Difference between revisions of "execVM"

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{{Command|Comments=
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{{RV|type=command
____________________________________________________________________________________________
 
  
| arma |Game name=
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|game1= arma1
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|version1= 1.00
  
|1.00|Game version=
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|game2= arma2
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|version2= 1.00
  
| Compiles and adds [[SQF_syntax|SQF]] [[Script]] to the [[Scheduler|scheduler]] queue and returns script handle. The script is first searched for in the mission folder, then in the campaign scripts folder and finally in the global scripts folder. The script does not execute immediately upon running [[execVM]] command, but with some delay. How much delay is unknown as it largely depends on how many other scripts there are in the queue and how busy is VM. The optional argument is passed to the script in [[private]] variable <tt>_this</tt>. In Arma 3 the script handle is also passed to the script in <tt>_thisScript</tt> variable.
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|game3= arma2oa
<br><br>In order to understand [[execVM]] consider the following comparison:
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|version3= 1.50
<code>[[private]] _handle {{=}} _args [[execVM]] "someFile.sqf";
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|game4= tkoh
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|version4= 1.00
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|game5= arma3
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|version5= 0.50
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|gr1= Program Flow
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|descr= Compiles and adds [[SQF Syntax|SQF]] [[Script]] to the [[Scheduler|scheduler]] queue and returns script handle. The script is first searched for in the mission folder, then in the campaign scripts folder and finally in the global scripts folder. The script does not execute immediately upon running [[execVM]] command, but with some delay. How much delay is unknown as it largely depends on how many other scripts there are in the queue and how busy is VM. The optional argument is passed to the script in [[private]] variable <tt>_this</tt>. In {{arma3}} the script handle is also passed to the script in <tt>_thisScript</tt> variable.<br><br>
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In order to understand [[execVM]] consider the following comparison:
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<code>[[private]] _handle = _args [[execVM]] "someFile.sqf";
 
{{cc|is practically identical to}}
 
{{cc|is practically identical to}}
[[private]] _handle {{=}} _args [[spawn]] [[compile]] [[preprocessFileLineNumbers]] "someFile.sqf";</code>
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[[private]] _handle = _args [[spawn]] [[compile]] [[preprocessFileLineNumbers]] "someFile.sqf";</code>
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So if you need multiple execution of the same file, you might want to store it in a function ([[Functions_Library_(Arma_3)|Functions Library]]), otherwise, for a single execution, [[execVM]] is a good choice.<br><br>
 
So if you need multiple execution of the same file, you might want to store it in a function ([[Functions_Library_(Arma_3)|Functions Library]]), otherwise, for a single execution, [[execVM]] is a good choice.<br><br>
  
To see what VM scripts are currently in the scheduler, use [[diag_activeSQFScripts]] command.<br><br>
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To see what VM scripts are currently in the scheduler, use [[diag_activeSQFScripts]] command.
{{Warning | If the file you are executing is not prepared using UTF-8 encoding and contains some characters [[toArray | with codes]] > 127, they might convert incorrectly}}
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{{Feature | Warning | If the file you are executing is not prepared using UTF-8 encoding and contains some characters [[toArray | with codes]] > 127, they might convert incorrectly}}
|DESCRIPTION=
 
____________________________________________________________________________________________
 
  
| arguments [[execVM]] filename |SYNTAX=
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|s1= arguments [[execVM]] filename
  
|p1= arguments: [[Anything]] - arguments accessible as <tt>[[_this]]</tt> in the script |PARAMETER1=
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|p1= arguments: [[Anything]] - arguments accessible as <tt>[[Magic Variables#this|_this]]</tt> in the script
  
|p2= filename: [[String]] - file with sqf code (doesn't have to have .sqf extension, but not using standard extensions may cause problems later during binarisation) |PARAMETER2=
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|p2= filename: [[String]] - file with sqf code (doesn't have to have .sqf extension, but not using standard extensions may cause problems later during binarisation)
  
| [[Script]] - script handle, can be used to determine (via [[scriptDone]] (also via [[isNull]] in Arma 3)) when the execVMed script has finished. In Arma 3, the handle is also available inside the execVMed script in <tt>_thisScript</tt> variable.|RETURNVALUE=
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|r1= [[Script]] - script handle, can be used to determine (via [[scriptDone]] (also via [[isNull]] in Arma 3)) when the execVMed script has finished. In Arma 3, the handle is also available inside the execVMed script in <tt>_thisScript</tt> variable.
  
|s2= [[execVM]] filename |SYNTAX2=
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|s2= [[execVM]] filename
  
|p21= filename: [[String]] - file with sqf code (doesn't have to have .sqf extension, but not using standard extensions may cause problems later, during binarisation) |PARAMETER21=
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|p21= filename: [[String]] - file with sqf code (doesn't have to have .sqf extension, but not using standard extensions may cause problems later, during binarisation)
  
|r2= [[Script]] - script handle, can be used to determine (via [[scriptDone]] (also via [[isNull]] in Arma 3)) when the execVMed script has finished. In Arma 3, the handle is also available inside the execVMed script in <tt>_thisScript</tt> variable.|RETURNVALUE2=
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|r2= [[Script]] - script handle, can be used to determine (via [[scriptDone]] (also via [[isNull]] in Arma 3)) when the execVMed script has finished. In Arma 3, the handle is also available inside the execVMed script in <tt>_thisScript</tt> variable.
____________________________________________________________________________________________
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|x1= <code>_handle = [[execVM]] "test.sqf";</code>
|x1= <code>_handle = [[execVM]] "test.sqf";</code> |EXAMPLE1=
 
  
 
|x2= <code>_handle = [[player]] [[execVM]] "test.sqf";
 
|x2= <code>_handle = [[player]] [[execVM]] "test.sqf";
[[waitUntil]] { [[scriptDone]] _handle };</code> |EXAMPLE2=
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[[waitUntil]] { [[scriptDone]] _handle };</code>
  
|x3= In Arma 3 this is also possible:
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|x3= In {{arma3}} this is also possible:
 
<code>_handle = [[execVM]] "123.sqf";  
 
<code>_handle = [[execVM]] "123.sqf";  
[[waitUntil]] { [[isNull]] _handle };</code> |EXAMPLE3=
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[[waitUntil]] { [[isNull]] _handle };</code>
  
 
|x4= <code>[4] [[execVM]] "showDamage.sqf";
 
|x4= <code>[4] [[execVM]] "showDamage.sqf";
 
{{cc|showDamage.sqf}}
 
{{cc|showDamage.sqf}}
 
[[private]] _damage = _this [[select]] 0;
 
[[private]] _damage = _this [[select]] 0;
[[hint]] [[format]] ["%1", _damage];</code> |EXAMPLE4=
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[[hint]] [[format]] ["%1", _damage];</code>
____________________________________________________________________________________________
 
  
| [[call]], [[spawn]], [[exec]], [[execFSM]], [[scriptDone]], [[scriptNull]], [[terminate]], [[sleep]], [[uiSleep]], [[waitUntil]], [[canSuspend]], [[diag_activeScripts]], [[diag_activeSQFScripts]], [[SQF syntax]], [[Control Structures]] |SEEALSO=
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|seealso= [[call]], [[spawn]], [[exec]], [[execFSM]], [[scriptDone]], [[scriptNull]], [[terminate]], [[sleep]], [[uiSleep]], [[waitUntil]], [[canSuspend]], [[diag_activeScripts]], [[diag_activeSQFScripts]], [[SQF Syntax]], [[Control Structures]]
 
}}
 
}}
 
<h3 style="display:none">Notes</h3>
 
<dl class="command_description">
 
</dl>
 
 
<h3 style="display:none">Notes</h3>
 
<dl class="command_description">
 
<!-- Note Section BEGIN -->
 
 
<dd class="notedate">Posted on November 23, 2010 - 15:56
 
<dt class="note">[[User:Kabilen|Kabilen]]
 
<dd class="note">Passing variables to the script file''
 
 
To pass multiple variables to the script file, use an array e.g:
 
 
'''null = [myunit,1234] execVM "test.sqf";'''
 
 
Now within test.sqf to access the elements, use the following:
 
 
'''_myunit = _this select 0;'''<br>
 
'''_myvar = _this select 1;'''
 
 
 
 
 
<!-- Note Section END -->
 
</dl>
 
 
<h3 style="display:none">Notes</h3>
 
<dl class="command_description">
 
<!-- Note Section BEGIN -->
 
 
<!-- Note Section END -->
 
</dl>
 
 
<h3 style="display:none">Bottom Section</h3>
 
 
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
 
[[Category:Scripting Commands Armed Assault|{{uc:{{PAGENAME}}}}]]
 
[[Category:Scripting Commands Arma 2|{{uc:{{PAGENAME}}}}]]
 
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
 
[[Category:Scripting Commands Take On Helicopters|{{uc:{{PAGENAME}}}}]]
 

Latest revision as of 23:25, 13 June 2021

Hover & click on the images for description

Description

Description:
Compiles and adds SQF Script to the scheduler queue and returns script handle. The script is first searched for in the mission folder, then in the campaign scripts folder and finally in the global scripts folder. The script does not execute immediately upon running execVM command, but with some delay. How much delay is unknown as it largely depends on how many other scripts there are in the queue and how busy is VM. The optional argument is passed to the script in private variable _this. In Arma 3 the script handle is also passed to the script in _thisScript variable.

In order to understand execVM consider the following comparison: private _handle = _args execVM "someFile.sqf"; // is practically identical to private _handle = _args spawn compile preprocessFileLineNumbers "someFile.sqf"; So if you need multiple execution of the same file, you might want to store it in a function (Functions Library), otherwise, for a single execution, execVM is a good choice.

To see what VM scripts are currently in the scheduler, use diag_activeSQFScripts command.
If the file you are executing is not prepared using UTF-8 encoding and contains some characters with codes > 127, they might convert incorrectly
Groups:
Program Flow

Syntax

Syntax:
arguments execVM filename
Parameters:
arguments: Anything - arguments accessible as _this in the script
filename: String - file with sqf code (doesn't have to have .sqf extension, but not using standard extensions may cause problems later during binarisation)
Return Value:
Script - script handle, can be used to determine (via scriptDone (also via isNull in Arma 3)) when the execVMed script has finished. In Arma 3, the handle is also available inside the execVMed script in _thisScript variable.

Alternative Syntax

Syntax:
execVM filename
Parameters:
filename: String - file with sqf code (doesn't have to have .sqf extension, but not using standard extensions may cause problems later, during binarisation)
Return Value:
Script - script handle, can be used to determine (via scriptDone (also via isNull in Arma 3)) when the execVMed script has finished. In Arma 3, the handle is also available inside the execVMed script in _thisScript variable.

Examples

Example 1:
_handle = execVM "test.sqf";
Example 2:
_handle = player execVM "test.sqf"; waitUntil { scriptDone _handle };
Example 3:
In Arma 3 this is also possible: _handle = execVM "123.sqf"; waitUntil { isNull _handle };
Example 4:
[4] execVM "showDamage.sqf"; // showDamage.sqf private _damage = _this select 0; hint format ["%1", _damage];

Additional Information

See also:
callspawnexecexecFSMscriptDonescriptNullterminatesleepuiSleepwaitUntilcanSuspenddiag_activeScriptsdiag_activeSQFScriptsSQF SyntaxControl Structures

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