Data Types
- AnythingA variable of type Anything may be of any data types or Nothing.
- ArrayAn Array is a list of items of varying variable types (including other arrays). Different types can coexist within the same array.
- BooleanDescription:
- CodeCode represents data consisting of commands and their parameters. It is defined in script by being wrapped in `{`/`}` brackets, and is precompiled by…
- ConfigDescription: Config file entry.
- ControlDescription: Control UI object.
- Diary RecordDescription: A Diary Record is created by createDiaryRecord - introduced in Arma 2.
- DisplayDisplay is a UI object that holds Dialogs and Controls. Similar to how controls are identified by IDCs, displays and dialogs are identified by IDDs.
- Editor ObjectDescription:
- For TypeDescription: This type handles 'For' cycles.
- GroupA group is its own data type in the scripting language. All units belong to a group. If units are linked together in the editor, they are all part of…
- HashMapArma 3 v2.02
- HashMapKeyHashMapKey is a virtual compound type containing all the possible types that can be used as keys in a HashMap.
- If TypeDescription: Helper type used in if...then construct.
- LocationA location is an extended type of marker. For example city names displayed on the map are locations; their information can be accessed and modified…
- NamespaceArma 2 v1.00
- NaNDescription:
- NothingAn expression of type Nothing is no value. It cannot be assigned to a variable. It exists because each expression needs to return some value and…
- NumberA number is, depending on scope, either a single precision floating-point number (when talking about scripting) or a range of numerical types when…
- ObjectObject refers to a building block within a scenario. In general when using this term the author refers to the representation of an object (soldier,…
- Script HandleA Script Handle, used to identify scripts in script operations called using spawn or execVM. Introduced with Armed Assault, does not refer to…
- Side| Id | Side | Description | Commands | Can<br>createCenter | String version | Present in | | | | | | |…
- StringA string is a variable type that contains text. Possible length and characters depend on the game and its version.
- Structured TextStructured Text is a Data Type that has been introduced with Armed Assault. It is a rich text, which is able to include images and formatting. It can…
- Switch TypeDescription:
- TaskA Task is a Data Type that contains a task's details, such as location, title and description.
- TeamDescription: : n/a
- Team MemberDescription: n/a - see Command Group: Teams.
- VoidA variable of type Void is an undefined variable.
- While TypeDescription: Helper type used in while...do construct.
- With TypeDescription:
Event Handlers
- Arma 3: Event HandlersAn Event Handler (abbreviated to EH) allows you to automatically monitor and then execute custom code upon particular events being triggered.
- Arma 3: Mission Event HandlersArma 3 v0.50 Local Effect
- Arma 3: Scripted Event HandlersScripted Event Handlers are triggered by some of BI's modules and functions. When triggered any code registered for one of these events via…
- User Interface Event Handlers__NOEDITSECTION__
Scripting
- Arma 3: Actions*unit* action [*"actionType"*, *parameter(s)*]
- Arma 3: CuratorCurator is a technical name for Arma 3 Zeus game master system. Every involved scripting command, event handler or class name contains the name.
- Arma 3: Functions LibraryArma 3's Functions Library is the way to declare mission, campaign or addon's Functions. The main difference from older Function Libraries is that it…
- Arma 3: Remote ExecutionRemote Execution is one of the cornerstones of Multiplayer Scripting in Arma 3.
- Arma 3: Tree View PathTree View path for referencing Tree View item is not the same as the path used for adding items to the Tree View. This may cause quite a bit of…
- Arma 3: Writing a FunctionThe most important thing to remember when writing a function is that other people are going to use it. Most of them won't understand how it works,…
- Code Best PracticesIn the domain of development, any rule is a rule of thumb. If a rule states for example that it is better that a line of code doesn't go over 80…
- Code OptimisationThis article will try to be a general guide about improving your code and its performance. - The first part (Rules) focuses on having a clean,…
- ColorColor is a format of an Array, namely an Array of Numbers in format `[r, g, b]` or `[r, g, b, a]`, values ranging from 0 to 1.
- Control StructuresControl Structures are statements which are used to control execution flow in the scripts. They are sequences of scripting code which help to control…
- Description.extThe Description.ext file is a missionConfigFile and is used to set the overall mission attributes or to define global properties that will be…
- Event Scripts__NOTOC____NOEDITSECTION__
- ExpressionAn expression is a piece of code that returns a value.
- Identifier__NOTOC__ An Identifier is the name given to a variable that the scripter can choose: It is the name that *identifies* the variable.
- Initialisation OrderWhenever a mission is launched (or joined in Multiplayer) certain tasks are performed to ensure the mission's various components are initialised…
- Magic Variables__NOEDITSECTION__ Magic variables are engine-maintained variables that serve a specific purpose within a given scope and are often used by the engine…
- Multiplayer ScriptingThis page aims to explain notions and specificities of Multiplayer Scripting and its differences with Singleplayer Scripting.
- OperatorsOperators are the base commands each programming language is built on. They provide ability to perform basic mathematical and logical operations.
- Order of PrecedenceOrder of operations, also called operator precedence, is a set of rules specifying which procedures should be performed first in a mathematical…
- PositionPositions in Arma games are always represented as arrays. There are two types of positions: - 2D position: `[X, Y]` - 3D position: `[X, Y, Z]`
- PreProcessor CommandsThe PreProcessor and the Config Parser allow to use macros in configs. The purpose of macros is to re-use the same definition in scripts and configs…
- SchedulerThe Scheduler is the part of the game engine that decides which script runs at a certain point in time. It has the ability to pause a running script,…
- SQF SyntaxSQF stands for Status Quo Function - a successor of Status Quo Script, which is deprecated since Armed Assault but could still be used in Arma 3.
- VariablesA variable is a "storage container" or "named placeholder" for data. You can read and modify the data once this container is created.
- Vector3D*See also Vector2D.* Format: