disableSerialization: Difference between revisions

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


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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]]};};
  waitUntil {[[scriptDone]] _loaded;};
  [[waitUntil]] {[[scriptDone]] _loaded;};
  [[hint]] "Game was loaded!"
  [[hint]] "Game was loaded!"
Works for all possible load types - loading user save, loading autosave and resuming mission from main menu.
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 [[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 class="notedate">Posted on 23 October, 2013
<dt class="note">[[User:Killzone_Kid|Killzone_Kid]]
<dd class="note">
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]]: <code>[[disableSerialization]];
_display = [[findDisplay]] 123;
_ctrl = _display [[displayCtrl]] -1;
_ctrl [[ctrlSetText]] "LOL";</code>
This code will not: <code>[[findDisplay]] 123 [[displayCtrl]] -1 [[ctrlSetText]] "LOL";</code>


<!-- Note Section END -->
<!-- Note Section END -->

Revision as of 02:57, 23 October 2013

Hover & click on the images for description

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.
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";

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