exitWith: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Text replacement - "\|seealso= *\[\[([^ ]+)\]\], \[\[([^ ]+)\]\]" to "|seealso= $1 $2")
m (Text replacement - "\{\{cc\|([^} ]*)\}\}" to "// $1")
Line 55: Line 55:
[[systemChat]] [[format]] ["%1", _j];
[[systemChat]] [[format]] ["%1", _j];


{{cc|the [[for]] loop will cease and code execution will continue after the end of the loop}}
// the [[for]] loop will cease and code execution will continue after the end of the loop
[[if]] (_j == 5) [[exitWith]]
[[if]] (_j == 5) [[exitWith]]
{
{
Line 85: Line 85:
[[if]] ([[alive]] [[player]]) [[then]]
[[if]] ([[alive]] [[player]]) [[then]]
{
{
[[if]] ([[time]] > 300) [[exitWith]] {{cc|'''wrong''' - it will only leave the "if alive player" scope, remaining in the "while true" loop forever}}
[[if]] ([[time]] > 300) [[exitWith]] // '''wrong''' - it will only leave the "if alive player" scope, remaining in the "while true" loop forever
{
{
[[hint]] "exiting";
[[hint]] "exiting";
Line 102: Line 102:
[[hint]] "reached";
[[hint]] "reached";
};
};
[[hint]] "not reached"; {{cc|'''correct''' - if _condition is met, the scope has already been exited by now}}
[[hint]] "not reached"; // '''correct''' - if _condition is met, the scope has already been exited by now
</code>
</code>


Line 125: Line 125:
<dd class="note">
<dd class="note">
[[exitWith]] cannot be used in event handlers with override ability to simply exit with override value. The following is incorrect:
[[exitWith]] cannot be used in event handlers with override ability to simply exit with override value. The following is incorrect:
<code>{{cc|INCORRECT USAGE}}
<code>// INCORRECT USAGE
[[onMapSingleClick]] {[[if]] (![[isServer]]) [[exitWith]] {[[true]]}};</code>
[[onMapSingleClick]] {[[if]] (![[isServer]]) [[exitWith]] {[[true]]}};</code>
The override value must be returned in the main scope of EH, but since it is exited with [[exitWith]], it never happens. The correct way in this case would be:
The override value must be returned in the main scope of EH, but since it is exited with [[exitWith]], it never happens. The correct way in this case would be:
<code>{{cc|CORRECT USAGE}}
<code>// CORRECT USAGE
[[onMapSingleClick]] {[[call]] {[[if]] (![[isServer]]) [[exitWith]] {[[true]]}}};</code>
[[onMapSingleClick]] {[[call]] {[[if]] (![[isServer]]) [[exitWith]] {[[true]]}}};</code>
[[exitWith]] will exit current [[call]] scope only and override value therefore will appear in the main scope of the EH, right where we want it.
[[exitWith]] will exit current [[call]] scope only and override value therefore will appear in the main scope of the EH, right where we want it.

Revision as of 12:26, 12 May 2022

Hover & click on the images for description

Description

Description:
Exits the current code scope. Often used for exiting do, for, count, forEach or the whole script.
See Variables - Local Variables Scope for more information.
Groups:
Program Flow

Syntax

Syntax:
ifType exitWith code
Parameters:
ifType: If Type
code: Code
Return Value:
Anything

Examples

Example 1:
systemChat "start"; private _condition = true; if (_condition) then { if (true) exitWith { systemChat "exiting if _condition scope"; }; systemChat "never shown"; }; systemChat "exiting #1 worked"; if (true) exitWith { systemChat "exiting the main scope = leaving the whole script"; }; systemChat "never shown - the script has already ended";
Example 2:
for "_j" from 1 to 10 do { systemChat format ["%1", _j]; // the for loop will cease and code execution will continue after the end of the loop if (_j == 5) exitWith { systemChat "5 is enough"; }; }; systemChat "Complete";
Example 3:
Most loops will also terminate when their scope is exited. To exit and terminate scopes which are called every frame such as onEachFrame and waitUntil use the following examples: onEachFrame { if (!alive player) exitWith { onEachFrame {}; }; }; _time = time + 10; waitUntil { if (time > _time) exitWith { true }; false };
Example 4:
while { true } do { if (alive player) then { if (time > 300) exitWith // wrong - it will only leave the "if alive player" scope, remaining in the "while true" loop forever { hint "exiting"; }; }; };
Example 5:
if (_condition) exitWith { hint "reached"; }; // else { hint "not reached" }; // wrong - using else does not work and makes no sense here if (_condition) exitWith { hint "reached"; }; hint "not reached"; // correct - if _condition is met, the scope has already been exited by now

Additional Information

See also:
scopeName breakOut breakTo else Control Structures then assert try catch throw

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
Posted on May 28, 2010 - 22:15
Roehre
Since Arma 2 uses Blocks in FSM as any ordinary Handle like while, for etc. in Scripts, ExitWith also only closes the Block in the FSM.
Posted on August 04, 2013 - 12:20
Killzone_Kid
The command will exit the current scope - no ifs no buts. If the current scope is a loop, it will exit the loop. If the current scope is the main body of a script, it will exit the script. For more understanding of scopes and exitWith have a look at this resource.
Posted on March 10, 2016 - 08:31 (UTC)
Killzone Kid
exitWith cannot be used in event handlers with override ability to simply exit with override value. The following is incorrect: // INCORRECT USAGE onMapSingleClick {if (!isServer) exitWith {true}}; The override value must be returned in the main scope of EH, but since it is exited with exitWith, it never happens. The correct way in this case would be: // CORRECT USAGE onMapSingleClick {call {if (!isServer) exitWith {true}}}; exitWith will exit current call scope only and override value therefore will appear in the main scope of the EH, right where we want it.