scriptNull: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Text replacement - "<code>([^<]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^<]*) *<\/code>" to "<code>$1$2$3</code>")
m (Text replacement - "<code>([^<]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^<]*) *<\/code>" to "<code>$1$2$3</code>")
Line 23: Line 23:
_script = _i spawn {
_script = _i spawn {
hint format ["script %1 started", _this];
hint format ["script %1 started", _this];
[[sleep]] 1;
sleep 1;
[[hint]] [[format]] ["script %1 finished", _this];
[[hint]] [[format]] ["script %1 finished", _this];
[[sleep]] 0.2;
[[sleep]] 0.2;

Revision as of 13:07, 12 May 2022

Hover & click on the images for description

Description

Description:
A non-existing Script or script that has finished (scriptDone). To compare non-existent scripts use isNull or isEqualTo:
Groups:
Variables

Syntax

Syntax:
scriptNull
Return Value:
Script - NULL script

Examples

Example 1:
Wait until previous script is finished before starting a new one: [] spawn { _script = scriptNull; for "_i" from 1 to 10 do { waitUntil {isNull _script}; _script = _i spawn { hint format ["script %1 started", _this]; sleep 1; hint format ["script %1 finished", _this]; sleep 0.2; }; }; };
Example 2:
if (scriptDone (_obj getVariable ["objScript", scriptNull])) then { _obj setVariable ["objScript", _obj spawn { waitUntil {damage _this > 0.9}; hint "Critical Damage!"; }]; };
Example 3:
str scriptNull; // <NULL-script>

Additional Information

See also:
controlNull displayNull grpNull locationNull objNull taskNull teamMemberNull configNull typeName isNull scriptDone spawn execVM

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