endLoadingScreen: Difference between revisions

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m (Text replacement - "[] spawn" to "0 spawn")
m (Text replacement - "with [https://community.bistudio.com/wiki/Arma_3:_Cheats#ENDLOAD ENDLOAD cheat code]" to "with the {{Link|Arma 3: Cheats#ENDLOAD|ENDLOAD cheat code}}")
 
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{{Feature|arma3|Use [[BIS_fnc_endLoadingScreen]] to prevent potential usage conflicts.}}
{{Feature|arma3|Use [[BIS_fnc_endLoadingScreen]] to prevent potential usage conflicts.}}


{{Feature|arma3|The loading screen can be force-ended with [https://community.bistudio.com/wiki/Arma_3:_Cheats#ENDLOAD ENDLOAD cheat code].}}
{{Feature|arma3|The loading screen can be force-ended with the {{Link|Arma 3: Cheats#ENDLOAD|ENDLOAD cheat code}}.}}


|s1= [[endLoadingScreen]]
|s1= [[endLoadingScreen]]

Latest revision as of 10:44, 6 September 2024

Hover & click on the images for description

Description

Description:
Finishes loading screen started by startLoadingScreen.
Arma 3
Use BIS_fnc_endLoadingScreen to prevent potential usage conflicts.
Arma 3
The loading screen can be force-ended with the ENDLOAD cheat code.
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 = 0 spawn { // code that may crash or take too long }; waitUntil { sleep .01; scriptDone _handle || diag_tickTime > _maxTime }; endLoadingScreen;

Additional Information

See also:
startLoadingScreen progressLoadingScreen BIS_fnc_endLoadingScreen

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