Variables
A variable is a "storage container" or "named placeholder" for data. You can read and modify the data once this container is created. Its "name" is referenced as an Identifier.
There are two types of variables:
- Local Variables - Variables only existing in one object.
- Global Variables - Variables existing all over the mission (Made with underscore before it "_var").
Initialization
The first thing to do to create a variable is to find its name, also called identifier; this name must be speaking to the reader - keep in mind that code is meant to be read by human beings (see Code Best Practices - Variable format).
myVariable =
4
Deletion
Once created, variables take up space in the computer's memory. This is not drastic for small variables, but if a big number of very large variables is used, it is recommended to undefine the unneeded ones in order to free up memory.
myVariable =
nil
Spawning Assets
There are also two main types of Spawning Assets:
- Spawning on the Map
For that, the best command is
createVehicle
, which allows you to spawn a number of assets on the map.1st. Syntax:
assetName createVehicle position
- assetName - Name of the asset (Can be found when clicking on the asset).
- position - Position where the asset will be placed (Can be: [x, y, z] or marker pos:
getMarkerPos markerName
.
B_Sniper_F
createVehicle
[784.8, 87.0, 9.7896]
2nd. Syntax:
createVehicle [assetName, position, placement]
- assetName - Name of the asset (Can be found when clicking on the asset).
- position - Position where the asset will be placed (Can be: [x, y, z] or marker pos:
getMarkerPos markerName
, or even in the set radius of marker. - placement - (Optional) Place in set radius, needs to be combined with the position.
createVehicle
[B_Sniper_F, getMarkerPos ["marker1", "marker2"], 4];
- Adding Items to Inventory
With the command:
addItem
you are able to add an item to the inventory of any unit.Syntax:
unit addItem "item"
- unit - Unit that will receive the item.
- "item" - Item that will be added to the unit.
player
addItem
"NVGoggles"
Some assets list:
Weapons | Magazines | Items | Equipment | Vehicles | |
---|---|---|---|---|---|
NATO | arifle_MXC_Holo_F | 30Rnd_65x39_caseless_mag | bipod_01_F_blk | U_B_CTRG_ | B_MRAP_01_F |
CSAT | arifle_Katiba_GL_ACO_F | 30Rnd_65x39_caseless_green | bipod_02_F_hex | U_O_GhillieSuit | O_APC_Tracked_02_cannon_F |
AAF | arifle_Mk20C_F | 30Rnd_556x45_Stanag | bipod_03_F_oli | U_I_CombatUniform | I_MBT_03_cannon_F |
Removing Assets
There are also two main types of Removing Assets:
- Removing assets from the map
For that, the best command is
deleteVehicle
, which allows you to remove any assets on the map.Syntax:
deleteVehicle unit
- unit - Asset that will be removed.
deleteVehicle
unit4
- Removing Items from Inventory
With the command:
removeItem
you are able to remove any item from the inventory of any unit.Syntax:
unit removeItem "item"
- unit - Unit that will lose the item.
- "item" - Item that will be removed from the unit.
player
removeItem
"NVGoggles"
Animation
There are also two main commands on how to Animate units:
-
switchMove
Syntax:
unit switchMove "animation"
- unit - Unit that will be animated.
- "animation" - Selected animation that will be played.
enemyUnit
removeItem
"AmovPpneMstpSrasWrflDnon"
-
BIS_fnc_ambientAnim
Syntax:
[unit, animation, equipment] call BIS_fnc_ambientAnim
- unit - Unit that will be animated.
- "animation" - Selected animation that will be played.
- equipment - Equipment that the unit will be wearing.
[player, SIT_U1, NONE] call
BIS_fnc_ambientAnim
Hint
-
hint
Syntax:
hint "message"
- "message" - Message displayed.
hint
"This is a hint"
Teleportation
-
setPos
Syntax:
object setPos position
- object - Object that will be teleported.
- position - Position where the asset will be teleported (Can be: [x, y, z] or marker pos:
getMarkerPos markerName
.
player
setPos
[80.0, 98.5, 97.26]
Custom Action
-
addAction
Syntax:
object addAction [title, script, priority, hideOnUse, condition, radius, unconscious]
- object - Object that will have the action on it.
- title - The displayed name of the action.
- script - Script or a link to a script that will start when activated.
- priority - How high will this action be.
- hideOnUse - Hides action after activation.
- condition - Script that needs to return
true
for the action to show. - radius - Radius from where you can press it.
- unconscious - Sets if you can activate it when unconscious.
this
addAction
["Buy vehicle, "buyscript.sqf", "6", "true", "condition.sqf", "5", "false"]