exitWith: Difference between revisions
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|x3= Most loops will also terminate when their scope is exited. To exit and terminate scopes which are called every frame such as [[onEachFrame]] and [[waitUntil]] use the following examples: | |x3= Most loops will also terminate when their scope is exited. To exit and terminate scopes which are called every frame such as [[onEachFrame]] and [[waitUntil]] use the following examples: | ||
< | <sqf>onEachFrame { | ||
if (!alive player) exitWith | if (!alive player) exitWith | ||
{ | { | ||
onEachFrame {}; | onEachFrame {}; | ||
}; | }; | ||
};</ | };</sqf> | ||
< | <sqf>_time = time + 10; | ||
waitUntil | waitUntil | ||
{ | { | ||
if (time > _time) exitWith { true }; | if (time > _time) exitWith { true }; | ||
false | false | ||
};</ | };</sqf> | ||
|x4= <sqf>while { true } do | |x4= <sqf>while { true } do | ||
Line 82: | Line 82: | ||
if (alive player) then | if (alive player) then | ||
{ | { | ||
if (time > 300) exitWith // | if (time > 300) exitWith // [wrong] - it will only leave the "if alive player" scope, remaining in the "while true" loop forever | ||
{ | { | ||
hint "exiting"; | hint "exiting"; | ||
Line 93: | Line 93: | ||
hint "reached"; | hint "reached"; | ||
}; | }; | ||
// else { hint "not reached" }; // [wrong] - using else does not work and makes no sense here</sqf> | |||
< | <sqf>if (_condition) exitWith | ||
{ | { | ||
hint "reached"; | hint "reached"; | ||
}; | }; | ||
hint "not reached"; // | hint "not reached"; // [correct] - if _condition is met, the scope has already been exited by now</sqf> | ||
|seealso= [[scopeName]] [[breakOut]] [[breakTo]] [[else]] [[Control Structures]] [[then]] [[assert]] [[try]] [[catch]] [[throw]] | |seealso= [[scopeName]] [[breakOut]] [[breakTo]] [[else]] [[Control Structures]] [[then]] [[assert]] [[try]] [[catch]] [[throw]] |
Revision as of 16:03, 13 May 2022
Description
- Description:
- Exits the current code scope. Often used for exiting do, for, count, forEach or the whole script.
- Groups:
- Program Flow
Syntax
Examples
- Example 1:
- systemChat "start"; private _condition = true; if (_condition) then { if (true) exitWith { systemChat "exiting if _condition scope"; }; systemChat "never shown"; }; systemChat "exiting #1 worked"; if (true) exitWith { systemChat "exiting the main scope = leaving the whole script"; }; systemChat "never shown - the script has already ended";
- Example 2:
- for "_j" from 1 to 10 do { systemChat format ["%1", _j]; // the for loop will cease and code execution will continue after the end of the loop if (_j == 5) exitWith { systemChat "5 is enough"; }; }; systemChat "Complete";
- Example 3:
- Most loops will also terminate when their scope is exited. To exit and terminate scopes which are called every frame such as onEachFrame and waitUntil use the following examples:
- Example 4:
- Example 5:
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 May 28, 2010 - 22:15
- Roehre
- Since Arma 2 uses Blocks in FSM as any ordinary Handle like while, for etc. in Scripts, ExitWith also only closes the Block in the FSM.
- Posted on August 04, 2013 - 12:20
- Killzone_Kid
- The command will exit the current scope - no ifs no buts. If the current scope is a loop, it will exit the loop. If the current scope is the main body of a script, it will exit the script. For more understanding of scopes and exitWith have a look at this resource.
- Posted on March 10, 2016 - 08:31 (UTC)
- Killzone Kid
-
exitWith cannot be used in event handlers with override ability to simply exit with override value. The following is incorrect:
The override value must be returned in the main scope of EH, but since it is exited with exitWith, it never happens. The correct way in this case would be:
// CORRECT USAGE onMapSingleClick {call {if (!isServer) exitWith {true}}};
exitWith will exit current call scope only and override value therefore will appear in the main scope of the EH, right where we want it.
Categories:
- Scripting Commands
- Introduced with Armed Assault version 1.00
- ArmA: Armed Assault: New Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Program Flow