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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 executed by execVM or spawn.
- Program Flow
- sleep delay
- delay: Number - in seconds. Negative values will not be considered.
- Return Value:
- Example 1:
- Example 2:
- Posted on Dec 20, 2006 - 20:53 (UTC)
- 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 Feb 12, 2007 - 20:16 (UTC)
- Sleep durations between .0005 and .02 will cause the same delay (roughly .02 seconds).
Delays of .0005 and less have no effect (i.e, the sleep call will return immediately).
- Posted on Feb 13, 2007 - 22:32 (UTC)
- 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 Jun 16, 2007 - 00:13 (UTC)
- 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".