scriptDone: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "<code>\[\[([a-zA-Z0-9_]+)\]\] ([a-zA-Z0-9_]+);?<\/code>" to "<sqf>$1 $2;</sqf>") |
Lou Montana (talk | contribs) m (Text replacement - ":<code>" to ": <code>") |
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Line 29: | Line 29: | ||
|r1= [[Boolean]] | |r1= [[Boolean]] | ||
|x1= SQS Syntax:<code>@[[scriptDone]] _Handle</code> | |x1= SQS Syntax: | ||
<code>@[[scriptDone]] _Handle</code> | |||
|x2= SQF Syntax:<code>script_handler = [parameters] [[execVM]] "scriptname.sqf"; | |x2= SQF Syntax: | ||
<code>script_handler = [parameters] [[execVM]] "scriptname.sqf"; | |||
[[waitUntil]] { [[scriptDone]] script_handler };</code> | [[waitUntil]] { [[scriptDone]] script_handler };</code> | ||
Revision as of 21:51, 7 May 2022
Description
- Description:
- Check if a script is finished running using the Script Handle returned by execVM or spawn.
- Groups:
- Program Flow
Syntax
- Syntax:
- scriptDone handle
- Parameters:
- handle: Script Handle - handle returned by spawn or execVM
- Return Value:
- Boolean
Examples
- Example 1:
- SQS Syntax:
@scriptDone _Handle
- Example 2:
- SQF Syntax:
script_handler = [parameters] execVM "scriptname.sqf"; waitUntil { scriptDone script_handler };
Additional Information
- See also:
- execVM spawn terminate scriptNull
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 03:54, 11 September 2009
- Bn880
- A Null Script handle can be created in this manner:
_handle = 0 spawn {};
That is what any Script Handle becomes when a script is finished running, meaning it will test as true with:and it returns "<NULL-script>" when converted to string. This in turn lets you initialize the variable with a completed Script Handle and lets you test the variable even though nothing else may have set the handle by creating a script with spawn or execVM. It also lets you store and manage script handles in arrays, and a few other sexy things.scriptDone _handle;
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint: Elite version 1.00
- Operation Flashpoint: Elite: New Scripting Commands
- Operation Flashpoint: Elite: 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