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(Clarification, null script handle init.) |
Lou Montana (talk | contribs) m (Some wiki formatting) |
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{{ | {{RV|type=command | ||
| | |game1= ofpe | ||
|version1= 1.00 | |||
|1.00 | |game2= arma1 | ||
|version2= 1.00 | |||
| | |game3= arma2 | ||
|version3= 1.00 | |||
| | |game4= arma2oa | ||
|version4= 1.50 | |||
| | |game5= tkoh | ||
|version5= 1.00 | |||
| | |game6= arma3 | ||
|version6= 0.50 | |||
| | |||
| | |gr1= Program Flow | ||
|descr= Check if a script is finished running using the [[Script Handle]] returned by [[execVM]] or [[spawn]]. | |||
|s1= [[scriptDone]] handle | |||
|p1= handle: [[Script Handle]] - handle returned by [[spawn]] or [[execVM]] | |||
|r1= [[Boolean]] | |||
|x1= <sqf> | |||
_scriptHandle = ["arguments"] execVM "scriptname.sqf"; | |||
waitUntil { scriptDone _scriptHandle }; | |||
</sqf> | |||
|seealso= [[execVM]] [[spawn]] [[terminate]] [[scriptNull]] | |||
}} | |||
{{Note | |||
[[ | |user= Bn880 | ||
[[ | |timestamp= 20090911035400 | ||
[[ | |text= A Null Script handle can be created in this manner: | ||
[[ | <sqf>_handle = 0 spawn {};</sqf> | ||
That is what any [[Script Handle]] becomes when a script is finished running, meaning it will test as [[true]] with: | |||
<sqf>scriptDone _handle;</sqf> | |||
and it returns "<NULL-script>" when converted to string. | |||
This in turn lets you initialize the variable with a completed [[Script Handle]] and lets you test the variable even though nothing else may have set the handle by creating a script with [[spawn]] or [[execVM]]. | |||
It also lets you store and manage script handles in arrays, and a few other sexy things. | |||
}} |
Latest revision as of 20:10, 13 May 2022
Description
- Description:
- Check if a script is finished running using the Script Handle returned by execVM or spawn.
- Groups:
- Program Flow
Syntax
- Syntax:
- scriptDone handle
- Parameters:
- handle: Script Handle - handle returned by spawn or execVM
- Return Value:
- Boolean
Examples
- Example 1:
Additional Information
- See also:
- execVM spawn terminate scriptNull
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 Sep 11, 2009 - 03:54 (UTC)
-
A Null Script handle can be created in this manner:
That is what any Script Handle becomes when a script is finished running, meaning it will test as true with:
and it returns "<NULL-script>" when converted to string. This in turn lets you initialize the variable with a completed Script Handle and lets you test the variable even though nothing else may have set the handle by creating a script with spawn or execVM. It also lets you store and manage script handles in arrays, and a few other sexy things.scriptDone _handle;
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint: Elite version 1.00
- Operation Flashpoint: Elite: New 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