disableSerialization: Difference between revisions

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|x1= <code>(example)</code>|= EXAMPLE1  
|x1= <code>disableSerialization;
_display <nowiki>=</nowiki> [[findDisplay]] 46;</code>|= EXAMPLE1  


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<dl class='command_description'>
<dl class='command_description'>
<!-- Note Section BEGIN -->
<!-- Note Section BEGIN -->
<dd class="notedate">Posted on 19 June, 2010</dd>
<dt class="note">[[User:Str|Str]]</dt>
<dd class="note">
Can be used to detecting load. Scope with disabled serialization is discontinued after load, even if there's endless loop inside.
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]]};};
  _loaded = [] [[spawn]] {[[disableSerialization]]; [[waitUntil]] {[[false]]};};
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Use with caution, as it handles two threads in memory, having impact at overall [[Code_Optimisation#Threads|scripting time]].
Use with caution, as it handles two threads in memory, having impact at overall [[Code_Optimisation#Threads|scripting time]].
 
</dd>
<!-- Note Section END -->
<!-- Note Section END -->
</dl>
</dl>

Revision as of 10:33, 19 June 2010

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Description

Description:
Disable saving of script containing this command. After this script can work with the data types which do not support serialization (UI types).
Groups:
Uncategorised

Syntax

Syntax:
disableSerialization
Return Value:
Nothing

Examples

Example 1:
disableSerialization; _display = findDisplay 46;

Additional Information

See also:
DisplaydisplayAddEventHandlerdisplayRemoveAllEventHandlersdisplayRemoveEventHandler

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.

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