sleep: Difference between revisions
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Lou Montana (talk | contribs) (False information cleanup) |
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[[sleep]] (5 + [[random]] 10); {{cc|correct}}</code> | [[sleep]] (5 + [[random]] 10); {{cc|correct}}</code> | ||
| | |seealso= [[uiSleep]] [[waitUntil]] [[canSuspend]] [[execVM]] [[spawn]] [[sleep vs uiSleep]] [[Control Structures]] | ||
}} | |||
| | {{Note | ||
|user= CrashDome | |||
|timestamp= 20061220205300 | |||
|text= Sleep 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= Kronzky | |||
|timestamp= 20070212201600 | |||
|text= Sleep durations between .0005 and .02 will cause the same delay (roughly .02 seconds).<br> | |||
Delays of .0005 and less have '''no''' effect (i.e, the sleep call will return immediately). | |||
}} | |||
{{Note | |||
|user= Sbsmac | |||
|timestamp= 20070213223200 | |||
|text= The comment above is a little misleading. The game engine appears to work by processing frames and then checking to see whether scripts are available to execute. | |||
Sleep causes the script/function to be suspended until at least the specified time has elapsed. | |||
To wait for the next frame, or give other scripts a chance to run, use Sleep 0.001. | |||
}} | |||
{{Note | |||
|user= Inkompetent | |||
|timestamp= 20070616001300 | |||
|text= For scripts called by the [[Arma 3: Event Handlers#Init|Init Event Handler]] the first sleep command will suspend the script at the briefing screen at the start of a mission. The script will continue after the briefing screen, when actually "in game". | |||
}} | |||
Revision as of 18:25, 20 January 2022
Description
- Description:
- Suspends code execution for given time in seconds. The sleep precision is given by a framerate, the delay given is the minimal delay expected. Must be called inside of a context which is interruptible, i.e. a script executed by execVM or spawn.
- Groups:
- Program Flow
Syntax
- Syntax:
- sleep delay
- Parameters:
- delay: Number - in seconds. Negative values will not be considered.
- Return Value:
- Nothing
Examples
- Example 1:
[] spawn { sleep 5; hint "after (at least) 5 seconds..."; };
- Example 2:
sleep 5 + random 10; // incorrect - will only sleep for 5 seconds, as it will be interpreted as (sleep 5) (+(random 10)) sleep (5 + random 10); // correct
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
- Posted on Dec 20, 2006 - 20:53 (UTC)
- Sleep 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 Feb 12, 2007 - 20:16 (UTC)
-
Sleep durations between .0005 and .02 will cause the same delay (roughly .02 seconds).
Delays of .0005 and less have no effect (i.e, the sleep call will return immediately).
- Posted on Feb 13, 2007 - 22:32 (UTC)
- The comment above is a little misleading. The game engine appears to work by processing frames and then checking to see whether scripts are available to execute. Sleep causes the script/function to be suspended until at least the specified time has elapsed. To wait for the next frame, or give other scripts a chance to run, use Sleep 0.001.
- Posted on Jun 16, 2007 - 00:13 (UTC)
- For scripts called by the Init Event Handler the first sleep command will suspend the script at the briefing screen at the start of a mission. The script will continue after the briefing screen, when actually "in game".
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