Difference between revisions of "sleep"

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{{Command|= Comments
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{{RV|type=command
____________________________________________________________________________________________
 
  
| arma |= Game name
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| arma1
  
|1.00|= Game version
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|1.00
____________________________________________________________________________________________
 
  
| 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 (Handle)|script]] executed by [[execVM]] or [[spawn]].
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|gr1= Program Flow
<br><br>Note that 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
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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]].
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{{Feature | Informative |
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* 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.
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* this command will suspend the script as the game gets paused in single player (and will resume with it). To avoid this, use [[uiSleep]].
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}}
  
|p1= delay: [[Number]] of seconds |= Parameter 1
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| '''sleep''' delay
  
| [[Nothing]] |= Return value
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|p1= delay: [[Number]] - in seconds. Negative values will not be considered.
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|x1= <code>[] [[spawn]] {[[sleep]] 5; [[hint]] "after 5 sec..."};</code> |= Example 1
 
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| [[sleep vs uisleep]], [[uiSleep]], [[Control Structures]] |= See also
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| [[Nothing]]
  
}}
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|x1= <code>[] [[spawn]] {
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[[sleep]] 5;
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[[hint]] "after (at least) 5 seconds...";
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};</code>
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|x2= <code>[[sleep]] 5 + [[random]] 10; {{cc|incorrect - will only sleep for 5 seconds, as it will be interpreted as (sleep 5) (+(random 10))}}
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[[sleep]] (5 + [[random]] 10); {{cc|correct}}</code>
  
<h3 style="display:none">Notes</h3>
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|x3= <code>[[if]] ([[isMultiplayer]]) [[then]]
<dl class="command_description">
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{
<!-- Note Section BEGIN -->
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[[uiSleep]] 3; {{cc|more precise in (non-pausable) multiplayer}}
<dd class="notedate">Posted on December 20, 2006 - 19:53
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} [[else]] {
<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.
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[[sleep]] 3; {{cc|[[sleep]] gets paused as the game is, usually wanted behaviour}}
<dd class="notedate">Posted on February 12, 2007 - 20:16
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};</code>
<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>
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|seealso= [[uiSleep]], [[waitUntil]], [[canSuspend]], [[execVM]], [[spawn]], [[sleep vs uiSleep]], [[Control Structures]]
[[Category:Scripting Commands|SLEEP]]
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}}
[[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">
 
<dl class="command_description">
<dd class="notedate">Posted on July 12, 2014 - 13:41 (UTC)</dd>
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<dd class="notedate">Posted on December 20, 2006 - 19:53</dd>
<dt class="note">'''[[User:SilentSpike|SilentSpike]]'''</dt>
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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.
<dd class="note">
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<dt><dt>
Sleep will treat negative values as if they were 0. (Tested in Arma 3 v1.22)
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<dd class="notedate">Posted on February 12, 2007 - 20:16</dd>
</dd>
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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).
</dl>
 
<!-- DISCONTINUE Notes -->
 
  
<!-- CONTINUE Notes -->
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<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.
<dl class="command_description">
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<dt><dt>
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<dd class="notedate">Posted on July 16, 2007 - 00:13</dd>
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<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><dt>
 
<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>
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</dd>
 
</dd>
 
</dl>
 
</dl>
<!-- DISCONTINUE Notes -->
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{{GameCategory|arma2|Scripting Commands}}
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{{GameCategory|arma3|Scripting Commands}}
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{{GameCategory|tkoh|Scripting Commands}}

Latest revision as of 01:54, 6 April 2021

Hover & click on the images for descriptions

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.
  • this command will suspend the code for at least the given amount of time, and can be way more if the script scheduler is busy.
  • this command will suspend the script as the game gets paused in single player (and will resume with it). To avoid this, use uiSleep.

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.