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| {{RV|type=command | |||
| |game1= ofp | |||
| |version1= 1.00 | |||
| |game2= ofpe | |||
| |version2= 1.00 | |||
| |game3= arma1 | |||
| |version3= 1.00 | |||
| |game4= arma2 | |||
| |version4= 1.00 | |||
| |game5= arma2oa | |||
| |version5= 1.50 | |||
| |game6= tkoh | |||
| |version6= 1.00 | |||
| |game7= arma3 | |||
| |version7= 0.50 | |||
| |gr1= Program Flow | |||
| |descr= Break script flow and go to given label (defined by '''#''' - '''NOT''' to be confused with [[SQF Syntax|SQF]]'s [[a_hash_b|hash sign]]!) | |||
| {{Feature|warning|This command only works in [[SQS Syntax]].}} | |||
| {{Feature|informative|Note that labels are not case sensitive and are searched for from the top of the script, so multiple occurrences of a label will only result in the topmost one ever being found.}} | |||
| |s1= [[goto]] label | |||
| |p1= label: [[String]] | |||
| |r1= [[Nothing]] | |||
| |x1= <sqs> | |||
| goto "myLabel" | |||
| player setDamage 1 | |||
| #myLabel | |||
| hint "you successfully avoided death!" | |||
| </sqs> | |||
| |seealso= [[Control_Structures#SQS_syntax_.28deprecated.29|SQS Control Structures]] [[SQS to SQF conversion]] | |||
| }} | |||
| [[ | {{Note | ||
| |user= Hardrock | |||
| |timestamp= 20060804105200 | |||
| |text= ''Notes from before the conversion:'' | |||
| * This function works only inside of [[SQS Syntax|SQS script]]. | |||
| * The search for labels always begins at the top of the script so that if there are multiple occurrences of a label the first occurrence will always be the one found. | |||
| * Because of the searching order, it is faster to place loops which are executed often at the top of a script. | |||
| * Labels are not case sensitive. | |||
| * Loops which look something like the example below should be avoided as many of them could cause the mission to slow down: | |||
| <sqs> | |||
| #wait | |||
| if (condition) then { goto "wait" } | |||
| </sqs> | |||
| It is better to use the '''@''' command to wait for a condition to be true, or put a small delay into the wait loop. | |||
| Example: | |||
| * While it is not required to include a delay in a loop, such a loop without a delay can cause the script to slow the game down, as the loop will be executed many times before the game engine interrupts the script. | |||
| * Unless you really want the loop to execute multiple times during a frame, you should include a small delay. | |||
| * You would need to have many scripts running for this to be a significant issue. | |||
| * Deciding whether to use a script with a loop or a trigger or even a '''@''' statement to detect a condition is a complicated matter and should be subject to experimentation. | |||
| }} | |||
| {{Note | |||
| |user= UNN | |||
| |timestamp= 20060804121700 | |||
| |text= A goto command called within a [[forEach]] loop will only execute a single jump to [[goto]], once the [[forEach]] loop has finished: | |||
| <sqs>{ goto "wait" } forEach [0, 1, 2, 3, 4]</sqs> | |||
| }} | |||
Latest revision as of 21:46, 16 May 2024
Description
- Description:
- Break script flow and go to given label (defined by # - NOT to be confused with SQF's hash sign!)
- Groups:
- Program Flow
Syntax
Examples
- Example 1:
Additional Information
- See also:
- SQS Control Structures SQS to SQF conversion
Notes
- 
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
 Only post proven facts here! Add Note
- Posted on Aug 04, 2006 - 10:52 (UTC)
- 
Notes from before the conversion:
- This function works only inside of SQS script.
- The search for labels always begins at the top of the script so that if there are multiple occurrences of a label the first occurrence will always be the one found.
- Because of the searching order, it is faster to place loops which are executed often at the top of a script.
- Labels are not case sensitive.
- Loops which look something like the example below should be avoided as many of them could cause the mission to slow down:
 - While it is not required to include a delay in a loop, such a loop without a delay can cause the script to slow the game down, as the loop will be executed many times before the game engine interrupts the script.
- Unless you really want the loop to execute multiple times during a frame, you should include a small delay.
- You would need to have many scripts running for this to be a significant issue.
- Deciding whether to use a script with a loop or a trigger or even a @ statement to detect a condition is a complicated matter and should be subject to experimentation.
 
Categories: 
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Program Flow
 
	





