exitWith: Difference between revisions

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{{Command|Comments=
{{RV|type=command


| arma1 |Game name=
|game1= arma1
|version1= 1.00


|gr1= Program Flow |GROUP1=
|game2= arma2
|version2= 1.00


|game3= arma2oa
|version3= 1.50


|game4= tkoh
|version4= 1.00


|1.00|Game version=
|game5= arma3
|version5= 0.50


| Exits current scope {...} it is executed from if condition evaluates [[true]], creates new scope {...code...} and executes the given code in it. Often used for exiting [[do]], [[for]], [[count]] or [[forEach]]. Simply exiting [[waitUntil]] or [[onEachFrame]] scopes with [[exitWith]] will have no effect as these scopes are called repeatedly by the engine and require different handling to terminate (see Example 3). |Description=
|gr1= Program Flow


| ifType [[exitWith]] code |Syntax=
|descr= Exits the '''current''' code scope. Often used for exiting [[do]], [[for]], [[count]], [[forEach]] or the whole script.
{{Feature|informative|See {{Link|Variables#Local Variables Scope}} for more information.}}


|p1= ifType: [[If Type]] |Parameter 1=
|s1= ifType [[exitWith]] code
|p2= code: [[Code]] |Parameter 2=


| [[Anything]] |Return value=
|p1= ifType: [[If Type]]
 
|x1= <code>[[if]] (_x>5) [[exitWith]] {[[echo]] "_x is too big"; _x}</code>


When _x is greater than 5, outputs message and terminates code in current level with value of _x. |Example 1=
|p2= code: [[Code]]


|x2= <code>[[for]] "_j" [[from]] 1 [[to]] 10 [[do]]
|r1= [[Anything]]
 
|x1= <sqf>
systemChat "start";
private _condition = true;
 
if (_condition) then
{
{
[[player]] [[sideChat]] [[format]] ["%1",_j];
if (true) exitWith
if (_j<nowiki>=</nowiki><nowiki>=</nowiki>5) [[exitWith]] {[[player]] [[sideChat]] "5 is enough"};
{
systemChat "exiting if _condition scope";
};
systemChat "never shown";
};
};
[[player]] [[sideChat]] "Complete";</code>
''Only'' the "for" loop will exit when the exitWith condition has been fulfilled (not the whole script). Execution will continue after the end of the loop (player sideChat "Complete").
|Example 2=


|x3= Most loops will also terminate when their scope exited. To exit and terminate scopes which are called every frame such as [[onEachFrame]] and [[waitUntil]] use the following examples:
systemChat "exiting #1 worked";


<code>[[onEachFrame]] &#123;
if (true) exitWith
[[if]] (![[alive]] [[player]]) [[exitWith]] &#123;
{
[[onEachFrame]] &#123;&#125;
systemChat "exiting the main scope = leaving the whole script";
&#125;
};
&#125;
</code>


<code>_time = [[time]] + 10;
systemChat "never shown - the script has already ended";
[[waitUntil]]
</sqf>
 
|x2= <sqf>
for "_j" from 1 to 10 do
{
{
[[if]] ([[time]] > _time) [[exitWith]] { [[true]] };
systemChat format ["%1", _j];
[[false]]
}
</code>
|Example 3=


| [[scopeName]], [[breakOut]], [[breakTo]], [[else]], [[Control Structures]], [[then]], [[assert]], [[try]], [[catch]], [[throw]] |See also=
// the for loop will cease and code execution will continue after the end of the loop
if (_j == 5) exitWith
}}
{
systemChat "5 is enough";
};
};
systemChat "Complete";
</sqf>


<h3 style="display:none">Notes</h3>
|x3= Most loops will also terminate when their scope is exited. To exit and terminate scopes which are called every frame such as [[onEachFrame]] and [[waitUntil]] use the following examples:
<dl class="command_description">
<!-- Note Section BEGIN -->


<dd class="notedate">Posted on May 28, 2010 - 22:15
<sqf>
<dt class="note">[[User:Roehre|Roehre]]
onEachFrame {
<dd class="note">Since Arma 2 uses Blocks in FSM as any ordinary Handle like [[while]], [[for]] etc. in Scripts, '''ExitWith''' also only closes the Block in the FSM.
if (!alive player) exitWith
{
onEachFrame {};
};
};
</sqf>


<dd class="notedate">Posted on August 04, 2013 - 12:20
<sqf>
<dt class="note">[[User:Killzone_Kid|Killzone_Kid]]
_time = time + 10;
<dd class="note">The command will exit the current scope - no ifs no buts. If the current scope is a loop, it will exit the loop. If the current scope is the main body of a script, it will exit the script. For more understanding of scopes and [[exitWith]] have a look at [http://killzonekid.com/arma-scripting-tutorials-scopes/ this resource].
waitUntil
{
if (time > _time) exitWith { true };
false
};
</sqf>


<dd class="notedate">Posted on January 06, 2014 - 13:41
|x4= <sqf>
<dt class="note">[[User:NaughDylan|Naught]]
while { true } do
<dd class="note">To further explain [[User:Killzone_Kid|Killzone_Kid]]'s above statement, [[exitWith]] does not work as described within any subsequent inner scopes of a loop - it will only simply exit the current scope. For example, this code will not exit the while loop:
{
<dd class="note"><code>[[while]] {[[true]]} [[do]] { // 'while' scope
if (alive player) then
[[if]] ([[player]] == ([[leader]] [[player]])) [[then]] { // 'if-then' scope
{
[[if]] ([[time]] > (5 * 60)) [[exitWith]] {}; // This will only exit the 'if-then' scope
if (time > 300) exitWith // [wrong] - it will only leave the "if alive player" scope, remaining in the "while true" loop forever
{
hint "exiting";
};
};
};
[[sleep]] 1;
};
};
[[hint]] "Mission Started"; // This code will never execute</code>
</sqf>


|x5= <sqf>
if (_condition) exitWith
{
hint "reached";
};
// else { hint "not reached" }; // [wrong] - using else does not work and makes no sense here
</sqf>
<sqf>
if (_condition) exitWith
{
hint "reached";
};
hint "not reached"; // [correct] - if _condition is met, the scope has already been exited by now
</sqf>


<!-- Note Section END -->
|seealso= [[scopeName]] [[breakOut]] [[breakTo]] [[else]] [[Control Structures]] [[then]] [[assert]] [[try]] [[catch]] [[throw]]
</dl>
}}


<h3 style="display:none">Bottom Section</h3>
<dl class="command_description">


[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
<dt><dt>
{{GameCategory|arma1|Scripting Commands}}
<dd class="notedate">Posted on 2010-05-28 - 22:15</dd>
{{GameCategory|arma2|Scripting Commands}}
<dt class="note">[[User:RoehrenRadio|RoehrenRadio]]</dt>
{{GameCategory|tkoh|Scripting Commands}}
<dd class="note">Since Arma 2 uses Blocks in FSM as any ordinary Handle like [[while]], [[for]] etc. in Scripts, '''ExitWith''' also only closes the Block in the FSM.</dd>
{{GameCategory|arma3|Scripting Commands}}


<dt><dt>
<dd class="notedate">Posted on 2013-08-04 - 12:20</dd>
<dt class="note">[[User:Killzone_Kid|Killzone_Kid]]</dt>
<dd class="note">The command will exit the current scope - no ifs no buts. If the current scope is a loop, it will exit the loop. If the current scope is the main body of a script, it will exit the script. For more understanding of scopes and [[exitWith]] have a look at {{Link|http://killzonekid.com/arma-scripting-tutorials-scopes/|this resource}}.</dd>


<!-- CONTINUE Notes -->
<dt></dt>
<dl class="command_description">
<dd class="notedate">Posted on 2016-03-10 - 08:31 (UTC)</dd>
<dd class="notedate">Posted on March 10, 2016 - 08:31 (UTC)</dd>
<dt class="note">[[User:Killzone_Kid|Killzone_Kid]]</dt>
<dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt>
<dd class="note">
<dd class="note">
[[exitWith]] cannot be used in event handlers with override ability to simply exit with override value. The following is incorrect:
[[exitWith]] cannot be used in event handlers with override ability to simply exit with override value. The following is incorrect:
<code>// INCORRECT USAGE
<sqf>
[[onMapSingleClick]] {[[if]] (![[isServer]]) [[exitWith]] {[[true]]}};</code>
// INCORRECT USAGE
onMapSingleClick { if (!isServer) exitWith { true } };
</sqf>
The override value must be returned in the main scope of EH, but since it is exited with [[exitWith]], it never happens. The correct way in this case would be:
The override value must be returned in the main scope of EH, but since it is exited with [[exitWith]], it never happens. The correct way in this case would be:
<code>// CORRECT USAGE
<sqf>
[[onMapSingleClick]] {[[call]] {[[if]] (![[isServer]]) [[exitWith]] {[[true]]}}};</code>
// CORRECT USAGE
onMapSingleClick { call { if (!isServer) exitWith { true } } };
</sqf>
[[exitWith]] will exit current [[call]] scope only and override value therefore will appear in the main scope of the EH, right where we want it.
[[exitWith]] will exit current [[call]] scope only and override value therefore will appear in the main scope of the EH, right where we want it.
</dd>
</dd>
</dl>
<!-- DISCONTINUE Notes -->


<!-- CONTINUE Notes -->
<dl class="command_description">
<dd class="notedate">Posted on October 12, 2016 - 17:56 (UTC)</dd>
<dt class="note">[[User:RHfront|RHfront]]</dt>
<dd class="note"> exitWith does not use standard "if-then" syntax, but a unique "if-exitWith" structure.
<dd class="note"> exitWith will NOT take [[else]]. Attempts to do so will result in "Error exitwith: Type Array, expected code".
</dd>
</dl>
</dl>
<!-- DISCONTINUE Notes -->

Latest revision as of 19:42, 3 September 2024

Hover & click on the images for description

Description

Description:
Exits the current code scope. Often used for exiting do, for, count, forEach or the whole script.
See Variables - Local Variables Scope for more information.
Groups:
Program Flow

Syntax

Syntax:
ifType exitWith code
Parameters:
ifType: If Type
code: Code
Return Value:
Anything

Examples

Example 1:
systemChat "start"; private _condition = true; if (_condition) then { if (true) exitWith { systemChat "exiting if _condition scope"; }; systemChat "never shown"; }; systemChat "exiting #1 worked"; if (true) exitWith { systemChat "exiting the main scope = leaving the whole script"; }; systemChat "never shown - the script has already ended";
Example 2:
for "_j" from 1 to 10 do { systemChat format ["%1", _j]; // the for loop will cease and code execution will continue after the end of the loop if (_j == 5) exitWith { systemChat "5 is enough"; }; }; systemChat "Complete";
Example 3:
Most loops will also terminate when their scope is exited. To exit and terminate scopes which are called every frame such as onEachFrame and waitUntil use the following examples:
onEachFrame { if (!alive player) exitWith { onEachFrame {}; }; };
_time = time + 10; waitUntil { if (time > _time) exitWith { true }; false };
Example 4:
while { true } do { if (alive player) then { if (time > 300) exitWith // [wrong] - it will only leave the "if alive player" scope, remaining in the "while true" loop forever { hint "exiting"; }; }; };
Example 5:
if (_condition) exitWith { hint "reached"; }; // else { hint "not reached" }; // [wrong] - using else does not work and makes no sense here
if (_condition) exitWith { hint "reached"; }; hint "not reached"; // [correct] - if _condition is met, the scope has already been exited by now

Additional Information

See also:
scopeName breakOut breakTo else Control Structures then assert try catch throw

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 2010-05-28 - 22:15
RoehrenRadio
Since Arma 2 uses Blocks in FSM as any ordinary Handle like while, for etc. in Scripts, ExitWith also only closes the Block in the FSM.
Posted on 2013-08-04 - 12:20
Killzone_Kid
The command will exit the current scope - no ifs no buts. If the current scope is a loop, it will exit the loop. If the current scope is the main body of a script, it will exit the script. For more understanding of scopes and exitWith have a look at this resource.
Posted on 2016-03-10 - 08:31 (UTC)
Killzone_Kid
exitWith cannot be used in event handlers with override ability to simply exit with override value. The following is incorrect:
// INCORRECT USAGE onMapSingleClick { if (!isServer) exitWith { true } };
The override value must be returned in the main scope of EH, but since it is exited with exitWith, it never happens. The correct way in this case would be:
// CORRECT USAGE onMapSingleClick { call { if (!isServer) exitWith { true } } };
exitWith will exit current call scope only and override value therefore will appear in the main scope of the EH, right where we want it.