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				Lou Montana (talk | contribs)  m (Text replacement - "{{Feature | Warning | " to "{{Feature|warning|")  | 
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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  | |||
'''goto  | #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