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<dd class="notedate">Posted on August 4, 2006 - 10:52</dd>
<dt class="note">'''[[User:Hardrock|hardrock]]'''</dt><dd class="note">''Notes from before the conversion:''


* This function works only inside of [[Script syntax|SQS script]].
* This function works only inside of [[Script syntax|SQS script]].
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*Deciding whether to use a script with a loop or a trigger or even a [[Script syntax|@]] statement to detect a condition is a complicated matter and should be subject to experimentation.
*Deciding whether to use a script with a loop or a trigger or even a [[Script syntax|@]] statement to detect a condition is a complicated matter and should be subject to experimentation.
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Revision as of 11:52, 4 August 2006

Hover & click on the images for description

Description

Description:
In script only: Go to given label. Note: String argument is used here. Be sure to use double quotes around label name in goto. Define the label with #.
Groups:
Uncategorised

Syntax

Syntax:
goto
Parameters:
label: String
Return Value:
Nothing

Examples

Examples:
Example needed

Additional Information

See also:
See also needed

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.

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