sleep: Difference between revisions
Jump to navigation
Jump to search
Lou Montana (talk | contribs) |
Lou Montana (talk | contribs) m (Text replacement - "<dl class="command_description"> <dt></dt>" to "<dl class="command_description"> <dt></dt>") |
||
Line 38: | Line 38: | ||
<dl class="command_description"> | <dl class="command_description"> | ||
<dt></dt> | <dt></dt> | ||
<dd class="notedate">Posted on December 20, 2006 - 19:53</dd> | <dd class="notedate">Posted on December 20, 2006 - 19:53</dd> |
Revision as of 13:52, 12 June 2021
Description
- Description:
- Description needed
- Groups:
- Program Flow
Syntax
- Syntax:
- Syntax needed
- Parameters:
- delay: Number - in seconds. Negative values will not be considered.
- Return Value:
- Nothing
Examples
- Example 1:
[] spawn { sleep 5; hint "after (at least) 5 seconds..."; };
- Example 2:
sleep 5 + random 10; // incorrect - will only sleep for 5 seconds, as it will be interpreted as (sleep 5) (+(random 10)) sleep (5 + random 10); // correct
- Example 3:
if (isMultiplayer) then { uiSleep 3; // more precise in (non-pausable) multiplayer } else { sleep 3; // sleep gets paused as the game is, usually wanted behaviour };
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
- 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".
- 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.