waitUntil: Difference between revisions
Jump to navigation
Jump to search
(Added an example to set the cycle time for the condition check rather than per frame.) |
m (Added SEEALSO) |
||
Line 22: | Line 22: | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| [[Control Structures]] |= See also | | [[Control Structures]], [[while]] |= See also | ||
}} | }} |
Revision as of 16:23, 7 January 2011
Description
- Description:
- Suspend execution of function or SQF based script until condition is satisfied.
- Groups:
- Uncategorised
Syntax
Examples
- Example 1:
waitUntil {not alive player}
- Example 2:
_i = 0; waitUntil {_i = _i + 1; _i >= 100}
- Example 3:
waitUntil {sleep 0.1; not alive player}
Additional Information
- See also:
- Control Structureswhile
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
Notes
- Posted on December 20, 2006 - 19:55
- CrashDome
- waitUntil suspends both SQF functions and SQF scripts. In functions, the calling script is still in suspension due to waiting for a return from the call command. The game engine will continue, however. See Function for more detail.
- Posted on April 2, 2010 - 17:10
- Roehre
- If WaitUntil uses an undefined call code, WaitUntil won't release, even when this code is separated from other conditions through or. Be warned that this won't cause an error message.
- Posted on Jan 07, 2011
- kju
- By default the cycle time for the condition check is per frame. Look at the example 3, how to set it at a lower rate yourself. Often times one does not need per frame checking. Saves a lot CPU checks; especially when the condition is complex to compute.