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Lou Montana (talk | contribs) m (Some wiki formatting) |
Lou Montana (talk | contribs) m (Text replacement - "\{\{Feature *\| *Informative *\| ([^↵]+) *\}\}" to "{{Feature|informative|$1}}") |
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|descr= Break script flow and go to given label (defined by '''#''' - '''NOT''' to be confused with [[SQF Syntax|SQF]]'s [[a_hash_b|hash sign]]!) | |descr= Break script flow and go to given label (defined by '''#''' - '''NOT''' to be confused with [[SQF Syntax|SQF]]'s [[a_hash_b|hash sign]]!) | ||
{{Feature | Warning | This command only works in [[SQS Syntax]].}} | {{Feature | Warning | This command only works in [[SQS Syntax]].}} | ||
{{Feature | | {{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.}} | ||
|s1= [[goto]] label | |s1= [[goto]] label |
Revision as of 18:11, 15 March 2024
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
- Example 1:
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 Aug 04, 2006 - 10:52 (UTC)
-
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:
- 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.
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