endLoadingScreen: Difference between revisions

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{{Command|Comments=
{{RV|type=command
____________________________________________________________________________________________


| arma2 |Game name=
|game1= arma2
|version1= 1.00


|1.00|Game version=
|game2= arma2oa
|version2= 1.50


|eff= local |MP Effect=
|game3= tkoh
____________________________________________________________________________________________
|version3= 1.00


| Finishes loading screen started by [[startLoadingScreen]]. |DESCRIPTION=
|game4= arma3
____________________________________________________________________________________________
|version4= 0.50


| [[endLoadingScreen]] |SYNTAX=
|eff= local


| [[Nothing]] |RETURNVALUE=  
|gr1= System


|x1= <code>[[startLoadingScreen]] ["Loading My Mission"];
|descr= Finishes loading screen started by [[startLoadingScreen]].
{{cc|code}}
[[progressLoadingScreen]] 0.5;
{{cc|code}}
[[endLoadingScreen]];</code>|EXAMPLE1=


|x2= <code>{{cc|this structure prevents error-prone or lengthy code to miss [[endLoadingScreen]].}}
{{Feature|arma3|Use [[BIS_fnc_endLoadingScreen]] to prevent potential usage conflicts.}}
[[private]] _maxTime = [[diag_tickTime]] + 30; {{cc|max 30s of loading}}


[[startLoadingScreen]] ["Loading"];
|s1= [[endLoadingScreen]]
[[private]] _handle = [] [[spawn]] {
{{cc|code that may crash or take too long}}
};


[[waitUntil]] { sleep .01; [[scriptDone]] _handle {{!}}{{!}} [[diag_tickTime]] > _maxTime };
|r1= [[Nothing]]
[[endLoadingScreen]];</code> |EXAMPLE2=
____________________________________________________________________________________________


| [[startLoadingScreen]], [[progressLoadingScreen]] |SEEALSO=
|x1= <sqf>
}}
startLoadingScreen ["Loading My Mission"];
// code
progressLoadingScreen 0.5;
// code
endLoadingScreen;
</sqf>


<h3 style='display:none'>Notes</h3>
|x2= <sqf>
<dl class='command_description'>
// this structure prevents error-prone or lengthy code to miss endLoadingScreen.
<!-- Note Section BEGIN -->
private _maxTime = diag_tickTime + 30; // max 30s of loading


<!-- Note Section END -->
startLoadingScreen ["Loading"];
</dl>
private _handle = [] spawn {
// code that may crash or take too long
};


<h3 style='display:none'>Bottom Section</h3>
waitUntil { sleep .01; scriptDone _handle || diag_tickTime > _maxTime };
endLoadingScreen;
</sqf>


[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
|seealso= [[startLoadingScreen]] [[progressLoadingScreen]] [[BIS_fnc_endLoadingScreen]]
[[Category:Scripting Commands Take On Helicopters|{{uc:{{PAGENAME}}}}]]
}}
[[Category:Command_Group:_System|{{uc:{{PAGENAME}}}}]]

Latest revision as of 00:08, 30 June 2022

Hover & click on the images for description

Description

Description:
Finishes loading screen started by startLoadingScreen.
Arma 3
Use BIS_fnc_endLoadingScreen to prevent potential usage conflicts.
Groups:
System

Syntax

Syntax:
endLoadingScreen
Return Value:
Nothing

Examples

Example 1:
startLoadingScreen ["Loading My Mission"]; // code progressLoadingScreen 0.5; // code endLoadingScreen;
Example 2:
// this structure prevents error-prone or lengthy code to miss endLoadingScreen. private _maxTime = diag_tickTime + 30; // max 30s of loading startLoadingScreen ["Loading"]; private _handle = [] spawn { // code that may crash or take too long }; waitUntil { sleep .01; scriptDone _handle || diag_tickTime > _maxTime }; endLoadingScreen;

Additional Information

See also:
startLoadingScreen progressLoadingScreen BIS_fnc_endLoadingScreen

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