sbsmac
Dec 17 2006, 22:10
If you do a lot of messing around with scripts and functions, you might find this useful....
First, you can run ArmA in windowed mode using the -window flag. This lets you run your favourite text editor at the same time, allowing you to easily alt-tab between ArmA, editor and any other applications you have up. This seems to be a lot less prone to CTD than full-screen mode. You can also use the -x and -y flags to specify resolution.
Next, ArmA appears to have much better handling of script files than I remember from OFP. Ie, scripts are loaded from disk every time they are called meaning it's much easier to tweak them without leaving the editor. (In OFP, scripts were access-locked once the mission started.)
You can also place multiple functions in a single file and call them with user-actions. Ie you can write a function file called "function.sqf" :-
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
func1 = {
call func2;
call func3;
};
func2 = {
};
func3 = {
};
[/QUOTE]
then write a script to load this up and run it "try_function.sqs"
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
call compile preprocessFile "function.sqf";
hint "calling function..."
call func1
[/QUOTE]
Finally, place a player unit on the map and just add an action to the initialization field:-
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
player addAction ["try function","try_function.sqs"]
[/QUOTE]
You can then modify the function on the fly in your favourite text editor and alt-tab back to ArmA to see how it works by calling it from the action menu.
Hope someone finds this helpful... :-)
mac
First, you can run ArmA in windowed mode using the -window flag. This lets you run your favourite text editor at the same time, allowing you to easily alt-tab between ArmA, editor and any other applications you have up. This seems to be a lot less prone to CTD than full-screen mode. You can also use the -x and -y flags to specify resolution.
Next, ArmA appears to have much better handling of script files than I remember from OFP. Ie, scripts are loaded from disk every time they are called meaning it's much easier to tweak them without leaving the editor. (In OFP, scripts were access-locked once the mission started.)
You can also place multiple functions in a single file and call them with user-actions. Ie you can write a function file called "function.sqf" :-
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
func1 = {
call func2;
call func3;
};
func2 = {
};
func3 = {
};
[/QUOTE]
then write a script to load this up and run it "try_function.sqs"
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
call compile preprocessFile "function.sqf";
hint "calling function..."
call func1
[/QUOTE]
Finally, place a player unit on the map and just add an action to the initialization field:-
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
player addAction ["try function","try_function.sqs"]
[/QUOTE]
You can then modify the function on the fly in your favourite text editor and alt-tab back to ArmA to see how it works by calling it from the action menu.
Hope someone finds this helpful... :-)
mac