sleep: Difference between revisions
Jump to navigation
Jump to search
Lou Montana (talk | contribs) m (Text replacement - "[[Category:Scripting_Commands_Take_On_Helicopters" to "[[Category:Scripting Commands Take On Helicopters") |
Lou Montana (talk | contribs) m (Text replacement - "\<dt class\=\"note\"\>\'\'\'\[\[(.*)\]\]\'\'\'" to "<dt class="note">$1") |
||
Line 31: | Line 31: | ||
<!-- Note Section BEGIN --> | <!-- Note Section BEGIN --> | ||
<dd class="notedate">Posted on December 20, 2006 - 19:53 | <dd class="notedate">Posted on December 20, 2006 - 19:53 | ||
<dt class="note"> | <dt class="note">[[User:CrashDome|CrashDome]]<dd class="note">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. | ||
<dd class="notedate">Posted on February 12, 2007 - 20:16 | <dd class="notedate">Posted on February 12, 2007 - 20:16 | ||
<dt class="note"> | <dt class="note">[[User:Kronzky|Kronzky]]<dd class="note">Sleep durations between .0005 and .02 will cause the same delay (roughly .02 seconds).<br>Delays of .0005 and less have '''no''' effect (ie, the sleep call will return immediately). | ||
<dt class="note"> | <dt class="note">[[User:Sbsmac|Sbsmac]]<dd class="note">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. | ||
<dd class="notedate">Posted on July 16, 2007 - 00:13 | <dd class="notedate">Posted on July 16, 2007 - 00:13 | ||
<dt class="note"> | <dt class="note">[[User:Inkompetent|Inkompetent]]<dd class="note">For scripts called by the [[Armed_Assault:_EventHandlers_List#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". | ||
<!-- Note Section END --> | <!-- Note Section END --> | ||
</dl> | </dl> | ||
Line 50: | Line 50: | ||
<dl class="command_description"> | <dl class="command_description"> | ||
<dd class="notedate">Posted on July 12, 2014 - 13:41 (UTC)</dd> | <dd class="notedate">Posted on July 12, 2014 - 13:41 (UTC)</dd> | ||
<dt class="note"> | <dt class="note">[[User:SilentSpike|SilentSpike]]</dt> | ||
<dd class="note"> | <dd class="note"> | ||
Sleep will treat negative values as if they were 0. (Tested in Arma 3 v1.22) | Sleep will treat negative values as if they were 0. (Tested in Arma 3 v1.22) |
Revision as of 15:24, 17 May 2020
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.
Notes- this command only guarantees that the code will be suspended "at least" the given amount of time, however it often is more and on occasion is a lot more if script scheduler is particular busy
- this command will suspend the script indefinitely if game simulation is paused in SP. To avoid this, use uiSleep.
- Groups:
- Uncategorised
Syntax
Examples
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 December 20, 2006 - 19:53
- CrashDome
- 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 February 12, 2007 - 20:16
- Kronzky
- Sleep durations between .0005 and .02 will cause the same delay (roughly .02 seconds).
Delays of .0005 and less have no effect (ie, the sleep call will return immediately). - Sbsmac
- 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 July 16, 2007 - 00:13
- Inkompetent
- 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".
Bottom Section
- Posted on July 12, 2014 - 13:41 (UTC)
- SilentSpike
- Sleep will treat negative values as if they were 0. (Tested in Arma 3 v1.22)
- Posted on October 18, 2014 - 21:24 (UTC)
- AgentRevolution
- For server scripts, if you are creating "while true" timers, it is best to use uiSleep instead, as the sleep from that command is not slowed down by simulation / server lag, so the timers will execute at intervals that are much closer to real time, even under heavy lag.