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A '''function''' is something defined in code which carries out an instruction or set of instructions and may or may not have inputs and outputs. The builtin functions which are provided by the various games themselves are referred to as '''commands''', and are called in a different manor to functions which are defined within [[Script_(File)|script]]s. Functions were first introduced in the [[Operation Flashpoint: Resistance Version History|OFP: Resistance]] patch.
{{TOC|side}}
 
{{Feature|important|For a proper writing tutorial, see [[Arma 3: Writing a Function|Writing a Function]].<br>
See also:
* [[Arma 2: Functions Library]]
* [[Take On Helicopters: Functions Library]]
* [[Arma 3: Functions Library]]
}}
 
 
A '''function''' contains [[Code|code]] which usually consists of an ''input'', ''processing'' and ''output'' part. Functions were first introduced in the [[Operation Flashpoint: Resistance Version History|{{ofpr}}]] patch.
The main advantages of functions are:
 
; Improved legibility
: By writing the code once and re-using it by calling the function
 
; Easier debugging
: If your function contains an error, you only have to fix it in one place


Functions can also be used to '''reuse code'''. You can write some code once in the function and then include it in many different scripts. When the code is updated, it is updated for all scripts. When you only copy and paste the code to the other scripts, you have to update every script on any change.


== Types of function ==
== Types of function ==
=== Functions-as-files ===
=== Functions-as-files ===
:''See [[Function#call|calling functions]] for how a function-as-file is called.  
 
:''See [[Function#Call|calling functions]] for how a function-as-file is called.  
Functions as files are functions stored within a file. These are usually used for larger and more complex functions. The code is evaluated in the same way, however, there are additional commands which must include the file before the function itself can be called.
Functions as files are functions stored within a file. These are usually used for larger and more complex functions. The code is evaluated in the same way, however, there are additional commands which must include the file before the function itself can be called.


//MyFile.sqf
<sqf>
// Code inside fn_showHint.sqf
// Code here..
hint "Function was executed!"; // Function will show a hint when executed
</sqf>


=== Inline functions ===
=== Inline functions ===
<!-- When were these introduced ? -->
Inline functions are functions are technically [[code]] which is often stored within a variable or declared as a function parameter. Inline functions operate the same way as functions-as-files as both are evaluated in the same way, but the difference is that inline functions are stored within parentheses{}, whereas functions-as-files do not require these.


//InlineFunction as Variable
Inline functions are functions are technically [[Code|code]] which is often stored within a variable or declared as a function parameter. Inline functions operate the same way as functions-as-files as both are evaluated in the same way, but the difference is that inline functions are stored within parentheses {{hl|{}}}, whereas functions-as-files do not require these.
MyVariableName ={
 
  // Code here..
<sqf>
};
// Inline function as variable
TAG_fnc_showHint =  
{
hint "Function was executed!"; // Function will show a hint when executed
};
call TAG_fnc_showHint;
</sqf>


// InlineFunction as command/function parameter
_myTemporaryVariable =[[player]] [[addEventHandler]] ["killed", { [[diag_log]]("I am providing an inline function (code) to this builtin command! Hurray for science!") }];


== Anatomy of a function ==
== Anatomy of a function ==
When scripting, there are two types of functions: functions-as-files and inline functions. Functions-as-files are instances where the a whole file itself is used to house a function, whereas inline functions are either contained within a variable or as a parameter of a function. Some built-in functions require functions-as-files, whereas most will support both.


=== Parameters ===
When scripting, there are two types of functions: functions-as-files and inline functions.
Parameters for functions are available to the function via the [[Magic Variables|magic variable]] [[_this]]. There is no implicit declaration of function parameters in scripting, nor variable typing. Common practice for defining parameters is done via the use of [[private]] variables and defined variables.  
Functions-as-files are instances where the a whole file itself is used to house a function, whereas inline functions are either contained within a variable or as a parameter of a function.
Some built-in functions require functions-as-files, whereas most will support both.
 
=== Parameters (input) ===
 
Parameters for functions are available to the function via the [[Magic Variables|magic variable]] [[Magic Variables#this|_this]].
Declaration of parameters can be done using the [[params]] command. Common practice for defining parameters is done via the use of [[private]] variables and defined variables.
 
<sqf>
// Code inside fn_showHint.sqf
params ["_text"];
hint _text;
</sqf>
 
<sqf>
// Inline function as variable
TAG_fnc_showHint =
{
params ["_text"];
hint _text;
};
</sqf>
 
<sqf>"Function was executed!" call TAG_fnc_showHint;</sqf>
 
Parameters passed to functions are passed '''before''' the function, rather than after (such as the mathematical or c-like syntax ''f(x)'').
<sqf>
// Array variable as parameter
_myTempParams = [_parameterOne, _parameterTwo];
_myTempVariableTwo = _myTempParams call myInlineFunction;
</sqf>
 
<sqf>
// Array as parameter
_myTempVariable = [_parameterOne,_parameterTwo] call myInlineFunction;
</sqf>
 
=== Return Values (output) ===
 
The value of the last executed statement in a function is returned to the calling instance.
 
<sqf>
my_fnc = {
if (_this > 0) exitWith {
_this + 1
};
_this - 1
};
 
hint str ( 5 call my_fnc); //  6
hint str (-5 call my_fnc); // -6
</sqf>
 
In the first example "_this + 1" is the last executed statement in my_fnc, in the second example it is "_this - 1".
{{Feature|informative|It was believed at one point that the returning statement should not have a semicolon {{hl|;}} after it; this is false and having a semicolon does not change anything and is recommended.}}
<sqf>
my_fnc = {
a = 1;
b = 2;
c = a + b;
c // ← fine
};
</sqf>
<sqf>
my_fnc = {
a = 1;
b = 2;
c = a + b;
c; // ← better
};
</sqf>
 
More examples:
<sqf>
// myCode.sqf
private _myName = _this select 0;
 
private _returnMe = "FAIL";


//MyCode.sqf
if (_myName == "Test") then
private ["_parameterOne","_parameterTwo"];
{
_returnMe = "PASS";
_parameterOne = _this select 0;
};
_parameterTwo = _this select 1;
_returnMe;
</sqf>


// Inline Function
<sqf>
MyInlineFunction ={
// myCodeInline
private ["_parameterOne","_parameterTwo"];
myCodeReturnValue = {
private _myName = _this select 0;
_parameterOne = _this select 0;
private _returnMe = "FAIL";
_parameterTwo = _this select 1;
};


=== Return Values ===
if (_myName == "Kaboom") then
The value of the last statement provided in a function is returned to the calling instance. In order for a return value to work correctly, there '''must not be a trailing semicolon''' after the statement.
{
_returnMe = "PASS";
};


//MyCode.sqf
_returnMe
private ["_myName","_returnMe"];
};
_myName = _this select 0;
_returnMe = "FAIL";
if(_myName == "Test") then
{
_returnMe = "PASS";
};
_returnMe


// myCodeInline
_myCalledVariable = ["Kaboom"] call myCodeReturnValue; // "PASS"
MyCodeReturnValue ={
_myCalledVariableFail = ["Blah"] call myCodeReturnValue; // "FAIL"
  private ["_myName","_returnMe"];
</sqf>
  _myName = _this select 0;
  _returnMe = "FAIL";
  if(_myName == "Kaboom") then
  {
    _returnMe = "PASS";
  };
  _returnMe
};
_myCalledVariable = ["Kaboom"] call MyCodeReturnValue; // "PASS"
_myCalledVariableFail = ["Blah"] call MyCodeReturnValue; // "FAIL"


//return.sqf
<sqf>
STATEMENT 1;
// return.sqf
STATEMENT 2;
STATEMENT 1;
RETURN_VALUE
STATEMENT 2;
RETURN_VALUE
</sqf>


//test.sqf
<sqf>
value = [[call]] [[compile]] [[preprocessFile]] "return.sqf";
// test.sqf
// value is now RETURN_VALUE
value = call compile preprocessFile "return.sqf";
// value is now RETURN_VALUE
[[call]] [[compile]] [[preprocessFile]] "return.sqf";
 
// valid, but RETURN_VALUE is not saved anywhere
call compile preprocessFile "return.sqf";
// valid, but RETURN_VALUE is not saved anywhere
</sqf>


=== Execution ===
=== Execution ===


[[Image: Function_Execution.png|frame|right||Function Execution Diagram in scheduled environment<br/><br/>'''Executing Instance :''' [[Script (File)|script]], function or game engine]]
[[File: Function_Execution.png|frame|right||Function Execution Diagram in [[Scheduler#Scheduled_Environment|scheduled environment]]<br><br>'''Executing Instance :''' [[Script File|script]], function or game engine]]


Functions can be executed from several points in the game:
Functions can be executed from several points in the game:


* Other [[Script (File)|scripts]]
* Other [[Script File|scripts]]
* Other functions
* Other functions
* Scripting lines in the [[ArmA:_Mission_Editor|Mission Editor]]
* Scripting lines in the [[ArmA:_Mission_Editor|Mission Editor]]
Line 105: Line 184:


Example (Operation Flashpoint):
Example (Operation Flashpoint):
<sqf>
myFunction1 = loadFile "myFunction1.sqf";
myFunction2 = preprocessFile "myFunction2.sqf";


myFunction1 = [[loadFile]] "myFunction1.sqf";
call myFunction1;
myFunction2 = [[preprocessFile]] "myFunction2.sqf";
[1, 2] call myFunction2;
</sqf>
[[call]] myFunction1;
[1, 2] [[call]] myFunction2;


Example (Armed Assault):
Example (Armed Assault):
<sqf>
myFunction1 = compile loadFile "myFunction1.sqf";
myFunction2 = compile preprocessFile "myFunction2.sqf";


myFunction1 = [[compile]] [[loadFile]] "myFunction1.sqf";
_result1 = call myFunction1;
myFunction2 = [[compile]] [[preprocessFile]] "myFunction2.sqf";
_result2 = [1, 2] call myFunction2;
</sqf>
_result1 = [[call]] myFunction1;
_result2 = [1, 2] [[call]] myFunction2;


Functions executed using [[call]] are run ''within'' the executing instance, which waits for the result of the function. Unlike scripts, functions halt all other game engine processes until the function has completed its instructions. This means functions run faster than scripts, and the result of functions is immediate and unambiguous. It can also mean that if a function takes too long to run it will have an adverse effect on game play - large functions or CPU intensive functions can cause the game to seize up until it completes. When creating a functions you want the function to be short and sweet to achieve the best results.
Functions executed using [[call]] are run ''within'' the executing instance, which waits for the result of the function.
Unlike scripts, functions halt all other game engine processes until the function has completed its instructions.
This means functions run faster than scripts, and the result of functions is immediate and unambiguous.
It can also mean that if a function takes too long to run it will have an adverse effect on game play - large functions or CPU intensive functions can cause the game to seize up until it completes.
When creating a functions you want the function to be short and sweet to achieve the best results.


'''Note:''' You can still use the special variables and commands of [[Script (File)|scripts]] in functions (Armed Assault only)!
{{Feature|informative|You can still use the special variables and commands of [[Script File|scripts]] in functions ({{arma1}} only)!}}


==== Spawn ====
==== Spawn ====
Functions may also be executed using [[spawn]], but then the function result is not accessible, making it behave more like a procedure.
Spawned functions will run asynchronously or ''alongside'' the executing instance. This helps prevent large CPU intensive functions from seizing up the game.


Functions may also be executed using [[spawn]], but then the function result is not accessible, making it behave more like a procedure. Spawned functions will run asynchronously or ''alongside'' the executing instance. This helps prevent large CPU intensive functions from seizing up the game.
Example (Armed Assault):
<sqf>
myFunction1 = compile loadFile "myFunction1.sqf";
myFunction2 = compile preprocessFile "myFunction2.sqf";


Example (Armed Assault):
_param spawn myFunction1;
[1, 2] spawn myFunction2;
</sqf>


myFunction1 = [[compile]] [[loadFile]] "myFunction1.sqf";
myFunction2 = [[compile]] [[preprocessFile]] "myFunction2.sqf";
_param [[spawn]] myFunction1;
[1, 2] [[spawn]] myFunction2;


== Examples ==
== Examples ==
Line 143: Line 230:


max.sqf
max.sqf
[[comment]] "Return maximum of first and second argument";
<sqf>
[[private]] ["_a","_b"];
//"Return maximum of first and second argument";
_a = _this [[select]] 0;
params ["_a", "_b"];
_b = _this [[select]] 1;
[_b, _a] select (_a > _b);
[[if]] (_a>_b) [[then]] {_a} [[else]] {_b}
</sqf>


alternative max.sqf (big boys code :))
alternative max.sqf (big boys code :))
(_this [[select]] 0) [[max]] (_this [[select]] 1)
<sqf>(_this select 0) max (_this select 1);</sqf>


executing script:
executing script:
fMax = [[compile]] [[preprocessFile]] "max.sqf";
<sqf>
maxValue = [3,5] [[call]] fMax;
fMax = compile preprocessFile "max.sqf";
maxValue = [3, 5] call fMax;
// maxValue is now 5
 
// maxValue is now 5
</sqf>


=== Example 2: infantrySafe.sqf ===
=== Example 2: infantrySafe.sqf ===


In this example the function returns no value and switches all units to safe mode.
In this example the function returns no value and switches all units to safe mode.
 
<sqf>
[[comment]] "Switch all infantry units to safe mode";
// Switch all infantry units to safe mode
{
{
    [[if]] ([[vehicle]] _x == _x) [[then]]
if (vehicle _x == _x) then
    {
{
        _x [[setBehaviour]] "safe"
_x setBehaviour "safe";
    }
}
} [[forEach]] _this
} forEach _this;
</sqf>


=== Example 3: Inline Function ===
=== Example 3: Inline Function ===


An inline-function can be created in any script:
An inline-function can be created in any script:
 
<sqf>FNC_sayhello = {hint format ["hello %1", _this]};</sqf>
FNC_sayhello = {[[hint]] [[format]]["hello %1",_this]};


This function can then be called (in other scripts, functions, unit's init lines, trigger activation fields, etc.) via:
This function can then be called (in other scripts, functions, unit's init lines, trigger activation fields, etc.) via:
 
<sqf>name player call FNC_sayhello</sqf>
[[name]] [[player]] [[call]] FNC_sayhello


In case the function doesn't require any arguments you can just call the function.
In case the function doesn't require any arguments you can just call the function.
<sqf>call FNC_helloall</sqf>


[[call]] FNC_helloall


== See also ==
== See also ==


* [[Script (File)|Scripts]]
* [[Script File|Scripts]]
* [[SQF syntax]]
* [[SQF Syntax]]
* [[call]]
* [[call]]


[[Category: Scripting_Topics]]
 
[[Category: Scripting Topics]]

Latest revision as of 23:11, 20 November 2023


A function contains code which usually consists of an input, processing and output part. Functions were first introduced in the Operation Flashpoint: Resistance patch. The main advantages of functions are:

Improved legibility
By writing the code once and re-using it by calling the function
Easier debugging
If your function contains an error, you only have to fix it in one place


Types of function

Functions-as-files

See calling functions for how a function-as-file is called.

Functions as files are functions stored within a file. These are usually used for larger and more complex functions. The code is evaluated in the same way, however, there are additional commands which must include the file before the function itself can be called.

// Code inside fn_showHint.sqf hint "Function was executed!"; // Function will show a hint when executed

Inline functions

Inline functions are functions are technically code which is often stored within a variable or declared as a function parameter. Inline functions operate the same way as functions-as-files as both are evaluated in the same way, but the difference is that inline functions are stored within parentheses {}, whereas functions-as-files do not require these.

// Inline function as variable TAG_fnc_showHint = { hint "Function was executed!"; // Function will show a hint when executed }; call TAG_fnc_showHint;


Anatomy of a function

When scripting, there are two types of functions: functions-as-files and inline functions. Functions-as-files are instances where the a whole file itself is used to house a function, whereas inline functions are either contained within a variable or as a parameter of a function. Some built-in functions require functions-as-files, whereas most will support both.

Parameters (input)

Parameters for functions are available to the function via the magic variable _this. Declaration of parameters can be done using the params command. Common practice for defining parameters is done via the use of private variables and defined variables.

// Code inside fn_showHint.sqf params ["_text"]; hint _text;

// Inline function as variable TAG_fnc_showHint = { params ["_text"]; hint _text; };

"Function was executed!" call TAG_fnc_showHint;

Parameters passed to functions are passed before the function, rather than after (such as the mathematical or c-like syntax f(x)).

// Array variable as parameter _myTempParams = [_parameterOne, _parameterTwo]; _myTempVariableTwo = _myTempParams call myInlineFunction;

// Array as parameter _myTempVariable = [_parameterOne,_parameterTwo] call myInlineFunction;

Return Values (output)

The value of the last executed statement in a function is returned to the calling instance.

my_fnc = { if (_this > 0) exitWith { _this + 1 }; _this - 1 }; hint str ( 5 call my_fnc); // 6 hint str (-5 call my_fnc); // -6

In the first example "_this + 1" is the last executed statement in my_fnc, in the second example it is "_this - 1".

It was believed at one point that the returning statement should not have a semicolon
after it; this is false and having a semicolon does not change anything and is recommended.

my_fnc = { a = 1; b = 2; c = a + b; c // ← fine };
my_fnc = { a = 1; b = 2; c = a + b; c; // ← better };

More examples:

// myCode.sqf private _myName = _this select 0; private _returnMe = "FAIL"; if (_myName == "Test") then { _returnMe = "PASS"; }; _returnMe;

// myCodeInline myCodeReturnValue = { private _myName = _this select 0; private _returnMe = "FAIL"; if (_myName == "Kaboom") then { _returnMe = "PASS"; }; _returnMe }; _myCalledVariable = ["Kaboom"] call myCodeReturnValue; // "PASS" _myCalledVariableFail = ["Blah"] call myCodeReturnValue; // "FAIL"

// return.sqf STATEMENT 1; STATEMENT 2; RETURN_VALUE

// test.sqf value = call compile preprocessFile "return.sqf"; // value is now RETURN_VALUE call compile preprocessFile "return.sqf"; // valid, but RETURN_VALUE is not saved anywhere

Execution

Function Execution Diagram in scheduled environment

Executing Instance : script, function or game engine

Functions can be executed from several points in the game:

Functions are first loaded as String from a file via preprocessFile or loadFile. They are then executed via the call or spawn command. Since Armed Assault the loaded String needs to be compiled in order to convert it to Code, which is required for call or spawn.

Call

Example (Operation Flashpoint):

myFunction1 = loadFile "myFunction1.sqf"; myFunction2 = preprocessFile "myFunction2.sqf"; call myFunction1; [1, 2] call myFunction2;

Example (Armed Assault):

myFunction1 = compile loadFile "myFunction1.sqf"; myFunction2 = compile preprocessFile "myFunction2.sqf"; _result1 = call myFunction1; _result2 = [1, 2] call myFunction2;

Functions executed using call are run within the executing instance, which waits for the result of the function. Unlike scripts, functions halt all other game engine processes until the function has completed its instructions. This means functions run faster than scripts, and the result of functions is immediate and unambiguous. It can also mean that if a function takes too long to run it will have an adverse effect on game play - large functions or CPU intensive functions can cause the game to seize up until it completes. When creating a functions you want the function to be short and sweet to achieve the best results.

You can still use the special variables and commands of scripts in functions (Armed Assault only)!

Spawn

Functions may also be executed using spawn, but then the function result is not accessible, making it behave more like a procedure. Spawned functions will run asynchronously or alongside the executing instance. This helps prevent large CPU intensive functions from seizing up the game.

Example (Armed Assault):

myFunction1 = compile loadFile "myFunction1.sqf"; myFunction2 = compile preprocessFile "myFunction2.sqf"; _param spawn myFunction1; [1, 2] spawn myFunction2;


Examples

Example 1: max.sqf

In this example the function returns maximum of first and second argument.

max.sqf

//"Return maximum of first and second argument"; params ["_a", "_b"]; [_b, _a] select (_a > _b);

alternative max.sqf (big boys code :))

executing script:

fMax = compile preprocessFile "max.sqf"; maxValue = [3, 5] call fMax; // maxValue is now 5

Example 2: infantrySafe.sqf

In this example the function returns no value and switches all units to safe mode.

// Switch all infantry units to safe mode { if (vehicle _x == _x) then { _x setBehaviour "safe"; } } forEach _this;

Example 3: Inline Function

An inline-function can be created in any script:

FNC_sayhello = {hint format ["hello %1", _this]};

This function can then be called (in other scripts, functions, unit's init lines, trigger activation fields, etc.) via:

name player call FNC_sayhello

In case the function doesn't require any arguments you can just call the function.

call FNC_helloall


See also