goto: Difference between revisions

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m (Text replacement - "\{\{( *)Informative( *)\|" to "{{$1Feature$2|$2Informative$2|")
m (Text replacement - "\{\{( *)Warning( *)\|" to "{{$1Feature$2|$Warning$2|")
Line 8: Line 8:


| Break script flow and go to given label (defined by '''#''' - '''NOT''' to be confused with [[SQF syntax|SQF]]'s [[a_hash_b|hash sign]]!)
| 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]].}}
{{Feature |$Warning | This command only works in [[SQS syntax]].}}
{{Feature | 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.}}
{{Feature | 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.}}



Revision as of 00:20, 7 February 2021

Hover & click on the images for description

Description

Description:
Description needed
Groups:
Program Flow

Syntax

Syntax:
Syntax needed
Parameters:
label: String
Return Value:
Return value needed

Examples

Example 1:
goto "myLabel" player setDamage 1 #myLabel hint "you successfully avoided death!"

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
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]