scriptDone: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Text replacement - " {2,}\}\}" to " }}")
m (Some wiki formatting)
 
(28 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{Command
{{RV|type=command


| arma1
|game1= ofpe
|version1= 1.00


|1.00
|game2= arma1
|version2= 1.00


|gr1= Program Flow
|game3= arma2
|version3= 1.00


| Check if a script is finished running using the [[Script_(Handle)]] returned by [[execVM]] or [[spawn]].
|game4= arma2oa
|version4= 1.50


| '''scriptDone''' handle
|game5= tkoh
|version5= 1.00


|p1= handle: [[Script (Handle)]] - handle returned by [[spawn]] or [[execVM]]
|game6= arma3
|version6= 0.50


| [[Boolean]]
|gr1= Program Flow


|x1= SQS Syntax:<code>@[[scriptDone]] _Handle</code>
|descr= Check if a script is finished running using the [[Script Handle]] returned by [[execVM]] or [[spawn]].


|x2= SQF Syntax:<code>script_handler = [parameters] [[execVM]] "scriptname.sqf";
|s1= [[scriptDone]] handle
[[waitUntil]] { [[scriptDone]] script_handler };</code>


| [[execVM]], [[spawn]], [[terminate]], [[scriptNull]]
|p1= handle: [[Script Handle]] - handle returned by [[spawn]] or [[execVM]]
}}


<dl class="command_description">
|r1= [[Boolean]]
<!-- Note Section BEGIN -->


<dd class="notedate">Posted on 03:54, 11 September 2009</dd>
|x1= <sqf>
<dt class="note">[[User:Bn880|Bn880]]</dt>
_scriptHandle = ["arguments"] execVM "scriptname.sqf";
<dd class="note">A Null Script handle can be created in this manner:
waitUntil { scriptDone _scriptHandle };
<code>_handle = 0 [[spawn]] {};</code>
</sqf>
That is what any [[Script_(Handle)]] becomes when a script is finished running, meaning it will test as [[true]] with:
<code> [[scriptDone]] _handle </code> and it returns "<NULL-script>" when converted to string. This in turn lets you initialize the variable with a completed [[Script_(Handle)]] and lets you test the variable even though nothing else may have set the handle by creating a script with [[spawn]] or [[execVM]].  It also lets you store and manage script handles in arrays, and a few other sexy things.</dd>


<!-- Note Section END -->
|seealso= [[execVM]] [[spawn]] [[terminate]] [[scriptNull]]
</dl>
}}


{{GameCategory|ofpe|Scripting Commands}}
{{Note
{{GameCategory|arma2|Scripting Commands}}
|user= Bn880
{{GameCategory|arma3|Scripting Commands}}
|timestamp= 20090911035400
{{GameCategory|tkoh|Scripting Commands}}
|text= A Null Script handle can be created in this manner:
<sqf>_handle = 0 spawn {};</sqf>
That is what any [[Script Handle]] becomes when a script is finished running, meaning it will test as [[true]] with:
<sqf>scriptDone _handle;</sqf>
and it returns "<NULL-script>" when converted to string.
This in turn lets you initialize the variable with a completed [[Script Handle]] and lets you test the variable even though nothing else may have set the handle by creating a script with [[spawn]] or [[execVM]].
It also lets you store and manage script handles in arrays, and a few other sexy things.
}}

Latest revision as of 20:10, 13 May 2022

Hover & click on the images for description

Description

Description:
Check if a script is finished running using the Script Handle returned by execVM or spawn.
Groups:
Program Flow

Syntax

Syntax:
scriptDone handle
Parameters:
handle: Script Handle - handle returned by spawn or execVM
Return Value:
Boolean

Examples

Example 1:
_scriptHandle = ["arguments"] execVM "scriptname.sqf"; waitUntil { scriptDone _scriptHandle };

Additional Information

See also:
execVM spawn terminate scriptNull

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
Bn880 - c
Posted on Sep 11, 2009 - 03:54 (UTC)
A Null Script handle can be created in this manner:
_handle = 0 spawn {};
That is what any Script Handle becomes when a script is finished running, meaning it will test as true with:
scriptDone _handle;
and it returns "<NULL-script>" when converted to string. This in turn lets you initialize the variable with a completed Script Handle and lets you test the variable even though nothing else may have set the handle by creating a script with spawn or execVM. It also lets you store and manage script handles in arrays, and a few other sexy things.