sleep

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Revision as of 23:32, 13 February 2007 by Sbsmac (talk | contribs) (Extra explanation on sleep periods)
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Introduced with Armed Assault version 1.00
  

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Introduced in

Game:
Armed Assault
Version:
1.00

Description

Description:
Suspend execution of Function or SQF Script for given time.

Syntax

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

Examples

Example 1:
sleep 0.5

Additional Information

Multiplayer:
-
See also:
Control 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.
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. Note that Sleep 0 causes the game to hang and should therefore be avoided.

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