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ok , thanks for fix, testing soon and i will use link for errors and bugs

 

:coop:

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This editor has a drag and drop support?

 

If not I think will be a greate addition to the editor...

 

And works very good find syntax errors before sending the mission to the game.

 

Great work!

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This editor has a drag and drop support?

 

If not I think will be a greate addition to the editor...

 

And works very good find syntax errors before sending the mission to the game.

 

Great work!

And works very good find syntax errors before sending the mission to the game.

 

 # 1 thing i like about it. saves a lot of restarts.

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This editor has a drag and drop support?

 

If not I think will be a greate addition to the editor...

 

And works very good find syntax errors before sending the mission to the game.

 

Great work!

You mean to open files? Not yet, but I'll write a note. Thanks!

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You mean to open files? Not yet, but I'll write a note. Thanks!

 

Exactly, drag and drop to open files not related with the main project.

 

Thanks to you for your effort.

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engima - I have just started using this and so far, it's great. One small suggestion though, I pretty much always start of my file with the same thing (scriptName, comments, private and what not) so I was wondering if it was possible for you to create some kind of header template that we can modify which applies when you press "New file" button. Example:

scriptName "Something";

/*
	Author: Something

	Description:
	Something

	Parameter(s):
	_this select 0: DATA TYPE - Something
	_this select 1: DATA TYPE - Something

	Returns:
	Something
*/

private ["", "", "", "", "", ""];

params [
];

It's not hard to copy our own header in from say an .txt file, just thought it'd be a nice feature to have, and useful too. Great tool anyway! :)

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engima - I have just started using this and so far, it's great. One small suggestion though, I pretty much always start of my file with the same thing (scriptName, comments, private and what not) so I was wondering if it was possible for you to create some kind of header template that we can modify which applies when you press "New file" button. Example:

 

Sounds good, but better make it a new button like next to "New file" a entry named "New file with header" or even a visual studio/netbeans/other editor like template selection. Just copy a file from a "template" folder instead of creating a new file.

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Thanks, I like the idea. What about a new button "New from template" and a template text file that every user can edit as they like?

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Yeah, that would be great. :)

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New version released:

 

v0.37

- Fixed: File explorer sometimes mixing up files.

- Fixed: Auto completion does not recognize private variables declared in script command params.

- Fixed: Auto completion active in comments.

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Guest

Thanks for sharing engima.

 

Why functions and global variable have the same color/font?

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Why functions and global variable have the same color/font?

Because a global function is a global variable (of type Code). :)

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New version available:

 

0.39

-Improved 'Find in all files'.

-Fixed: Stability issues.

-Fixed: Command 'params' could not have default values.

-SQX: Methods can now be private.

-SQX: Properties can now have private setters.

-SQX: Methods and properties can now have explicit return types.

-SQX: Added link to the SQX API Reference.

-SQX: Made it possible to add classNull as default value to variables of custom types declared with command 'params'.

 

0.38

-Added Options dialog (Tools->Options...).

-Added possibility to enable or disable auto completion.

-Added possibility to enable or disable Beta content (type handling and classes for object oriented scripting).

-Project view is now initially empty - preventing crasch when adding a file to a non project.

-Added extended syntax (.sqx-files) that allow for object oriented scripting.

-Added all script commands until Arma 3 version 1.66.

-Added missing script command 'append'.

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New version update:

 

0.40:

-Code analyzer for current open file now reacts properly to changes in the project tree.
-Fixed: Stability issues.
-SQX: Added support for namespaces.
-SQX: Improved color scheme for syntax highlighting.
-SQX: Improved auto completion.

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New version:

 

Version 0.41
-Stability improvements.
-Added more information about script commands in auto completion.
-Functions starting with "BIS_fnc_" no longer generates any warnings.
-SQX: Fixed: Compiler output line numbers sometimes did not match original user input.
-SQX: Added menu alternative Build->Clean.
-SQX: Improved syntax highlighting for class members.

 

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Personally I like this editor a bit more than other ones I've used, though not being able to handle .hpp or .ext files through it is a bit of a pain, requiring me to jump back and forth between typeSQF and notepad++ if I'm working with UI elements

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Thanks for the positive feedback austin_medic! .hpp and .ext support just moved up a little bit in the priority list.

 

New update:

 

0.42

-Project file structure is now updated when installing, updating and removing CPacks.

-Fixed: Stability issues - crasches when handling project items in the file sturcture.

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New version, and new video:

 

 

 

0.43

-Added possibility to mark a CPack as "Beta version", which allows a way for testing CPacks before publishing.

-Added parameter -beta in CPack Console so that users can install unpublished CPacks if they want to.

-Added parameter -version in CPack Console for command "update" (only existed for command Install).

-Added command "Exit" to CPack Console.

-Fixed: Stability issues.

-Fixed: CPack dependencies are no longer updated to latest version by default.

-Fixed: TypeSqf hangs when CPack Console is open and switching programs in Windows.

-SQX: Added code completion to variable _self.

-SQX: Improved Code Analyzer's error reporting.

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looks like you created a new scripting language for arma, that's really cool!

 

the editor also looks good. is it meant for SQX only or for SQF as well?

 

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Yes, kind of a new scripting language if you want - SQX. Maybe like: "SQX is for SQF what TypeScript is for Javascript".

As you probably saw in the video it is ordinary SQF code, only that it is organized into classes. I call it "extended SQF", since it changes as little as possible, but presents the object oriented approach for the developer. And it is compiled into SQF.

 

But TypeSqf Editor is primarily intended for SQF. The SQX-section (classes and type handling) is just as an extension which is completely optional to use. SQF code goes into .sqf files, and SQX code into .sqx files, so they are easy to keep separate, even if you mix both of them in a mission.

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