endLoadingScreen: Difference between revisions
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m (Text replace - "{{uc:{{PAGENAME}}}}" to "{{uc:{{PAGENAME}}}} {{uc:{{PAGENAME}}}}") |
Lou Montana (talk | contribs) m (Text replacement - "with [https://community.bistudio.com/wiki/Arma_3:_Cheats#ENDLOAD ENDLOAD cheat code]" to "with the {{Link|Arma 3: Cheats#ENDLOAD|ENDLOAD cheat code}}") |
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{{ | {{RV|type=command | ||
| arma2 |= | |game1= arma2 | ||
|version1= 1.00 | |||
|1. | |game2= arma2oa | ||
|version2= 1.50 | |||
| | |game3= tkoh | ||
|version3= 1.00 | |||
| | |game4= arma3 | ||
|version4= 0.50 | |||
| | |eff= local | ||
| | |gr1= System | ||
| | |descr= Finishes loading screen started by [[startLoadingScreen]]. | ||
| | {{Feature|arma3|Use [[BIS_fnc_endLoadingScreen]] to prevent potential usage conflicts.}} | ||
{{Feature|arma3|The loading screen can be force-ended with the {{Link|Arma 3: Cheats#ENDLOAD|ENDLOAD cheat code}}.}} | |||
| | |s1= [[endLoadingScreen]] | ||
|r1= [[Nothing]] | |||
| [ | |x1= <sqf> | ||
startLoadingScreen ["Loading My Mission"]; | |||
// code | |||
progressLoadingScreen 0.5; | |||
// code | |||
endLoadingScreen; | |||
</sqf> | |||
| | |x2= <sqf> | ||
// this structure prevents error-prone or lengthy code to miss endLoadingScreen. | |||
private _maxTime = diag_tickTime + 30; // max 30s of loading | |||
startLoadingScreen ["Loading"]; | |||
private _handle = 0 spawn { | |||
// code that may crash or take too long | |||
}; | |||
waitUntil { sleep .01; scriptDone _handle || diag_tickTime > _maxTime }; | |||
</ | endLoadingScreen; | ||
</sqf> | |||
|seealso= [[startLoadingScreen]] [[progressLoadingScreen]] [[BIS_fnc_endLoadingScreen]] | |||
}} | |||
[[ | |||
[[ | |||
[[ | |||
Latest revision as of 09:44, 6 September 2024
Description
- Description:
- Finishes loading screen started by startLoadingScreen.
- Groups:
- System
Syntax
- Syntax:
- endLoadingScreen
- Return Value:
- Nothing
Examples
- Example 1:
- startLoadingScreen ["Loading My Mission"]; // code progressLoadingScreen 0.5; // code endLoadingScreen;
- Example 2:
- // this structure prevents error-prone or lengthy code to miss endLoadingScreen. private _maxTime = diag_tickTime + 30; // max 30s of loading startLoadingScreen ["Loading"]; private _handle = 0 spawn { // code that may crash or take too long }; waitUntil { sleep .01; scriptDone _handle || diag_tickTime > _maxTime }; endLoadingScreen;
Additional Information
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