Script Handle: Difference between revisions

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==Description==
A '''Script Handle''', used to identify scripts in script operations called using [[spawn]] or [[execVM]].
Introduced with {{GameCategory|arma1|link=y}}, does not refer to {{GameCategory|ofp|link=y}} or {{GameCategory|ofpr|link=y}}.


'''Script''' handle, used to identify scripts in script operations called using [[spawn]] or [[execVM]].
This handle's status can be checked with [[scriptDone]], it can be terminated with [[terminate]].
{{Feature|arma3|In {{arma3}}:
* the handle's status can be checked with [[isNull]]
* the handle can be accessed from whithin itself using <sqf inline>_thisScript</sqf> (since {{GVI|arma3|1.54}})
}}


Introduced with [[:Category:Armed Assault|Armed Assault]], does not refer to [[:Category:Operation Flashpoint|Cold War Crisis]] or Resistance.


For more information about Scripts and Scripting, see [[:Category:Scripting Topics|Scripting]].
{{Feature|informative|For more information about scripts and scripting, see [[:Category:Scripting Topics|Scripting Topics]] and [[Introduction to Arma Scripting]].}}




==See also==
[[Category: Data Types]]
[[SQF|SQF syntax]]
 
[[Category: Types]]

Latest revision as of 11:53, 18 July 2022

A Script Handle, used to identify scripts in script operations called using spawn or execVM. Introduced with ArmA: Armed Assault, does not refer to Operation Flashpoint or Operation Flashpoint: Resistance.

This handle's status can be checked with scriptDone, it can be terminated with terminate.

Arma 3
In Arma 3:
  • the handle's status can be checked with isNull
  • the handle can be accessed from whithin itself using _thisScript (since Arma 3 logo black.png1.54)


For more information about scripts and scripting, see Scripting Topics and Introduction to Arma Scripting.