disableSerialization: Difference between revisions
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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 - "<code>([^<]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^<]*) *<\/code>" to "<code>$1$2$3</code>") |
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Can be used to detecting load. Scope with disabled serialization is discontinued after load, even if there's endless loop inside. | Can be used to detecting load. Scope with disabled serialization is discontinued after load, even if there's endless loop inside. | ||
<code>_loaded = [] spawn { disableSerialization; waitUntil { false }; }; | <code>_loaded = [] spawn { disableSerialization; waitUntil { false }; }; | ||
waitUntil { | waitUntil { scriptDone _loaded; }; | ||
hint "Game was loaded!";</code> | hint "Game was loaded!";</code> | ||
Works for all possible load types - loading user save, loading autosave and resuming mission from main menu. | Works for all possible load types - loading user save, loading autosave and resuming mission from main menu. | ||
Line 58: | Line 58: | ||
<code>disableSerialization; | <code>disableSerialization; | ||
_display = findDisplay 123; | _display = findDisplay 123; | ||
_ctrl = _display | _ctrl = _display displayCtrl -1; | ||
_ctrl ctrlSetText "LOL";</code> | _ctrl ctrlSetText "LOL";</code> | ||
This code will not: | This code will not: |
Revision as of 13:01, 12 May 2022
Description
- Description:
- 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.
- Groups:
- NamespacesGUI Control
Syntax
- Syntax:
- disableSerialization
- Return Value:
- Nothing
Examples
- Example 1:
disableSerialization; private _display = findDisplay 46;
Additional Information
- See also:
- Display displayAddEventHandler displayRemoveAllEventHandlers displayRemoveEventHandler uiSleep
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 19 June, 2010
- Str
-
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
- Killzone_Kid
-
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:findDisplay 123 displayCtrl -1 ctrlSetText "LOL";
- Posted on July 25, 2017 - 18:15 (UTC)
- IT07
-
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];