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[[Category:Scripting Commands|GOTO]]
{{RV|type=command
[[Category:Scripting Commands OFP 1.96|GOTO]]
[[Category:Scripting Commands OFP 1.46|GOTO]]
[[Category:Scripting Commands ArmA|GOTO]]


|game1= ofp
|version1= 1.00


<h2 style="color:#000066"> '''goto ''label'''''</h2>
|game2= ofpe
|version2= 1.00


|game3= arma1
|version3= 1.00


'''Operand types:'''
|game4= arma2
|version4= 1.00


'''label:''' [[String]]
|game5= arma2oa
|version5= 1.50


'''Type of returned value:'''
|game6= tkoh
|version6= 1.00


[[Nothing]]
|game7= arma3
|version7= 0.50


'''Description:'''
|gr1= Program Flow


In script only: Go to given '''label'''.<br>
|descr= Break script flow and go to given label (defined by '''#''' - '''NOT''' to be confused with [[SQF Syntax|SQF]]'s [[a_hash_b|hash sign]]!)
'''Note:''' String argument is used here.<br>
{{Feature|warning|This command only works in [[SQS Syntax]].}}
Be sure to use double quotes around label name in '''goto'''.
{{Feature|informative|Note that labels are not case sensitive and are searched for from the top of the script, so multiple occurrences of a label will only result in the topmost one ever being found.}}


Define the label with '''#'''.
|s1= [[goto]] label


|p1= label: [[String]]


'''Example:'''
|r1= [[Nothing]]


'''''goto''' "Skip"''<br>
|x1= <sqs>
. ''these lines''<br>
goto "myLabel"
. ''will be''<br>
player setDamage 1
. ''skipped''<br>
''#Skip


#myLabel
hint "you successfully avoided death!"
</sqs>


|seealso= [[Control_Structures#SQS_syntax_.28deprecated.29|SQS Control Structures]] [[SQS to SQF conversion]]
}}


'''Comments:'''
{{Note
|user= Hardrock
|timestamp= 20060804105200
|text= ''Notes from before the conversion:''


*The search for labels always begins at the top of the script so that if there are multiple occurrences of a label the first occurrence will always be the one found. Further more loops, which are executed often, should be placed at the top of a script.
* This function works only inside of [[SQS Syntax|SQS script]].
* The search for labels always begins at the top of the script so that if there are multiple occurrences of a label the first occurrence will always be the one found.
* Because of the searching order, it is faster to place loops which are executed often at the top of a script.
* Labels are not case sensitive.
* Loops which look something like the example below should be avoided as many of them could cause the mission to slow down:
<sqs>
#wait
if (condition) then { goto "wait" }
</sqs>


*Labels are not case sensitive.
It is better to use the '''@''' command to wait for a condition to be true, or put a small delay into the wait loop.


*Loops which look something like the example below should be avoided as many of them could cause the mission to slow down.
Example:
* While it is not required to include a delay in a loop, such a loop without a delay can cause the script to slow the game down, as the loop will be executed many times before the game engine interrupts the script.
* Unless you really want the loop to execute multiple times during a frame, you should include a small delay.
* You would need to have many scripts running for this to be a significant issue.
* Deciding whether to use a script with a loop or a trigger or even a '''@''' statement to detect a condition is a complicated matter and should be subject to experimentation.
}}


''#wait''
{{Note
''[[if]] (condition) [[then]] {'''goto''' "wait"}''
|user= UNN
 
|timestamp= 20060804121700
It is better to use the [[Script syntax|@]] command to wait for a condition to be true, or put a small delay into the wait loop.
|text= A goto command called within a [[forEach]] loop will only execute a single jump to [[goto]], once the [[forEach]] loop has finished:
 
<sqs>{ goto "wait" } forEach [0, 1, 2, 3, 4]</sqs>
Example?
}}
 
*While it is not required to include a delay in a loop, such a loop without a delay can cause the script to slow down the game as the loop will be executed many times before the game engine interrupts the script. Unless you really want the loop to execute multiple times during a frame, you should include a small delay. You would need to have many scripts running for this to be a significant issue.
 
*Deciding whether to use a script with a loop or a trigger or an [[Script syntax|@]] statement to detect a condition is a complicated matter and should be subject to experimentation.

Latest revision as of 21:46, 16 May 2024

Hover & click on the images for description

Description

Description:
Break script flow and go to given label (defined by # - NOT to be confused with SQF's hash sign!)
This command only works in SQS Syntax.
Note that labels are not case sensitive and are searched for from the top of the script, so multiple occurrences of a label will only result in the topmost one ever being found.
Groups:
Program Flow

Syntax

Syntax:
goto label
Parameters:
label: String
Return Value:
Nothing

Examples

Example 1:
goto "myLabel" player setDamage 1 #myLabel hint "you successfully avoided death!"

Additional Information

See also:
SQS Control Structures SQS to SQF conversion

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
Hardrock - c
Posted on Aug 04, 2006 - 10:52 (UTC)
Notes from before the conversion:
  • This function works only inside of SQS script.
  • The search for labels always begins at the top of the script so that if there are multiple occurrences of a label the first occurrence will always be the one found.
  • Because of the searching order, it is faster to place loops which are executed often at the top of a script.
  • Labels are not case sensitive.
  • Loops which look something like the example below should be avoided as many of them could cause the mission to slow down:
#wait if (condition) then { goto "wait" }
It is better to use the @ command to wait for a condition to be true, or put a small delay into the wait loop. Example:
  • While it is not required to include a delay in a loop, such a loop without a delay can cause the script to slow the game down, as the loop will be executed many times before the game engine interrupts the script.
  • Unless you really want the loop to execute multiple times during a frame, you should include a small delay.
  • You would need to have many scripts running for this to be a significant issue.
  • Deciding whether to use a script with a loop or a trigger or even a @ statement to detect a condition is a complicated matter and should be subject to experimentation.
UNN - c
Posted on Aug 04, 2006 - 12:17 (UTC)
A goto command called within a forEach loop will only execute a single jump to goto, once the forEach loop has finished:
{ goto "wait" } forEach [0, 1, 2, 3, 4]