isGamePaused: Difference between revisions

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|gr1= System
|gr1= System


|descr= Returns the state of game simulation. Simulation can get paused by pressing {{KeyboardShortcut|ALT|TAB}} or a system dialog opening (e.g. {{KeyboardShortcut|ESC}} menu). Simulation will not get paused if <tt>-noPause</tt> [[Arma 3: Startup Parameters|startup parameter]] is used.
|descr= Returns the state of game simulation. Simulation can get paused by pressing {{Controls|Alt|Tab}} or a system dialog opening (e.g. {{Controls|Esc}} menu).
{{Feature|Informative|[[onEachFrame]] event and <tt>"EachFrame"</tt> event handler continue to execute when the simulation is paused, which could result in undesired backlog. Use [[isGamePaused]] to skip loop if needed.}}
Simulation will not get paused if {{hl|-noPause}} [[Arma 3: Startup Parameters|startup parameter]] is used.
{{Feature|informative|[[onEachFrame]] event and {{hl|"EachFrame"}} event handler continue to execute when the simulation is paused, which could result in undesired backlog. Use [[isGamePaused]] to skip loop if needed.}}


|mp= In multiplayer the simulation will not get paused and this command will always return [[false]].
|mp= In multiplayer the simulation will not get paused and this command will always return [[false]].


|s1= [[isGamePaused]]
|s1= [[isGamePaused]]


|r1= [[Boolean]] - Returns [[true]] if game simulation is paused, [[false]] if not
|r1= [[Boolean]] - returns [[true]] if game simulation is paused, [[false]] if not


|x1= <code>[[onEachFrame]]
|x1= <sqf>
onEachFrame  
{
{
[[if]] ([[isGamePaused]]) [[exitWith]] {};  
if (isGamePaused) exitWith {};
{{cc|...do stuff}}
// ...do stuff
};</code>
};
</sqf>


|seealso= [[isGameFocused]]
|seealso= [[isGameFocused]]
}}
}}

Latest revision as of 15:47, 8 November 2023

Hover & click on the images for description

Description

Description:
Returns the state of game simulation. Simulation can get paused by pressing Alt + ↹ Tab or a system dialog opening (e.g. Esc menu). Simulation will not get paused if -noPause startup parameter is used.
onEachFrame event and "EachFrame" event handler continue to execute when the simulation is paused, which could result in undesired backlog. Use isGamePaused to skip loop if needed.
Multiplayer:
In multiplayer the simulation will not get paused and this command will always return false.
Groups:
System

Syntax

Syntax:
isGamePaused
Return Value:
Boolean - returns true if game simulation is paused, false if not

Examples

Example 1:
onEachFrame { if (isGamePaused) exitWith {}; // ...do stuff };

Additional Information

See also:
isGameFocused

Notes

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