waitUntil: Difference between revisions
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(Added an example to set the cycle time for the condition check rather than per frame.) |
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|x1= <code>'''waitUntil''' {not [[alive]] [[player]]}</code> |= Example 1 | |x1= <code>'''waitUntil''' {not [[alive]] [[player]]}</code> |= Example 1 | ||
|x2= <code>_i <nowiki>=</nowiki> 0; '''waitUntil''' {_i <nowiki>=</nowiki> _i + 1; _i ><nowiki>=</nowiki> 100} </code> |=Example 2 | |x2= <code>_i <nowiki>=</nowiki> 0; '''waitUntil''' {_i <nowiki>=</nowiki> _i + 1; _i ><nowiki>=</nowiki> 100} </code> |=Example 2 | ||
|x3= <code>'''waitUntil''' {sleep 0.1; not [[alive]] [[player]]}</code> |= Example 3 | |||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
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<dl class="command_description"> | <dl class="command_description"> | ||
<!-- Note Section BEGIN --> | <!-- Note Section BEGIN --> | ||
<dd class="notedate">Posted on December 20, 2006 - 19:55</dd> | <dd class="notedate">Posted on December 20, 2006 - 19:55</dd> | ||
<dt class="note">'''[[User:CrashDome|CrashDome]]'''</dt><dd class="note">waitUntil suspends both SQF functions and SQF scripts. In functions, the calling script is still in suspension due to waiting for a return from the [[call]] command. The game engine will continue, however. See [[Function]] for more detail.</dd> | <dt class="note">'''[[User:CrashDome|CrashDome]]'''</dt> | ||
<dd class="note"> | |||
waitUntil suspends both SQF functions and SQF scripts. In functions, the calling script is still in suspension due to waiting for a return from the [[call]] command. The game engine will continue, however. See [[Function]] for more detail. | |||
</dd> | |||
<dd class="notedate">Posted on April 2, 2010 - 17:10</dd> | <dd class="notedate">Posted on April 2, 2010 - 17:10</dd> | ||
<dt class="note">'''[[User:Roehre|Roehre]]'''</dt><dd class="note">If WaitUntil uses an undefined [[call]] code, WaitUntil won't release, even when this code is separated from other conditions through [[or]]. Be warned that this won't cause an error message.</dd> | <dt class="note">'''[[User:Roehre|Roehre]]'''</dt> | ||
<dd class="note"> | |||
If WaitUntil uses an undefined [[call]] code, WaitUntil won't release, even when this code is separated from other conditions through [[or]]. Be warned that this won't cause an error message. | |||
</dd> | |||
<dd class="notedate">Posted on Jan 07, 2011</dd> | |||
<dt class="note">'''[[User:kju|kju]]'''</dt> | |||
<dd class="note"> | |||
By default the cycle time for the condition check is per frame. Look at the example 3, how to set it at a lower rate yourself. | |||
Often times one does not need per frame checking. Saves a lot CPU checks; especially when the condition is complex to compute. | |||
</dd> | |||
<!-- Note Section END --> | <!-- Note Section END --> | ||
</dl> | </dl> |
Revision as of 16:22, 7 January 2011
Description
- Description:
- Suspend execution of function or SQF based script until condition is satisfied.
- Groups:
- Uncategorised
Syntax
Examples
- Example 1:
waitUntil {not alive player}
- Example 2:
_i = 0; waitUntil {_i = _i + 1; _i >= 100}
- Example 3:
waitUntil {sleep 0.1; not alive player}
Additional Information
- See also:
- Control Structures
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
Notes
- Posted on December 20, 2006 - 19:55
- CrashDome
- waitUntil suspends both SQF functions and SQF scripts. In functions, the calling script is still in suspension due to waiting for a return from the call command. The game engine will continue, however. See Function for more detail.
- Posted on April 2, 2010 - 17:10
- Roehre
- If WaitUntil uses an undefined call code, WaitUntil won't release, even when this code is separated from other conditions through or. Be warned that this won't cause an error message.
- Posted on Jan 07, 2011
- kju
- By default the cycle time for the condition check is per frame. Look at the example 3, how to set it at a lower rate yourself. Often times one does not need per frame checking. Saves a lot CPU checks; especially when the condition is complex to compute.