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Lou Montana (talk | contribs) m (Text replacement - "|= Game name" to "|Game name=") |
Lou Montana (talk | contribs) (Fix description, add example and remove link to "Script syntax" deleted page) |
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____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| | | Break script flow and go to given label (defined by '''#''' - '''NOT''' to be confused with [[SQF syntax|SQF]]'s [[a_hash_b|hash sign]]!) | ||
{{Warning | This command only works in [[SQS syntax]].}} | |||
{{Informative | Note that labels are not case sensitive and are searched for from the top of the script, so multiple occurrences of a label will only result in the topmost one ever being found.}} |DESCRIPTION= | |||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| | | [[goto]] label |SYNTAX= | ||
|p1= label: [[String]] |PARAMETER1= | |p1= label: [[String]] |PARAMETER1= | ||
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____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| | |x1= <code>[[goto]] "myLabel" | ||
[[player]] [[setDamage]] 1 | |||
'''#'''myLabel | |||
[[hint]] "you successfully avoided death!"</code> |EXAMPLE1= | |||
____________________________________________________________________________________________ | |||
| [[Control_Structures#SQS_syntax_.28deprecated.29|SQS Control Structures]], [[SQS to SQF conversion]], [[:Category:Command Group: Program Flow|Command Group: Program Flow]] |SEEALSO= | |||
}} | }} | ||
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<dd class="notedate">Posted on August 4, 2006 - 10:52 | <dd class="notedate">Posted on August 4, 2006 - 10:52 | ||
<dt class="note"> | <dt class="note">[[User:Hardrock|hardrock]] | ||
<dd class="note">''Notes from before the conversion:'' | |||
* This function works only inside of [[ | * This function works only inside of [[SQS syntax|SQS script]]. | ||
*The search for labels always begins at the top of the script so that if there are multiple occurrences of a label the first occurrence will always be the one found. | * The search for labels always begins at the top of the script so that if there are multiple occurrences of a label the first occurrence will always be the one found. | ||
* Because of the searching order, it is faster to place loops which are executed often at the top of a script. | * Because of the searching order, it is faster to place loops which are executed often at the top of a script. | ||
* Labels are not case sensitive. | * Labels are not case sensitive. | ||
* Loops which look something like the example below should be avoided as many of them could cause the mission to slow down: | * Loops which look something like the example below should be avoided as many of them could cause the mission to slow down: | ||
<code>#wait | |||
[[if]] (condition) [[then]] {[[goto]] "wait"}</code> | |||
It is better to use the '''@''' command to wait for a condition to be true, or put a small delay into the wait loop. | |||
It is better to use the | |||
Example: | |||
* While it is not required to include a delay in a loop, such a loop without a delay can cause the script to slow the game down, as the loop will be executed many times before the game engine interrupts the script. | |||
* Unless you really want the loop to execute multiple times during a frame, you should include a small delay. | |||
* You would need to have many scripts running for this to be a significant issue. | |||
* Deciding whether to use a script with a loop or a trigger or even a '''@''' statement to detect a condition is a complicated matter and should be subject to experimentation. | |||
<dd class="notedate">Posted on August 4, 2006 - 12:17 | <dd class="notedate">Posted on August 4, 2006 - 12:17 | ||
<dt class="note"> | <dt class="note">[[User:UNN|UNN]] | ||
<dd class="note"> | |||
A goto command called within a [[forEach]] loop | A goto command called within a [[forEach]] loop will only execute a single jump to [[goto]], once the [[forEach]] loop has finished: | ||
{[[goto]] "wait"} [[forEach]] [0, 1, 2, 3, 4] | |||
{[[goto]] "wait"} [[forEach]] [0,1,2,3,4] | |||
<!-- Note Section END --> | <!-- Note Section END --> | ||
Line 69: | Line 65: | ||
[[Category:Scripting Commands| | [[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]] | ||
[[Category:Scripting Commands OFP 1.46|{{uc:{{PAGENAME}}}}]] | |||
[[Category:Scripting Commands OFP 1.96|{{uc:{{PAGENAME}}}}]] | |||
[[Category:Scripting Commands OFP 1.99|{{uc:{{PAGENAME}}}}]] | [[Category:Scripting Commands OFP 1.99|{{uc:{{PAGENAME}}}}]] | ||
[[Category:Scripting Commands ArmA|{{uc:{{PAGENAME}}}}]] | |||
[[Category:Scripting Commands ArmA| | |||
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]] | [[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]] | ||
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]] | [[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]] | ||
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]] | [[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]] | ||
[[Category:Command Group: Program Flow|{{uc:{{PAGENAME}}}}]] |
Revision as of 01:40, 22 November 2019
Description
- Description:
- Break script flow and go to given label (defined by # - NOT to be confused with SQF's hash sign!)
- Groups:
- Uncategorised
Syntax
Examples
Additional Information
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 August 4, 2006 - 10:52
- hardrock
- Notes from before the conversion:
- This function works only inside of SQS script.
- The search for labels always begins at the top of the script so that if there are multiple occurrences of a label the first occurrence will always be the one found.
- Because of the searching order, it is faster to place loops which are executed often at the top of a script.
- Labels are not case sensitive.
- Loops which look something like the example below should be avoided as many of them could cause the mission to slow down:
#wait if (condition) then {goto "wait"}
It is better to use the @ command to wait for a condition to be true, or put a small delay into the wait loop. Example:- While it is not required to include a delay in a loop, such a loop without a delay can cause the script to slow the game down, as the loop will be executed many times before the game engine interrupts the script.
- Unless you really want the loop to execute multiple times during a frame, you should include a small delay.
- You would need to have many scripts running for this to be a significant issue.
- Deciding whether to use a script with a loop or a trigger or even a @ statement to detect a condition is a complicated matter and should be subject to experimentation.
- Posted on August 4, 2006 - 12:17
- UNN
- A goto command called within a forEach loop will only execute a single jump to goto, once the forEach loop has finished: {goto "wait"} forEach [0, 1, 2, 3, 4]
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands OFP 1.46
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.99
- Scripting Commands ArmA
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters
- Command Group: Program Flow