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Disable saving of script containing this command. After this, the script can work with data types which do not support serialization (UI types). See Namespace serialization for more information.
In Arma 2 and up to a certain version of Arma 3, giving a Display or Control to spawned code would raise an error due to the usage of the then non-serializable _this variable. Using disableSerialization or uiNamespace wouldn't help; the trick here is to pass the argument inside an array:
_display = findDisplay 46; _display spawn { hint str _this; }; // would raise a serialization error [_display] spawn { hint str (_this select 0); }; // OK
NamespacesGUI Control


Return Value:


Example 1:

Additional Information

See also:
Display displayAddEventHandler displayRemoveAllEventHandlers displayRemoveEventHandler uiSleep


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
Posted on 19 June, 2010
Can be used to detecting load. Scope with disabled serialization is discontinued after load, even if there's endless loop inside.
_loaded = [] spawn { disableSerialization; waitUntil { false }; }; waitUntil { scriptDone _loaded; }; hint "Game was loaded!";
Works for all possible load types - loading user save, loading autosave and resuming mission from main menu. Use with caution, as it handles two threads in memory, having impact at overall scripting time.
Posted on 23 October, 2013
If you do not store UI elements (Display, Control) in variables, you do not need disableSerialization; UI elements are usually returned by scripting commands such as findDisplay or passed as params in UI event handler scripts (displayAddEventHandler, ctrlAddEventHandler). This code will require disableSerialization:
disableSerialization; _display = findDisplay 123; _ctrl = _display displayCtrl -1; _ctrl ctrlSetText "LOL";
This code will not:
Posted on July 25, 2017 - 18:15 (UTC)
In Arma 3 1.74, a scripted FSM does somehow not work with disableSerialization. As a workaround, store a display inside an array. Example:
_display = [findDisplay idd];