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|descr= Suspends execution of [[Scheduler|scheduled]] script until the given condition satisfied. | |descr= Suspends execution of [[Scheduler|scheduled]] script until the given condition satisfied. | ||
* This command will loop and call the code inside { | * This command will loop and call the code inside <sqf inline>{}</sqf> '''mostly every frame''', depends on complexity of the condition and the overall engine load, until the [[Code|code]] returns [[true]] | ||
* If the very first execution of the code returns [[true]] the command will exit immediately, therefore it will not produce any "Suspending not allowed in this context" error when used inside [[Scheduler#Unscheduled_Environment|non-scheduled]] script. For all other uses it must be executed in environment that allows [[Scheduler#Suspension|suspension]] ([[canSuspend]]), such as [[spawn]]ed or [[execVM]]ed code | * If the very first execution of the code returns [[true]] the command will exit immediately, therefore it will not produce any "Suspending not allowed in this context" error when used inside [[Scheduler#Unscheduled_Environment|non-scheduled]] script. For all other uses it must be executed in environment that allows [[Scheduler#Suspension|suspension]] ([[canSuspend]]), such as [[spawn]]ed or [[execVM]]ed code | ||
* Avoid doing <sqf inline>waitUntil { time > 20 };</sqf> and use <sqf inline>sleep 20;</sqf> instead! | |||
* If you can, add a [[sleep]] to the condition to save some cpu cycles <sqf inline>waitUntil { sleep 1; !alive player };</sqf> | |||
{{Feature|arma3|Since {{arma3}} v1.94, a ''condition'' returning anything other than [[true]] or [[false]] '''will''' result in an appropriate type error.}} | |||
|pr= For some unknown reason if you have [[waitUntil]] loop active and game is '''saved/loaded''', some variables in the expression may appear undefined for a short time. As a workaround, assign expression to a variable and make sure it is defined before [[waitUntil]] checks it: | |pr= For some unknown reason if you have [[waitUntil]] loop active and game is '''saved/loaded''', some variables in the expression may appear undefined for a short time. As a workaround, assign expression to a variable and make sure it is defined before [[waitUntil]] checks it: | ||
< | <sqf>waitUntil { private _expression = someBooleanVar && (someNumberVar > 10); !isNil "_expression" && { _expression } };</sqf> | ||
|s1= [[waitUntil]] condition | |s1= [[waitUntil]] condition | ||
|p1= condition: [[Code]] - | |p1= condition: [[Code]] - the expression that '''must''' return a [[Boolean]], [[true]] to finish waiting or [[false]] to continue waiting | ||
|r1= [[Anything]] - | |r1= [[Anything]] - the value the condition evaluates to when the wait is over (normally [[true]]) | ||
|x1= < | |x1= <sqf>waitUntil { not alive player };</sqf> | ||
|x2= < | |x2= <sqf>_i = 0; waitUntil { _i = _i + 1; _i >= 100 };</sqf> | ||
|x3= | |x3= [[waitUntil]] can lead to performance loss if used improperly: | ||
<sqf> | |||
waitUntil { not alive player }; // bad | |||
waitUntil { sleep 1; not alive player }; // good - checks every 1 second | |||
player addEventHandler ["Killed", { }]; // best - don't forget about Event Handlers | |||
</sqf> | |||
|x4= An on-the-fly custom | |x4= An on-the-fly custom [[Arma 3: Event Handlers|event handler]]: | ||
< | <sqf> | ||
_myEH = ["ZoomIn"] spawn { | |||
while { true } do | |||
{ | |||
waitUntil { inputAction (_this select 0) == 1 }; | |||
diag_log format ["%1 @ %2", _this select 0, diag_tickTime]; | |||
}; | }; | ||
};</ | }; | ||
Although | </sqf> | ||
Although it may be better to use [[onEachFrame]] ([[BIS_fnc_addStackedEventHandler|stacked]]) [[Arma_3:_Mission_Event_Handlers#EachFrame|mission Event Handler]], depending on the application. | |||
|x5= Use [[getVariable]] with default value to prevent unexcepted script errors: | |x5= Use [[getVariable]] with default value to prevent unexcepted script errors: | ||
< | <sqf> | ||
waitUntil { bank getVariable ["money", 0] > 0 }; | |||
waitUntil { missionNamespace getVariable ["isready", false] }; | |||
</sqf> | |||
|x6= Always return [[Boolean]]:< | |x6= Always return [[Boolean]]: | ||
<sqf> | |||
waitUntil { sleep 1; if (not alive player) exitWith {}; _time = _time + 1 }; // bad | |||
waitUntil { sleep 1; if (not alive player) exitWith { true }; _time = _time + 1; false }; // good | |||
waitUntil { sleep 1; not alive player }; // perfect | |||
</sqf> | |||
|seealso= [[sleep]] [[uiSleep]] [[canSuspend]] [[spawn]] [[execVM]] [[while]] [[Control Structures]] | |seealso= [[sleep]] [[uiSleep]] [[canSuspend]] [[spawn]] [[execVM]] [[while]] [[Control Structures]] | ||
}} | }} | ||
{{Note | |||
|user= CrashDome | |||
|timestamp= 20061220195500 | |||
|text= 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. | |||
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. | }} | ||
{{Note | |||
|user= RoehrenRadio | |||
|timestamp= 20100402171000 | |||
Prior to | |text= Prior to {{arma3}} v1.94 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. | ||
}} | |||
{{Note | |||
|user= Commy2 | |||
If you want to use [[waitUntil]] together with [[exitWith]], remember that the loop only exits if the code block returns true.<br> | |timestamp= 20141213232500 | ||
|text= If you want to use [[waitUntil]] together with [[exitWith]], remember that the loop only exits if the code block returns true.<br> | |||
<br> | <br> | ||
It should look like this: | It should look like this: | ||
< | <sqf> | ||
waitUntil { | |||
// exit loop if the unit gets deleted | |||
if (isNull _unit) exitWith { true }; // has to return true to continue | |||
! | !alive _unit; | ||
}; | }; | ||
</ | </sqf> | ||
}} | |||
</ | {{Note | ||
|user= AgentRev | |||
|timestamp= 20220419060501 | |||
|text= It's a good idea to include a timeout with the condition if there's any possibility that it never becomes true: | |||
<sqf> | |||
disableUserInput true; | |||
player moveInDriver _vehicle; // this command is asynchronous and can fail sometimes | |||
_time = time; | |||
waitUntil {vehicle player == _vehicle || time - _time > 3}; | |||
disableUserInput false; | |||
</sqf> | |||
}} |
Latest revision as of 10:49, 8 April 2024
Description
- Description:
- Suspends execution of scheduled script until the given condition satisfied.
- This command will loop and call the code inside {} mostly every frame, depends on complexity of the condition and the overall engine load, until the code returns true
- If the very first execution of the code returns true the command will exit immediately, therefore it will not produce any "Suspending not allowed in this context" error when used inside non-scheduled script. For all other uses it must be executed in environment that allows suspension (canSuspend), such as spawned or execVMed code
- Avoid doing waitUntil { time > 20 }; and use sleep 20; instead!
- If you can, add a sleep to the condition to save some cpu cycles waitUntil { sleep 1; !alive player };
- Problems:
- For some unknown reason if you have waitUntil loop active and game is saved/loaded, some variables in the expression may appear undefined for a short time. As a workaround, assign expression to a variable and make sure it is defined before waitUntil checks it:
- Groups:
- Program Flow
Syntax
- Syntax:
- waitUntil condition
- Parameters:
- condition: Code - the expression that must return a Boolean, true to finish waiting or false to continue waiting
- Return Value:
- Anything - the value the condition evaluates to when the wait is over (normally true)
Examples
- Example 1:
- Example 2:
- Example 3:
- waitUntil can lead to performance loss if used improperly:
- Example 4:
- An on-the-fly custom event handler:
Although it may be better to use onEachFrame (stacked) mission Event Handler, depending on the application.
- Example 5:
- Use getVariable with default value to prevent unexcepted script errors:
waitUntil { bank getVariable ["money", 0] > 0 }; waitUntil { missionNamespace getVariable ["isready", false] };
- Example 6:
- Always return Boolean:
Additional Information
- See also:
- sleep uiSleep canSuspend spawn execVM while 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
- Posted on Dec 20, 2006 - 19:55 (UTC)
- 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 Apr 02, 2010 - 17:10 (UTC)
- Prior to Arma 3 v1.94 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 Dec 13, 2014 - 23:25 (UTC)
-
If you want to use waitUntil together with exitWith, remember that the loop only exits if the code block returns true.
It should look like this:
- Posted on Apr 19, 2022 - 06:05 (UTC)
- It's a good idea to include a timeout with the condition if there's any possibility that it never becomes true:
Categories:
- Scripting Commands
- Introduced with Armed Assault version 1.00
- ArmA: Armed Assault: New Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Program Flow