: Now possible to declare typed variables on a single assignement line (private Scalar _number = 0). -SQX: Now possible to declare typed variables using new SQX keyword 'var' (var _number = 0). Version 1.02 -Fixed: Strange behavior regarding negation symbol (e.g. "return -1;"). -Fixed: No warning when sub class tries to override a method that does not exist in base class. Version 1.01 SQX: Added checks for when a sub class is missing call to explicit base constructor. Version 1.0 First version.
  2. guitarpaulo

    PT-BR Subtitles

    The game Will you have subtitles in Portuguese?
  3. Hi, I and my team is Taiwan clan, we use Chinese. We have some problem. I make a mission with another author, use stringtable to make this mission localization, But when I use dedicated server load this mission, it will show in English(in my own computer test it will show Chinese correct). I think this is dedicated server(arma3_server.exe) can't load arma3.cfg in User save folder. So dedicated is open up with English, is any way can edit server use language on TADST or dedicated server config ? Thx
  4. Recently I updated windows 10 redstone 3 update (1709) and then I can not type the Korean language in game. I know Arma 3 support the Korean language in game, and also can chat with this language. I thinks this is maybe the problem of redstone 3 version , but can be the problem of arma 3. How can I solve? Just roll back?
  5. Hey all- TL;DR - Character _was_ speaking English, then last night when I went to play character was speaking French. Halp! So I've played the Arma series off and on over the years and I seem to remember running into this issue some years ago in Arma 2, but can't for the life of me find a setting to have "ALL" audio as English only. IIRC, in A2 there was a setting that had to be set for your character as well as the AI units to speak English in the voice over. Somehow, that has been set correctly on Arma 3 on my machine since I downloaded it day 1, but yesterday it got switched? Relevant info: Playing Antistasi - Warlords of the Pacific (Playing as independent) Mods: CBA_A3 ; Dynasound 2.0 Sunday: First day back and playing, char speaking English calling targets, regroup etc. Monday: Log back in, char speaking French calling targets, regroup etc.
  6. Removed due to modification issues.
  7. So did anyone else notice that BIS fixed the AI-sees through grass issue and didn't bother telling us? Go try it now, on the Balota runway or something. You can run into the enemy's sights, drop into the grass, and he won't know where you are when you crawl away. Unless he's standing up, of course, in which case you can try crawling behind one of taller tufts of grass that covers the full height of your helmet. Doesn't everyone remember how much wailing and gnashing of teeth there was over this issue? One of the most-voted tickets on the bugtracker (first place was warping, how's that for service?) Every day you would get someone moaning how the grass issue was the single biggest flaw in the SP and co-op game, preventing them from enjoying a fair fight against the AI. And at long last, they sneak it into a beta patch and I learn about it months later. So let's hear it for BI, and what this ticket is really about. Because honestly, now the grass works almost too well. It hides prone people from prone people very well on Utes and Chernarus, but sometimes it makes the AI more blind that it should be. In particular, they should be better at seeing standing opponents when they are lying down. Before I realized what was going on, I spent a lot of time cussing out an AI sniper who wouldn't fire.
  8. Hi there international flight community! We've recently had the game translated into various languages. Since we didn't want to make you wait for the next patch, we decided to put some effort into releasing a dedicated Language Pack. It will give access to the following languages in primarily the digital online and Czech DVD versions: Spanish German French Italian English (already present) Czech (already present) Important information :icon_exclaim: This pack requires patch v1.03 (i.e. Patch Bainbridge). Steam will update automatically.
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