sleep: Difference between revisions
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{{Command|= Comments | |||
____________________________________________________________________________________________ | |||
| arma |= Game name | |||
|1.00|= Game version | |||
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| Suspends code execution for given time in seconds. The sleep precision is given by a framerate, the delay given is the minimal delay expected. Must be called inside of a context which is interruptible, i.e. a [[Script (Handle)|script]] executed by [[execVM]] or [[spawn]]. | |||
<br><br>'''Notes''' | |||
* this command only guarantees that the code will be suspended "at least" the given amount of time, however it often is more and on occasion is a lot more if script [[Scheduler|scheduler]] is particular busy | |||
* this command will suspend the script indefinitely if game simulation is paused in SP. To avoid this, use [[uiSleep]]. |DESCRIPTION= | |||
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''' | | '''sleep''' delay |SYNTAX= | ||
|p1= delay: [[Number]] of seconds |PARAMETER1= | |||
| [[Nothing]] |RETURNVALUE= | |||
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|x1= <code>[] [[spawn]] {[[sleep]] 5; [[hint]] "after 5 sec..."};</code> |EXAMPLE1= | |||
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[[ | | [[uiSleep]], [[waitUntil]], [[canSuspend]], [[execVM]], [[spawn]], [[sleep vs uiSleep]], [[Control Structures]] |SEEALSO= | ||
}} | |||
<h3 style="display:none">Notes</h3> | |||
<dl class="command_description"> | |||
''' | <!-- Note Section BEGIN --> | ||
<dd class="notedate">Posted on December 20, 2006 - 19:53 | |||
<dt class="note">'''[[User:CrashDome|CrashDome]]'''<dd class="note">Sleep suspends both SQF functions and SQF scripts. In functions, the calling script is still in suspension due to waiting for a return from the [[call]] command. The game engine will continue, however. See [[Function]] for more detail. | |||
<dd class="notedate">Posted on February 12, 2007 - 20:16 | |||
<dt class="note">'''[[User:Kronzky|Kronzky]]'''<dd class="note">Sleep durations between .0005 and .02 will cause the same delay (roughly .02 seconds).<br>Delays of .0005 and less have '''no''' effect (ie, the sleep call will return immediately). | |||
<dt class="note">'''[[User:Sbsmac|Sbsmac]]'''<dd class="note">The comment above is a little misleading. The game engine appears to work by processing frames and then checking to see whether scripts are available to execute. Sleep causes the script/function to be suspended until at least the specified time has elapsed. To wait for the next frame, or give other scripts a chance to run, use Sleep 0.001. | |||
<dd class="notedate">Posted on July 16, 2007 - 00:13 | |||
<dt class="note">'''[[User:Inkompetent|Inkompetent]]'''<dd class="note">For scripts called by the [[Armed_Assault:_EventHandlers_List#Init|Init Event Handler]] the first sleep command will suspend the script at the briefing screen at the start of a mission. The script will continue after the briefing screen, when actually "in game". | |||
<!-- Note Section END --> | |||
</dl> | |||
<h3 style="display:none">Bottom Section</h3> | |||
[[Category:Scripting Commands|SLEEP]] | |||
[[Category:Scripting Commands ArmA|SLEEP]] | |||
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]] | |||
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]] | |||
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]] | |||
''' | <!-- CONTINUE Notes --> | ||
<dl class="command_description"> | |||
<dd class="notedate">Posted on July 12, 2014 - 13:41 (UTC)</dd> | |||
<dt class="note">'''[[User:SilentSpike|SilentSpike]]'''</dt> | |||
<dd class="note"> | |||
Sleep will treat negative values as if they were 0. (Tested in Arma 3 v1.22) | |||
</dd> | |||
</dl> | |||
<!-- DISCONTINUE Notes --> | |||
<!-- CONTINUE Notes --> | |||
<dl class="command_description"> | |||
<dd class="notedate">Posted on October 18, 2014 - 21:24 (UTC)</dd> | |||
<dt class="note">[[User:AgentRevolution|AgentRevolution]]</dt> | |||
<dd class="note"> | |||
For server scripts, if you are creating "while true" timers, it is best to use [[uiSleep]] instead, as the sleep from that command is not slowed down by simulation / server lag, so the timers will execute at intervals that are much closer to real time, even under heavy lag. | |||
</dd> | |||
</dl> | |||
<!-- DISCONTINUE Notes --> |
Revision as of 15:49, 7 April 2019
Description
- Description:
- Suspends code execution for given time in seconds. The sleep precision is given by a framerate, the delay given is the minimal delay expected. Must be called inside of a context which is interruptible, i.e. a script executed by execVM or spawn.
Notes- this command only guarantees that the code will be suspended "at least" the given amount of time, however it often is more and on occasion is a lot more if script scheduler is particular busy
- this command will suspend the script indefinitely if game simulation is paused in SP. To avoid this, use uiSleep.
- Groups:
- Uncategorised
Syntax
Examples
Additional Information
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 December 20, 2006 - 19:53
- CrashDome
- Sleep suspends both SQF functions and SQF scripts. In functions, the calling script is still in suspension due to waiting for a return from the call command. The game engine will continue, however. See Function for more detail.
- Posted on February 12, 2007 - 20:16
- Kronzky
- Sleep durations between .0005 and .02 will cause the same delay (roughly .02 seconds).
Delays of .0005 and less have no effect (ie, the sleep call will return immediately). - Sbsmac
- The comment above is a little misleading. The game engine appears to work by processing frames and then checking to see whether scripts are available to execute. Sleep causes the script/function to be suspended until at least the specified time has elapsed. To wait for the next frame, or give other scripts a chance to run, use Sleep 0.001.
- Posted on July 16, 2007 - 00:13
- Inkompetent
- For scripts called by the Init Event Handler the first sleep command will suspend the script at the briefing screen at the start of a mission. The script will continue after the briefing screen, when actually "in game".
Bottom Section
- Posted on July 12, 2014 - 13:41 (UTC)
- SilentSpike
- Sleep will treat negative values as if they were 0. (Tested in Arma 3 v1.22)
- Posted on October 18, 2014 - 21:24 (UTC)
- AgentRevolution
- For server scripts, if you are creating "while true" timers, it is best to use uiSleep instead, as the sleep from that command is not slowed down by simulation / server lag, so the timers will execute at intervals that are much closer to real time, even under heavy lag.