Difference between revisions of "sleep"

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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]].
<br><br>'''Notes'''
+
{{Informative |
* 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 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 indefinitely if game simulation is paused in SP. To avoid this, use [[uiSleep]]. |DESCRIPTION=
+
* this command will suspend the script as the game gets paused in single player (and will resume with it). To avoid this, use [[uiSleep]].
 +
}} |DESCRIPTION=
 
____________________________________________________________________________________________
 
____________________________________________________________________________________________
  
 
| '''sleep''' delay |SYNTAX=
 
| '''sleep''' delay |SYNTAX=
  
|p1= delay: [[Number]] of seconds |PARAMETER1=
+
|p1= delay: [[Number]] - in seconds. Negative values will not be considered. |PARAMETER1=
  
 
| [[Nothing]] |RETURNVALUE=
 
| [[Nothing]] |RETURNVALUE=
 
____________________________________________________________________________________________
 
____________________________________________________________________________________________
 
+
 
|x1= <code>[] [[spawn]] {[[sleep]] 5; [[hint]] "after 5 sec..."};</code> |EXAMPLE1=
+
|x1= <code>[] [[spawn]] {
 +
[[sleep]] 5;
 +
[[hint]] "after (at least) 5 seconds...";
 +
};</code> |EXAMPLE1=
 +
 
 +
|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> |EXAMPLE2=
 +
 
 +
|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> |EXAMPLE3=
 
____________________________________________________________________________________________
 
____________________________________________________________________________________________
  
 
|  [[uiSleep]], [[waitUntil]], [[canSuspend]], [[execVM]], [[spawn]], [[sleep vs uiSleep]], [[Control Structures]] |SEEALSO=
 
|  [[uiSleep]], [[waitUntil]], [[canSuspend]], [[execVM]], [[spawn]], [[sleep vs uiSleep]], [[Control Structures]] |SEEALSO=
 
 
}}
 
}}
  
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<dd class="notedate">Posted on December 20, 2006 - 19:53
 
<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.
 
<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).
 
<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
 
<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".
<!-- Note Section END -->
 
</dl>
 
 
<h3 style="display:none">Bottom Section</h3>
 
[[Category:Scripting Commands|SLEEP]]
 
[[Category:Scripting Commands Armed Assault|SLEEP]]
 
[[Category:Scripting Commands Arma 2|{{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>
 
<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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</dl>
 
</dl>
 
<!-- DISCONTINUE Notes -->
 
<!-- DISCONTINUE Notes -->
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 +
<h3 style="display:none">Bottom Section</h3>
 +
[[Category:Scripting Commands Arma 2|{{uc:{{PAGENAME}}}}]]
 +
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
 +
[[Category:Scripting Commands Take On Helicopters|{{uc:{{PAGENAME}}}}]]

Latest revision as of 12:42, 23 October 2020

Introduced with Armed Assault version 1.001.00
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

i
Only post proven facts here. Report bugs on the Feedback Tracker and discuss on the Arma Discord or on the Forums.

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".
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.

Bottom Section