goto: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Text replacement - "<code>([^<]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^<]*) *<\/code>" to "<code>$1$2$3</code>")
m (Text replacement - "\|x([0-9])= *<code>([^<]*)<\/code>" to "|x$1= <sqf>$2</sqf>")
Line 34: Line 34:
|r1= [[Nothing]]
|r1= [[Nothing]]


|x1= <code>goto "myLabel"
|x1= <sqf>goto "myLabel"
player setDamage 1
player setDamage 1


'''#'''myLabel
'''#'''myLabel
hint "you successfully avoided death!"</code>
hint "you successfully avoided death!"</sqf>


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

Revision as of 10:23, 13 May 2022

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
Posted on August 4, 2006 - 10:52
hardrock
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.
Posted on August 4, 2006 - 12:17
UNN
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]