Difference between revisions of "sleep"
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− | {{ | + | {{RV|type=command |
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− | | | + | | arma1 |
− | |1.00 | + | |1.00 |
− | |gr1= Program Flow | + | |gr1= Program Flow |
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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]]. | | 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]]. | ||
− | + | {{Feature | Informative | | |
− | * this command | + | * this command will suspend the code for '''''at least''''' the given amount of time, and can be way more if the [[Scheduler|script scheduler]] is busy. |
− | * this command will suspend the script | + | * this command will suspend the script as the game gets paused in single player (and will resume with it). To avoid this, use [[uiSleep]]. |
− | + | }} | |
+ | |||
+ | | '''sleep''' delay | ||
+ | |||
+ | |p1= delay: [[Number]] - in seconds. Negative values will not be considered. | ||
− | | | + | | [[Nothing]] |
− | | | + | |x1= <code>[] [[spawn]] { |
+ | [[sleep]] 5; | ||
+ | [[hint]] "after (at least) 5 seconds..."; | ||
+ | };</code> | ||
− | | | + | |x2= <code>[[sleep]] 5 + [[random]] 10; {{cc|incorrect - will only sleep for 5 seconds, as it will be interpreted as (sleep 5) (+(random 10))}} |
− | + | [[sleep]] (5 + [[random]] 10); {{cc|correct}}</code> | |
− | |||
− | |||
− | |||
− | | | + | |x3= <code>[[if]] ([[isMultiplayer]]) [[then]] |
+ | { | ||
+ | [[uiSleep]] 3; {{cc|more precise in (non-pausable) multiplayer}} | ||
+ | } [[else]] { | ||
+ | [[sleep]] 3; {{cc|[[sleep]] gets paused as the game is, usually wanted behaviour}} | ||
+ | };</code> | ||
+ | |seealso= [[uiSleep]], [[waitUntil]], [[canSuspend]], [[execVM]], [[spawn]], [[sleep vs uiSleep]], [[Control Structures]] | ||
}} | }} | ||
− | |||
<dl class="command_description"> | <dl class="command_description"> | ||
<!-- Note Section BEGIN --> | <!-- Note Section BEGIN --> | ||
− | <dd class="notedate">Posted on December 20, 2006 - 19:53 | + | <dd class="notedate">Posted on December 20, 2006 - 19:53</dd> |
<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</dd> | ||
<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: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. | <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</dd> | ||
<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". | ||
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<dd class="notedate">Posted on October 18, 2014 - 21:24 (UTC)</dd> | <dd class="notedate">Posted on October 18, 2014 - 21:24 (UTC)</dd> | ||
<dt class="note">[[User:AgentRevolution|AgentRevolution]]</dt> | <dt class="note">[[User:AgentRevolution|AgentRevolution]]</dt> | ||
Line 68: | Line 57: | ||
</dl> | </dl> | ||
<!-- DISCONTINUE Notes --> | <!-- DISCONTINUE Notes --> | ||
+ | |||
+ | {{GameCategory|arma2|Scripting Commands}} | ||
+ | {{GameCategory|arma3|Scripting Commands}} | ||
+ | {{GameCategory|tkoh|Scripting Commands}} |
Latest revision as of 00:05, 17 February 2021
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.
Syntax
- Syntax:
- sleep delay
- Parameters:
- delay: Number - in seconds. Negative values will not be considered.
- Return Value:
- Nothing
Examples
- Example 1:
[] spawn { sleep 5; hint "after (at least) 5 seconds..."; };
- Example 2:
sleep 5 + random 10; // incorrect - will only sleep for 5 seconds, as it will be interpreted as (sleep 5) (+(random 10)) sleep (5 + random 10); // correct
- Example 3:
if (isMultiplayer) then { uiSleep 3; // more precise in (non-pausable) multiplayer } else { sleep 3; // sleep gets paused as the game is, usually wanted behaviour };
Additional Information
- See also:
- uiSleepwaitUntilcanSuspendexecVMspawnsleep vs uiSleepControl Structures
- Groups:
- Program Flow
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 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".
- 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.