waitUntil: Difference between revisions
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<!-- Note Section BEGIN --> | <!-- Note Section BEGIN --> | ||
<dd class="notedate">Posted on December 20, 2006 - 19:55 | <dd class="notedate">Posted on December 20, 2006 - 19:55 | ||
<dt class="note">'''[[User:CrashDome|CrashDome]]''' | <dt class="note">'''[[User:CrashDome|CrashDome]]''' | ||
<dd class="note"> | <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. | 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 class="notedate">Posted on April 2, 2010 - 17:10 | |||
<dt class="note">'''[[User:Roehre|Roehre]]''' | <dd class="notedate">Posted on April 2, 2010 - 17:10 | ||
<dt class="note">'''[[User:Roehre|Roehre]]''' | |||
<dd class="note"> | <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. | 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 class="notedate">Posted on Jan 07, 2011 | |||
<dt class="note">'''[[User:kju|kju]]''' | <dd class="notedate">Posted on Jan 07, 2011 | ||
<dt class="note">'''[[User:kju|kju]]''' | |||
<dd class="note"> | <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. | 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. | Often times one does not need per frame checking. Saves a lot CPU checks; especially when the condition is complex to compute. | ||
<!-- Note Section END --> | <!-- Note Section END --> |
Revision as of 02:50, 18 October 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 Structureswhile
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.