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<dd class="notedate">Posted on August 4, 2006 - 10:52 | <dd class="notedate">Posted on August 4, 2006 - 10:52 | ||
<dt class="note">'''[[User:Hardrock|hardrock]]'''<dd class="note">''Notes from before the conversion:'' | <dt class="note">'''[[User:Hardrock|hardrock]]'''<dd class="note">''Notes from before the conversion:'' | ||
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*Deciding whether to use a script with a loop or a trigger or even a [[Script syntax|@]] statement to detect a condition is a complicated matter and should be subject to experimentation. | *Deciding whether to use a script with a loop or a trigger or even a [[Script syntax|@]] statement to detect a condition is a complicated matter and should be subject to experimentation. | ||
<dd class="notedate">Posted on August 4, 2006 - 12:17 | |||
<dd class="notedate">Posted on August 4, 2006 - 12:17 | |||
<dt class="note">'''[[User:UNN|UNN]]'''<dd class="note"> | <dt class="note">'''[[User:UNN|UNN]]'''<dd class="note"> | ||
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{[[goto]] "wait"} [[forEach]] [0,1,2,3,4] | {[[goto]] "wait"} [[forEach]] [0,1,2,3,4] | ||
<!-- Note Section END --> | <!-- Note Section END --> |
Revision as of 13:34, 21 October 2011
Description
- Description:
- In SQS scripts only: Go to given label. String argument is used here. Be sure to use double quotes around label name in goto. Define the label with #. Note that Labels are not case sensitive and that labels are searched for from the top of the script, so multiple occurrences of a label will only result in the top most one ever being found.
- Groups:
- Uncategorised
Syntax
Examples
- Examples:
- Example needed
Additional Information
- See also:
- See also needed
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 August 4, 2006 - 10:52
- hardrock
- Notes from before the conversion:
- This function works only inside of SQS script.
- The search for labels always begins at the top of the script so that if there are multiple occurrences of a label the first occurrence will always be the one found.
- Because of the searching order, it is faster to place loops which are executed often at the top of a script.
- Labels are not case sensitive.
- Loops which look something like the example below should be avoided as many of them could cause the mission to slow down:
- While it is not required to include a delay in a loop, such a loop without a delay can cause the script to slow the game down, as the loop will be executed many times before the game engine interrupts the script.
- Unless you really want the loop to execute multiple times during a frame, you should include a small delay.
- You would need to have many scripts running for this to be a significant issue.
- Deciding whether to use a script with a loop or a trigger or even a @ statement to detect a condition is a complicated matter and should be subject to experimentation.
- Posted on August 4, 2006 - 12:17
- UNN
- A goto command called within a forEach loop, will only execute a single jump to goto, once the forEach loop has finished: {goto "wait"} forEach [0,1,2,3,4]
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Command Group: Program Flow
- Scripting Commands ArmA2