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


| Finish loading screen displaying (started by [[startLoadingScreen]]). |= Description
|game3= tkoh
____________________________________________________________________________________________
|version3= 1.00


| '''endLoadingScreen''' |= Syntax
|game4= arma3
|version4= 0.50


| [[Nothing]] |= RETURNVALUE
|eff= local


|gr1= System


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


|x2= <code>[[disableSerialization]];
{{Feature|arma3|Use [[BIS_fnc_endLoadingScreen]] to prevent potential usage conflicts.}}
[[endLoadingScreen]]; //to avoid freezing the game, end loading screen in advance if a display was created who need user input at the next frame.
[[findDisplay]] 49 [[createDisplay]] "RscDisplayCommonMessagePause";
</code>|= EXAMPLE2


____________________________________________________________________________________________
|s1= [[endLoadingScreen]]


| [[startLoadingScreen]], [[progressLoadingScreen]] |= SEEALSO
|r1= [[Nothing]]


| |= MPBEHAVIOUR
|x1= <sqf>
____________________________________________________________________________________________
startLoadingScreen ["Loading My Mission"];
}}
// code
progressLoadingScreen 0.5;
// code
endLoadingScreen;
</sqf>
 
|x2= <sqf>
// this structure prevents error-prone or lengthy code to miss endLoadingScreen.
private _maxTime = diag_tickTime + 30; // max 30s of loading


<h3 style='display:none'>Notes</h3>
startLoadingScreen ["Loading"];
<dl class='command_description'>
private _handle = [] spawn {
<!-- Note Section BEGIN -->
// code that may crash or take too long
};


<!-- Note Section END -->
waitUntil { sleep .01; scriptDone _handle || diag_tickTime > _maxTime };
</dl>
endLoadingScreen;
</sqf>


<h3 style='display:none'>Bottom Section</h3>
|seealso= [[startLoadingScreen]] [[progressLoadingScreen]] [[BIS_fnc_endLoadingScreen]]
[[Category:ArmA 2: New Scripting Commands List|{{uc:{{PAGENAME}}}}]]
}}
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands|{{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