sleep: Difference between revisions
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<!-- 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">'''[[User:CrashDome|CrashDome]]''' | <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">'''[[User:Kronzky|Kronzky]]''' | <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">'''[[User:Sbsmac|Sbsmac]]''' | <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">'''[[User:Inkompetent|Inkompetent]]''' | <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". | ||
<dd class="notedate"> Posted on March 6, 2008 - 07:47 | <dd class="notedate"> Posted on March 6, 2008 - 07:47 | ||
<!-- Note Section END --> | <!-- Note Section END --> | ||
</dl> | </dl> |
Revision as of 02:56, 18 October 2011
Description
- Description:
- Suspend execution for given time in seconds. Must be called inside of a context which is interruptible, i.e. a script executed by execVM or spawn.
- Groups:
- Uncategorised
Syntax
Examples
- Example 1:
sleep 0.5;
Additional Information
- See also:
- Control Structures
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".
- Posted on March 6, 2008 - 07:47