onEachFrame

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Revision as of 08:32, 5 January 2023 by PierreMGI (talk | contribs)
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Description

Description:
Runs given statement every frame.
Arma 3
In order to keep compatibility between official and community content:
Groups:
Event Handlers

Syntax

Syntax:
onEachFrame statement
Parameters:
statement: String or Code
Return Value:
Nothing

Examples

Example 1:
onEachFrame { hintSilent str position player}; // Hints position every frame
Example 2:
Private variables defined outside of the onEachFrame scope are not inherited:
_myvar = "bob"; myvar = "bill"; onEachFrame { hintSilent str [_myvar, myvar]; }; // Result: [any, "bill"]
Example 3:
Only one onEachFrame loop can exist at any time:
onEachFrame { player sideChat "first"; }; onEachFrame { player sideChat "second"; }; // Result: "second", "second", "second"...
Note how "first" never gets shown even though it precedes "second". This is because script thread is executing within the same frame and first onEachFrame is overwritten before it has a chance to execute its statement.
Example 4:
Script suspension is not permitted within onEachFrame scope:
// Will throw an error onEachFrame { sleep 1; };
Example 5:
onEachFrame {}; // Reset event

Additional Information

See also:
diag_frameNo diag_fps

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
PierreMGI - c
Posted on Jan 05, 2023 - 07:32 (UTC)
There is a way for running a code, more or less each second instead of each frame, very similar (but not equivalent) to a lazy loop.
onEachFrame { if (diag_frameNo mod 60 isEqualTo 0) then {<your code>} };
or in its stackable version:
addMissionEventHandler ["EachFrame", {if (diag_frameNo mod 60 isEqualTo 0 then {<your code>}}];
At 60 FPS, this code will run each second. Less often if FPS falls, more often at higher FPS. The code stays in unscheduled EH scope.