disableSerialization: Difference between revisions
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|1.00|Game version= | |1.00|Game version= | ||
|gr1= GUI Control |GROUP1= | |||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| Disable saving of script containing this command. After this, the script can work with data types which do not support serialization (UI types). | | Disable saving of script containing this command. After this, the script can work with data types which do not support serialization (UI types). See [[Namespace#Namespace serialization|Namespace serialization]] for more information. | ||
{{ Important | '''In {{arma2}}''' and up to a certain version of {{arma3}}, <!-- | {{Important | '''In {{arma2}}''' and up to a certain version of {{arma3}}, <!-- | ||
-->giving a [[Display]] or [[Control]] to [[spawn]]ed code would raise an error due to the usage of the then non-serializable <tt>_this</tt> variable. <!-- | -->giving a [[Display]] or [[Control]] to [[spawn]]ed code would raise an error due to the usage of the then non-serializable <tt>[[Magic Variables#this|_this]]</tt> variable. <!-- | ||
-->Using [[disableSerialization]] or [[uiNamespace]] wouldn't help; the trick here is to pass the argument inside an array: | -->Using [[disableSerialization]] or [[uiNamespace]] wouldn't help; the trick here is to pass the argument inside an array: | ||
<code>_display {{=}} [[findDisplay]] 46;<br><!-- | <code>_display {{=}} [[findDisplay]] 46;<br><!-- | ||
--> _display [[spawn]] { [[hint]] [[str]] _this; }; {{ | --> _display [[spawn]] { [[hint]] [[str]] _this; }; {{cc|would raise a serialization error}}<br><!-- | ||
-->[_display] [[spawn]] { [[hint]] [[str]] (_this [[select]] 0); }; {{ | -->[_display] [[spawn]] { [[hint]] [[str]] (_this [[select]] 0); }; {{cc|OK}}</code>}} |DESCRIPTION= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
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<dt class="note">[[User:IT07|IT07]]</dt> | <dt class="note">[[User:IT07|IT07]]</dt> | ||
<dd class="note"> | <dd class="note"> | ||
In | In Arma 3 1.72.142223, a scripted FSM does somehow not work with [[disableSerialization]]. As a workaround, store a display inside an array. | ||
Example: <code>_d = [findDisplay idd];</code> | Example: <code>_d = [findDisplay idd];</code> | ||
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<h3 style='display:none'>Bottom Section</h3> | <h3 style='display:none'>Bottom Section</h3> | ||
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]] | [[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]] | ||
[[Category:Scripting Commands Take On Helicopters|{{uc:{{PAGENAME}}}}]] | |||
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]] |
Revision as of 14:07, 20 September 2020
Description
- Description:
- Disable saving of script containing this command. After this, the script can work with data types which do not support serialization (UI types). See Namespace serialization for more information.
- Groups:
- GUI Control
Syntax
- Syntax:
- disableSerialization
- Return Value:
- Nothing
Examples
- Example 1:
disableSerialization; _display = findDisplay 46;
Additional Information
- See also:
- DisplaydisplayAddEventHandlerdisplayRemoveAllEventHandlersdisplayRemoveEventHandleruiSleep
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 19 June, 2010
- Str
-
Can be used to detecting load. Scope with disabled serialization is discontinued after load, even if there's endless loop inside.
_loaded = [] spawn { disableSerialization; waitUntil { false }; }; waitUntil { scriptDone _loaded; }; hint "Game was loaded!";
Works for all possible load types - loading user save, loading autosave and resuming mission from main menu. Use with caution, as it handles two threads in memory, having impact at overall scripting time. - Posted on 23 October, 2013
- Killzone_Kid
-
If you do not store UI elements (Display, Control) in variables, you do not need disableSerialization; UI elements are usually returned by scripting commands such as findDisplay or passed as params in UI event handler scripts (displayAddEventHandler, ctrlAddEventHandler).
This code will require disableSerialization:
disableSerialization; _display = findDisplay 123; _ctrl = _display displayCtrl -1; _ctrl ctrlSetText "LOL";
This code will not:findDisplay 123 displayCtrl -1 ctrlSetText "LOL";
- Posted on July 25, 2017 - 18:15 (UTC)
- IT07
-
In Arma 3 1.72.142223, a scripted FSM does somehow not work with disableSerialization. As a workaround, store a display inside an array.
Example:
_d = [findDisplay idd];