sleep: Difference between revisions

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[[Category:Scripting Commands|SLEEP]]
{{RV|type=command
[[Category:Scripting Commands ArmA|SLEEP]]


|game1= arma1
|version1= 1.00


<h2 style="color:#000066">''' sleep ''delay'''''</h2>
|game2= arma2
|version2= 1.00


|game3= arma2oa
|version3= 1.50


'''Operand types:'''
|game4= tkoh
|version4= 1.00


'''delay:''' [[Number]]
|game5= arma3
|version5= 0.50


'''Type of returned value:'''
|gr1= Program Flow


[[Nothing]]
|descr= Suspends code execution for given time in seconds. The sleep precision is given by a framerate, the delay given is the minimal delay expected. Must be called inside of a context which is interruptible, i.e. a [[Script Handle|script]] executed by [[execVM]] or [[spawn]].
{{Feature | Informative |
* this command will suspend the code for '''''at least''''' the given amount of time, and can be way more if the [[Scheduler|script scheduler]] is busy.
* this command will suspend the script as the game gets paused in single player (and will resume with it). To avoid this, use [[uiSleep]].
}}


'''Compatibility:'''
|s1= [[sleep]] delay


Version 2.60 required.
|p1= delay: [[Number]] - in seconds. Negative values will not be considered.


'''Description:'''
|r1= [[Nothing]]


Suspend execution of [[Functions - SQF|function]] based script for given time.
|x1= <sqf>
0 spawn {
sleep 5;
hint "after (at least) 5 seconds...";
};
</sqf>


|x2= <sqf>
sleep 5 + random 10; // incorrect - will only sleep for 5 seconds, as it will be interpreted as (sleep 5) (+(random 10))
sleep (5 + random 10); // correct
</sqf>


'''Example:'''
|seealso= [[uiSleep]] [[waitUntil]] [[canSuspend]] [[execVM]] [[spawn]] [[sleep vs uiSleep]] [[Control Structures]]
}}


'''sleep''' 0.5
{{Note
|user= CrashDome
|timestamp= 20061220205300
|text= Sleep 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.
}}
 
{{Note
|user= Kronzky
|timestamp= 20070212201600
|text= Sleep durations between .0005 and .02 will cause the same delay (roughly .02 seconds).<br>
Delays of .0005 and less have '''no''' effect (i.e, the sleep call will return immediately).
}}
 
{{Note
|user= Sbsmac
|timestamp= 20070213223200
|text= The comment above is a little misleading. The game engine appears to work by processing frames and then checking to see whether scripts are available to execute.
Sleep causes the script/function to be suspended until at least the specified time has elapsed.
To wait for the next frame, or give other scripts a chance to run, use Sleep 0.001.
}}
 
{{Note
|user= Inkompetent
|timestamp= 20070616001300
|text= For scripts called by the [[Arma 3: Event Handlers#Init|Init Event Handler]] the first sleep command will suspend the script at the briefing screen at the start of a mission. The script will continue after the briefing screen, when actually "in game".
}}

Latest revision as of 17:28, 5 April 2022

Hover & click on the images for description

Description

Description:
Suspends code execution for given time in seconds. The sleep precision is given by a framerate, the delay given is the minimal delay expected. Must be called inside of a context which is interruptible, i.e. a script executed by execVM or spawn.
  • this command will suspend the code for at least the given amount of time, and can be way more if the script scheduler is busy.
  • this command will suspend the script as the game gets paused in single player (and will resume with it). To avoid this, use uiSleep.
Groups:
Program Flow

Syntax

Syntax:
sleep delay
Parameters:
delay: Number - in seconds. Negative values will not be considered.
Return Value:
Nothing

Examples

Example 1:
0 spawn { sleep 5; hint "after (at least) 5 seconds..."; };
Example 2:
sleep 5 + random 10; // incorrect - will only sleep for 5 seconds, as it will be interpreted as (sleep 5) (+(random 10)) sleep (5 + random 10); // correct

Additional Information

See also:
uiSleep waitUntil canSuspend execVM spawn sleep vs uiSleep Control Structures

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
CrashDome - c
Posted on Dec 20, 2006 - 20:53 (UTC)
Sleep 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.
Kronzky - c
Posted on Feb 12, 2007 - 20:16 (UTC)
Sleep durations between .0005 and .02 will cause the same delay (roughly .02 seconds).
Delays of .0005 and less have no effect (i.e, the sleep call will return immediately).
Sbsmac - c
Posted on Feb 13, 2007 - 22:32 (UTC)
The comment above is a little misleading. The game engine appears to work by processing frames and then checking to see whether scripts are available to execute. Sleep causes the script/function to be suspended until at least the specified time has elapsed. To wait for the next frame, or give other scripts a chance to run, use Sleep 0.001.
Inkompetent - c
Posted on Jun 16, 2007 - 00:13 (UTC)
For scripts called by the Init Event Handler the first sleep command will suspend the script at the briefing screen at the start of a mission. The script will continue after the briefing screen, when actually "in game".