endLoadingScreen: Difference between revisions

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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>")
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};
};


[[waitUntil]] { sleep .01; [[scriptDone]] _handle {{!}}{{!}} [[diag_tickTime]] > _maxTime };
waitUntil { sleep .01; [[scriptDone]] _handle {{!}}{{!}} [[diag_tickTime]] > _maxTime };
endLoadingScreen;</code>
endLoadingScreen;</code>


|seealso= [[startLoadingScreen]] [[progressLoadingScreen]] [[BIS_fnc_endLoadingScreen]]
|seealso= [[startLoadingScreen]] [[progressLoadingScreen]] [[BIS_fnc_endLoadingScreen]]
}}
}}

Revision as of 14:05, 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.
Only post proven facts here! Add Note