disableSerialization: Difference between revisions
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|x1= <code> | |x1= <code>disableSerialization; | ||
_display <nowiki>=</nowiki> [[findDisplay]] 46;</code>|= EXAMPLE1 | |||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
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<dl class='command_description'> | <dl class='command_description'> | ||
<!-- Note Section BEGIN --> | <!-- Note Section BEGIN --> | ||
<dd class="notedate">Posted on 19 June, 2010</dd> | |||
<dt class="note">[[User:Str|Str]]</dt> | |||
<dd class="note"> | |||
Can be used to detecting load. Scope with disabled serialization is discontinued after load, even if there's endless loop inside. | Can be used to detecting load. Scope with disabled serialization is discontinued after load, even if there's endless loop inside. | ||
_loaded = [] [[spawn]] {[[disableSerialization]]; [[waitUntil]] {[[false]]};}; | _loaded = [] [[spawn]] {[[disableSerialization]]; [[waitUntil]] {[[false]]};}; | ||
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Use with caution, as it handles two threads in memory, having impact at overall [[Code_Optimisation#Threads|scripting time]]. | Use with caution, as it handles two threads in memory, having impact at overall [[Code_Optimisation#Threads|scripting time]]. | ||
</dd> | |||
<!-- Note Section END --> | <!-- Note Section END --> | ||
</dl> | </dl> |
Revision as of 09:33, 19 June 2010
Description
- Description:
- Disable saving of script containing this command. After this script can work with the data types which do not support serialization (UI types).
- Groups:
- Uncategorised
Syntax
- Syntax:
- disableSerialization
- Return Value:
- Nothing
Examples
- Example 1:
disableSerialization; _display = findDisplay 46;
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
Notes
- Posted on 19 June, 2010
- Str
- Can be used to detecting load. Scope with disabled serialization is discontinued after load, even if there's endless loop inside. _loaded = [] spawn {disableSerialization; waitUntil {false};}; waitUntil {scriptDone _loaded;}; hint "Game was loaded!" Works for all possible load types - loading user save, loading autosave and resuming mission from main menu. Use with caution, as it handles two threads in memory, having impact at overall scripting time.