endLoadingScreen: Difference between revisions
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Lou Montana (talk | contribs) (Add BIS_fnc_endLoadingScreen link) |
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| Finishes loading screen started by [[startLoadingScreen]]. |DESCRIPTION= | | Finishes loading screen started by [[startLoadingScreen]]. | ||
{{Feature arma3 | Use [[BIS_fnc_endLoadingScreen]] to prevent potential usage conflicts.}} |DESCRIPTION= | |||
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| [[startLoadingScreen]], [[progressLoadingScreen]] |SEEALSO= | | [[startLoadingScreen]], [[progressLoadingScreen]], [[BIS_fnc_endLoadingScreen]] |SEEALSO= | ||
}} | }} | ||
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[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]] | [[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]] | ||
[[Category:Scripting Commands Take On Helicopters|{{uc:{{PAGENAME}}}}]] | [[Category:Scripting Commands Take On Helicopters|{{uc:{{PAGENAME}}}}]] | ||
Revision as of 11:18, 11 December 2020
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 = [] 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