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Lou Montana (talk | contribs) m (Text replacement - "<code>([^ ]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^ ]*)<\/code>" to "<code>$1$2$3</code>") |
Lou Montana (talk | contribs) m (Text replacement - "\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^ ]*)<\/code>" to "$1$2</code>") |
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Line 38: | Line 38: | ||
'''#'''myLabel | '''#'''myLabel | ||
hint "you successfully avoided death!"</code> | |||
|seealso= [[Control_Structures#SQS_syntax_.28deprecated.29|SQS Control Structures]] [[SQS to SQF conversion]] | |seealso= [[Control_Structures#SQS_syntax_.28deprecated.29|SQS Control Structures]] [[SQS to SQF conversion]] | ||
Line 56: | Line 56: | ||
* 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 | <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 '''@''' command to wait for a condition to be true, or put a small delay into the wait loop. |
Revision as of 11:32, 12 May 2022
Description
- Description:
- Break script flow and go to given label (defined by # - NOT to be confused with SQF's hash sign!)
- Groups:
- Program Flow
Syntax
Examples
Additional Information
- See also:
- SQS Control Structures SQS to SQF conversion
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]
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Program Flow