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Lean Bear

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Game Logic
« on: 10 Oct 2004, 11:59:11 »
What actually is/defines "game logic"? Also, some addons have Logic's which must be put into a mission in order for the mission and addon to work properly (for example, in General Barron's Hand/Arm Signals addon, there is a logic called "GENB_Anims_Patch"). Why? What function does it actually have in the game?

Offline macguba

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Re:Game Logic
« Reply #1 on: 10 Oct 2004, 13:06:17 »
A gamelogic is a type of object, like a soldier or an ammo crate.    They have many virtues, some of which are explained in this tutorial.

Usually, when there is a GL with a funny name that must be put into a mission, it is to do with the script/addon detecting that the mission is set up correctly for the script to work.  There is no reason in particular to use a gamelogic, a bicycle would work fine, but GLs are invisible so they don't annoy the player.
Plenty of reviewed ArmA missions for you to play

Comrade Joe

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Re:Game Logic
« Reply #2 on: 11 Oct 2004, 00:30:25 »
OR you can use a H-invisible instead of a GL.

Offline macguba

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Re:Game Logic
« Reply #3 on: 11 Oct 2004, 00:34:24 »
In this particular case, yes, you could.   However GLs have other functions which could not be performed by invisble H's.
Plenty of reviewed ArmA missions for you to play

Offline General Barron

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Re:Game Logic
« Reply #4 on: 11 Oct 2004, 00:43:18 »
macguba's absolutely correct. In many addons, game logics are just used in order to run scripts for the editor, so he doesn't have to type something in an init field. CoC's Unified Artillery was the first addon I saw doing this, but I'm sure others were doing it earlier. It isn't really required (you could just make the editor copy/paste a line in his init.sqs), but it makes things seem "easier" for the editor.

However, in the case of my hand signals addon, it is there for a different reason. Basically, since all the addon has is animations, I needed an object you could place from the addon, so that the mission would require the addon. Otherwise, you could still play the mission using those animations, but the anims just would not be played, since you didn't have the addon.
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Lean Bear

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Re:Game Logic
« Reply #5 on: 11 Oct 2004, 18:04:48 »
I noticed in your mission, General Barron, that it was heavily scripted and when I dePBO-ed the mission, I saw all the scripts in the mission folder. Surely that could all be placed in the game logic to "run the scripts" as you so rightly said?

Offline macguba

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Re:Game Logic
« Reply #6 on: 11 Oct 2004, 19:18:18 »
Quote
Surely that could all be placed in the game logic to "run the scripts"
I don't understand.   You can't put anything in a game logic.
Plenty of reviewed ArmA missions for you to play

Lean Bear

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Re:Game Logic
« Reply #7 on: 11 Oct 2004, 19:20:23 »
Then how can Game Logic run scripts?

Offline ryankaplan

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Re:Game Logic
« Reply #8 on: 11 Oct 2004, 19:34:16 »
you cannot call a script if there is none made.
lets say you wanted the "myscripy.sqs" to run immediatly in the start of the mission. in the init field of the game logic you would put
[this] exec "myscript.sqs"

Offline macguba

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Re:Game Logic
« Reply #9 on: 11 Oct 2004, 19:38:13 »
There are two basic points that must be understood before we go any further


1)  What is a gamelogic?

It is a particular kind of unit.   Think of it, for now, as an invisible soldier.  It exists only in the mission.


2)  How do you call/run scripts?

Read snYpir's A Friendly Intro to Code Snippets in the Editors Depot.    


Scripts can go in two places:  the mission folder (or subfolders);  or wrapped up in a .pbo in the addons folder.

You can use gamelogics to make scripts start (=call =run) in the same way as you can use any unit to call a script.     You can call the script from the unit's init line, or when it reaches a certain waypoint, or you can have a trigger that detects if the unit is alive and calls the script if it is.     Gamelogics are not special in this respect:  they are merely convenient.



Plenty of reviewed ArmA missions for you to play

Lean Bear

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Re:Game Logic
« Reply #10 on: 11 Oct 2004, 19:38:56 »
So, all it really does is start scripts at the start of a mission and save the mission editor the hassle of putting exec lines in the init script of the mission? ) The scripts already being in the mission folder.

Offline macguba

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Re:Game Logic
« Reply #11 on: 11 Oct 2004, 19:39:55 »
Exactly.   :thumbsup:
Plenty of reviewed ArmA missions for you to play

Lean Bear

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Re:Game Logic
« Reply #12 on: 11 Oct 2004, 19:42:23 »
Quote
The scripts already being in the mission folder.

or, as you said, macguba, in a .pbo, right?

Also, do you have to make a config for a Game Logic where the scripts are in a .pbo?

ps. Boy, the service around here sure is quick! ;D
« Last Edit: 12 Oct 2004, 17:50:12 by Lean Bear »

Offline General Barron

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Re:Game Logic
« Reply #13 on: 12 Oct 2004, 02:02:53 »
Ok, I think we're almost there.....
Quote
So, all it really does is start scripts at the start of a mission....
No, game logics have some very special functions (in waypoints, for example), which are all nicely laid out in macguba's tutorial that he points to in his first post. It is also very useful to use as an 'invisible unit' in many scripts, which is what most people use it for.

Quote
....and save the mission editor the hassle of putting exec lines in the init script of the mission?

Okay, I get the feeling you want the complete (read: long) explaination about why you would do this.... so here goes:

Now, as far as ddons that have game logics in them: there is nothing special about the fact that they are game logics. You see, in a unit's config, you can code eventhandlers, just like the ones you add via scripting. However, there is a handy little EH that runs when the unit is created--basically, it is like an "init field" that you add into the unit's config. From this init field, you can run scripts that are inside the addon (or do any other scripting you want).

This is nice because, like I said, it makes things seem easier for the mission editor. Yes, you could just tell the editor (in the readme) to paste a certain line into his init.sqs. So at first, it doesn't seem like it is really making anything easier. That's what I thought when I first saw this technique. But there are some really good reasons to do this if you have lots of scripting (such as the Unified Artillery or Zombie addons).

I'll take my Vampire's Undead addon, for example. Not because I'm taking credit for the idea of using game logics like this (I learned it from depboing the UA and Zombie addons), but, well, because I made it, so I know why/how I did everything. If you want, you can download the addon (link in my sig), de-pbo it and check everything I'm gonna say.

When I first started the addon (back when I was just developing it for one person), I had no logics. Actually, I didn't know how to make units run scripts automatically at all. So I had to tell the editor, in the readme, to do a bunch of stuff, like make a trigger covering the whole map, then put this in it's activation field, then make an array of units called X, etc. Okay, that's doable for most editors, but if you forget something, you're in trouble.

But there were more problems than that: when I would update/add to the scripts, I often had to change the instructions on how to get the addon working. So then I learned how to make units execute scripts when they are created. Now every unit would run it's own script (hellhounds run the hellhound script, skeletons the skeleton script, etc). But I still needed a script that would be only run ONCE, which would do a bunch of setup work for the unit's scripts. I'll call this script init_once.sqs.
It IS possible to have a hundred identical scripts running, and then to have ONE of them execute init_once.sqs (you just use some random delays and a global variable), which I originally did. But later, due to some technical issues I won't get into, I decided it would reduce CPU load if I just had a unit that the editor manually placed one on the map, which would run the script.

Now, like I said at the beginning, this could have been ANY type of unit. But since it was so important, and it wasn't really to be used as a unit in the mission, I wanted it to really stick out, but at the same time, not get in the way, in the 'add unit' menu. The "game logic" side really works well for this, because there is almost nothing there. I think that is why that is where you usually find this kind of stuff.

Okay, yeah I could have had the editor copy and paste something into his init.sqs. I also had a bunch of global variables that would set things like how much damage the vampires did, how many spells the player got, etc. These I originally told the editor to manually set in his init.sqs, if he didn't like the default values. That works fine, except, again, people often don't like to read the readme, so they might not even know about that stuff.

Taking a hint from the Zombie addon, I decided to add in some logics that would set the "strength" of the vampires, by automatically adjusting those global variables for you. That way, the editor only has to plop one little thing down, and "I" do the rest of the work for him.

You still may be thinking, "so you're STILL saying, it is just to make life easier for lazy/illiterate people?!" But the answer is no, and I've been hinting to the reason why all along.

Taking another example from personal experience, lets say that, in my vampire addon, I wanted to add some more global variables into the mix, to further let you customize the strength of the undead. Lets say I add a true/false variable that says whether the vampires can cast a new spell, which is false by default. That's no problem if you are in the middle of making a map when I update my addon--you just download the new addon, see the changes, and adjust the new global variable in your mission. But what about those thousands of missions (yeah right) that have already been made using my addon?

Well, when someone plays the mission, they will be getting the default value of that new variable, which means the vampire's won't cast that spell. But now let's say that the mission editor was lazy, and just plopped down a "strong undead" game logic. In my new version of the addon, I will have updated the script that runs off that logic, so that it adjusts the new variable. Now, when you play the old mission with the new version of the addon, the undead will cast the spell, which makes them harder than normal, which was what the author intended for the mission.

Now imagine that little example, if you have LOTS of changes in a new version, and you can see that there is something to running scripts from game logics, other than just helping lazy editors. Long explaination I know, but you asked for it. :P

--------------------------------------------------------------

Okay, now about making this in your addon. Here is an example config:

Code: [Select]
class CfgVehicles
{
   class All{};
   class Logic: All{};

   //logic used to initialize scripts
   class GENB_Vamp_Patch : Logic
   {
      displayName = " *Initialize Undead* ";
      vehicleClass="GENB Vamps";
      class EventHandlers
      {
         init = "[] exec {\GENB_vamps\scripts\init_once.sqs}";
      };
   };
};

That's all there is to it. The important part is right here:
Code: [Select]
      class EventHandlers
      {
         init = "[] exec {\GENB_vamps\scripts\init_once.sqs}";
         fired = "hint {fired!}";
      };
Here is where you add the eventhandler's in to the unit. You can add any EH here that you can add via scripting.  See the tut in the ed depot for more info on eventhandlers.  I've added in a "fired" EH here for an example. the only important note is that you are writing your script between quotes ( " " ), so make sure you don't use any quotes! Use curly braces { } instead of quotes, as in the above example.

Just to make it clearer, to refer to a script inside an addon, it looks like this:

       [whatever] exec "\pbo file name\script.sqs"

Or if you had folders inside of your pbo, it could look like this:

       [whatever] exec "\pbo file name\folder\subfolder\script.sqs"

Or how ever many number of folders you want. This syntax, like all scripting, is the same whether the script is inside an addon, or inside a mission. So techinically, the scripts inside of one addon can reference the scripts inside of another addon (assuming they are there). You can even reference scripts that ARE NOT inside of any pbo (mission or addon), meaning the script is just sitting in your OFP directory, editable by anyone. The ECP does this so that you can change the settings of the mod. I think you could do some cool stuff similar to this with missions or other addons as well, but I've never tried anything specifically.

HANDSIGNALS COMMAND SYSTEM-- A realistic squad-control modification for OFP
kexp.org-- The best radio station in the world, right here at home! Listen to John Richards!