Difference between revisions of "sleep"

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<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.
 
<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
 
<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).
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<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
 
<dd class="notedate">Posted on July 16, 2007 - 00:13
 +
<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 March 6, 2008 - 07:47
 
<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".
 
<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".
<dd class="notedate"> Posted on March 6, 2008 - 07:47
 
 
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Revision as of 07:19, 13 July 2014

Introduced with Armed Assault version 1.00
  

Click on the images for descriptions

Introduced in

Game:
Armed Assault
Version:
1.00

Description

Description:
Suspend 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.

Note that this command will suspend the script indefinitely if game simulation is paused in SP. To avoid this, use uiSleep.

Syntax

Syntax:
sleep delay
Parameters:
delay: Number of seconds
Return Value:
Nothing

Examples

Example 1:
[] spawn {sleep 5; hint "after 5 sec..."};

Additional Information

Multiplayer:
-
See also:
uiSleepControl Structures

Notes

Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To

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).
Posted on July 16, 2007 - 00:13
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 March 6, 2008 - 07:47
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)