Adds given set of compiled instructions to the scheduler.
Exactly when the code will be executed is unknown, it depends on how busy is the engine and how filled up is the scheduler.
Therefore spawn does not wait for the supplied code to finish, instead, spawn returns a Script handle to the scheduler task.
scriptDone command can be used to check the code completion. Additional arguments are passed to the code in local variable _this.
Since Arma 3 v1.56 the script handle also exists inside the code in _thisScript variable.
To see what spawned scripts are currently in the scheduler, use diag_activeSQFScripts command.
Returns:Script Handle - can be used to determine (via scriptDone (also via isNull in Arma 3)) when the spawned script has finished. In Arma 3, the handle is also available inside the spawned script in _thisScript variable
The call of _addOne from the spawned function does not do anything.
DreadedEntity
Arma 3 v0.50 spawn requires a script handle when used in the 2D-Editor.
Arma 3 v2.04 In Eden Editor this is no longer necessary.
In scripts and in the debug console, it is not required, but very useful for keeping track of running scripts. Having a script handle also makes it easy to terminate scripts at any time.
Since spawn creates a new scheduled environment, having an excess of open threads can make the scheduler queue extremely long, significantly increasing the execution time of each thread. (it takes an extremely large amount of threads, though)
Nelis75733126
If you have a local (private) function that you want to access from within code created with spawn, you can pass that private function to the code of spawn, like so: