endLoadingScreen: Difference between revisions

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m (Text replacement - "\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^ ]*)<\/code>" to "$1$2</code>")
m (Text replacement - "<code>([^<]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^<]*) *<\/code>" to "<code>$1$2$3</code>")
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|r1= [[Nothing]]
|r1= [[Nothing]]


|x1= <code>[[startLoadingScreen]] ["Loading My Mission"];
|x1= <code>startLoadingScreen ["Loading My Mission"];
// code
// code
[[progressLoadingScreen]] 0.5;
[[progressLoadingScreen]] 0.5;
Line 31: Line 31:
endLoadingScreen;</code>
endLoadingScreen;</code>


|x2= <code>// this structure prevents error-prone or lengthy code to miss [[endLoadingScreen]].
|x2= <code>// this structure prevents error-prone or lengthy code to miss endLoadingScreen.
[[private]] _maxTime = [[diag_tickTime]] + 30; // max 30s of loading
[[private]] _maxTime = [[diag_tickTime]] + 30; // max 30s of loading



Revision as of 14:00, 12 May 2022

Hover & click on the images for description

Description

Description:
Finishes loading screen started by startLoadingScreen.
Arma 3
Use BIS_fnc_endLoadingScreen to prevent potential usage conflicts.
Groups:
System

Syntax

Syntax:
endLoadingScreen
Return Value:
Nothing

Examples

Example 1:
startLoadingScreen ["Loading My Mission"]; // code progressLoadingScreen 0.5; // code endLoadingScreen;
Example 2:
// this structure prevents error-prone or lengthy code to miss endLoadingScreen. private _maxTime = diag_tickTime + 30; // max 30s of loading startLoadingScreen ["Loading"]; private _handle = [] spawn { // code that may crash or take too long }; waitUntil { sleep .01; scriptDone _handle || diag_tickTime > _maxTime }; endLoadingScreen;

Additional Information

See also:
startLoadingScreen progressLoadingScreen BIS_fnc_endLoadingScreen

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
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