waitUntil: Difference between revisions

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(note about example)
(not guaranteed every frame check)
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| Suspend execution of [[function]] or [[SQF_syntax|SQF]] based [[Script|script]] until condition is satisfied.
| Suspend execution of [[function]] or [[SQF_syntax|SQF]] based [[Script|script]] until condition is satisfied.
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This command will loop and call the code inside <tt>{}</tt> every frame until the [[Code|code]] returns [[true]]. The execution of the rest of the script therefore will be suspended until [[waitUntil]] condition is satisfied and the loop is aborted.
This command will loop and call the code inside <tt>{}</tt> ''mostly'' every frame (depends on complexity of condition and overal engine load) until the [[Code|code]] returns [[true]]. The execution of the rest of the script therefore will be suspended until [[waitUntil]] condition is satisfied and the loop is aborted.
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Because of this script suspension use [[spawn]] or [[execVM]] to safely execute code containing [[waitUntil]]. |= Description
Because of this script suspension use [[spawn]] or [[execVM]] to safely execute code containing [[waitUntil]]. |= Description

Revision as of 01:03, 23 May 2014

-wrong parameter ("Arma") defined!-1.00
Hover & click on the images for description

Description

Description:
Suspend execution of function or SQF based script until condition is satisfied.
This command will loop and call the code inside {} mostly every frame (depends on complexity of condition and overal engine load) until the code returns true. The execution of the rest of the script therefore will be suspended until waitUntil condition is satisfied and the loop is aborted.
Because of this script suspension use spawn or execVM to safely execute code containing waitUntil.
Groups:
Uncategorised

Syntax

Syntax:
waitUntil condition
Parameters:
condition: Code
Return Value:
Nothing

Examples

Example 1:
waitUntil { not alive player };
Example 2:
_i = 0; waitUntil { _i = _i + 1; _i >= 100 };
Example 3:
waitUntil {sleep 0.1; not alive player };
Example 4:
An on-the-fly custom event handler: _myEH = ["ZoomIn"] spawn { while { true } do { waitUntil { inputAction (_this select 0) == 1; }; diag_log format ["%1 @ %2", _this select 0, diag_tickTime]; }; }; Although perhaps better to use onEachFrame, depending on the application.

Additional Information

See also:
Control Structureswhile

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

Notes

Posted on September 20, 2013
Killzone_Kid
In case you have more complex code inside waitUntil loop, to be on the safe side always return boolean at the end of the scope: player addEventHandler ["Fired", { _null = (_this select 6) spawn { _p = [0,0,0]; waitUntil { if (isNull _this) exitWith {true}; _p = getPos _this; false //<-- boolean at the end of the scope }; hint str _p; }; }];
Posted on December 20, 2006 - 19:55
CrashDome
waitUntil 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 April 2, 2010 - 17:10
Roehre
If WaitUntil uses an undefined call code, WaitUntil won't release, even when this code is separated from other conditions through or. Be warned that this won't cause an error message.
Posted on Jan 07, 2011
kju
By default the cycle time for the condition check is per frame. Look at the example 3, how to set it at a lower rate yourself. Often times one does not need per frame checking. Saves a lot CPU checks; especially when the condition is complex to compute.

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