onEachFrame: Difference between revisions

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m (Text replacement - "|= Comments" to "|Comments=")
m (Text replacement - "Since {{arma3}} v1.57 a stackable version of this EH is available:" to "Since {{arma3}} v1.58 a stackable version of this EH is available:")
 
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{{Command|Comments=
{{RV|type=command
____________________________________________________________________________________________


| arma2oa |= Game name
|game1= arma2oa
|version1= 1.63


|1.63|= Game version
|game2= tkoh
____________________________________________________________________________________________
|version2= 1.00


| Runs given statement every frame. <br><br>
|game3= arma3
{{Informative|Since '''Arma 3''' ''v1.57'' a stackable version of this EH is available: [[Arma_3:_Event_Handlers/addMissionEventHandler#EachFrame|EachFrame]]}}<br>
|version3= 0.50
{{Feature arma3|In order to keep compatibility between official and community content the functions [[BIS_fnc_addStackedEventHandler]] and [[BIS_fnc_removeStackedEventHandler]] should be used instead.}}|DESCRIPTION=
____________________________________________________________________________________________


| '''onEachFrame''' statement |SYNTAX=
|gr1= Event Handlers


|p1= statement: [[String]] or [[Code]] |PARAMETER1=
|descr= Runs given statement every frame in an [[Scheduler#Unscheduled Environment|unscheduled environment]].
{{Feature|arma3|
In order to keep compatibility between official and community content:
* Since {{arma3}} v1.58 a stackable version of this EH is available: [[Arma 3: Mission Event Handlers#EachFrame|EachFrame Mission Event Handler]]
* Before that, the scripted version of the event handler should be used instead (using [[BIS_fnc_addStackedEventHandler]] and [[BIS_fnc_removeStackedEventHandler]]).
}}
 
|s1= [[onEachFrame]] statement
 
|p1= statement: [[String]] or [[Code]]
 
|r1= [[Nothing]]


| [[Nothing]] |RETURNVALUE=
|x1= <sqf>onEachFrame { hintSilent str getPosWorld player }; // hints position every frame</sqf>


| [[diag_frameNo]], [[diag_fps]] |SEEALSO=
|x2= Private variables defined outside of the [[onEachFrame]] scope are not inherited:
____________________________________________________________________________________________
<sqf>
_myVar = "bob";
MyVar = "bill";
onEachFrame { hintSilent str [_myVar, MyVar]; };
// Result: [any, "bill"]
</sqf>


|x1= <code>[[onEachFrame]] { [[hintSilent]] [[str]] [[position]] [[player]]}; //Hints position every frame</code> |EXAMPLE1=
|x2= Private variables defined outside of [[onEachFrame]] scope are not inherited:
<code>_myvar = "bob";
myvar = "bill";
[[onEachFrame]] {[[hintSilent]] [[str]] [_myvar, myvar]};
//Result: [any,"bill"]</code>
|EXAMPLE2=
|x3= Only one [[onEachFrame]] loop can exist at any time:
|x3= Only one [[onEachFrame]] loop can exist at any time:
<code>[[onEachFrame]] {[[player]] [[sideChat]] "first"};
<sqf>
[[onEachFrame]] {[[player]] [[sideChat]] "second"};
onEachFrame { player sideChat "first"; };
//Result: "second","second","second"..."second"</code>
onEachFrame { player sideChat "second"; }; // replaces the first one
onEachFrame {}; // reset to the initial state
</sqf>


Note how "first" never gets shown even though it precedes "second". This is because script thread is executing within the same frame and first [[onEachFrame]] is overwritten before it has a chance to execute its statement. |EXAMPLE3=
|x4= Script suspension is not permitted within [[onEachFrame]] scope:
|x4= Script suspension is not permitted within [[onEachFrame]] scope:
<code>[[onEachFrame]] {[[sleep]] 1};
<sqf>
//ERROR!!!</code> |EXAMPLE4=
// will throw an error
}}
onEachFrame { sleep 1; };
</sqf>


<h3 style="display:none">Notes</h3>
|x5= <sqf>
<dl class="command_description">
onEachFrame { if (diag_frameNo mod 60 isEqualTo 0) then { /* code */ } }; // executes every 60 frames (every second @ 60 FPS, every two seconds @ 30 FPS, etc)
<!-- Note Section BEGIN -->


<dd class="notedate">Posted on 21 Dec, 2012
onEachFrame { // this version is the closest to a precise 1 second tick
<dt class="note">[[User:neokika|neokika]]<dd class="note">
if (isNil "TAG_LastHint") then
<code>[[onEachFrame]] {}; //Reset event</code>
{
<!-- Note Section END -->
TAG_LastHint = diag_tickTime;
</dl>
}
<h3 style="display:none">Bottom Section</h3>
else
{
if (diag_tickTime - TAG_LastHint >= 1) then // set the duration in seconds here
{
hint format ["a second has passed (%1s since game start)", diag_tickTime];
TAG_LastHint = diag_tickTime;
};
};
};
</sqf>


[[Category:ArmA 2 OA: New Scripting Commands List|{{uc:{{PAGENAME}}}}]]
|seealso= [[diag_frameNo]] [[diag_fps]]
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
}}
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]

Latest revision as of 19:15, 15 September 2024

Hover & click on the images for description

Description

Description:
Runs given statement every frame in an unscheduled environment.
Arma 3
In order to keep compatibility between official and community content:
Groups:
Event Handlers

Syntax

Syntax:
onEachFrame statement
Parameters:
statement: String or Code
Return Value:
Nothing

Examples

Example 1:
onEachFrame { hintSilent str getPosWorld player }; // hints position every frame
Example 2:
Private variables defined outside of the onEachFrame scope are not inherited:
_myVar = "bob"; MyVar = "bill"; onEachFrame { hintSilent str [_myVar, MyVar]; }; // Result: [any, "bill"]
Example 3:
Only one onEachFrame loop can exist at any time:
onEachFrame { player sideChat "first"; }; onEachFrame { player sideChat "second"; }; // replaces the first one onEachFrame {}; // reset to the initial state
Example 4:
Script suspension is not permitted within onEachFrame scope:
// will throw an error onEachFrame { sleep 1; };
Example 5:
onEachFrame { if (diag_frameNo mod 60 isEqualTo 0) then { /* code */ } }; // executes every 60 frames (every second @ 60 FPS, every two seconds @ 30 FPS, etc) onEachFrame { // this version is the closest to a precise 1 second tick if (isNil "TAG_LastHint") then { TAG_LastHint = diag_tickTime; } else { if (diag_tickTime - TAG_LastHint >= 1) then // set the duration in seconds here { hint format ["a second has passed (%1s since game start)", diag_tickTime]; TAG_LastHint = diag_tickTime; }; }; };

Additional Information

See also:
diag_frameNo diag_fps

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