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.
Results appear below as you type; use the arrow keys to move through them.
Suspends execution of scheduled script until the given condition satisfied.
{} mostly every frame, depends on complexity of the condition and the overall engine load, until the code returns truewaitUntil { time > 20 }; and use sleep 20; instead!waitUntil { sleep 1; !alive player };Note
Arma 3: Since Arma 3 v1.94, a condition returning anything other than true or false will result in an appropriate type error.
waitUntil condition
Parameters:
condition: Code - the expression that must return a Boolean, true to finish waiting or false to continue waitingReturns: Anything - the value the condition evaluates to when the wait is over (normally true)
since arma3 2.22
waitUntil [condition, timeout, interval]
Parameters:
condition: Code - the expression that must return a Boolean, true to finish waiting or false to continue waitingtimeout: Number - a timeout in seconds of game time (sleep vs uiSleep). The timeout is only checked after the condition was checked. Any negative value disables the timeoutinterval: Number - (Optional, default 0) the time interval in seconds of game time between condition checks, this is equivalent to using a "sleep" after the condition.Returns: Anything - the value the condition evaluates to when the wait is over (normally true), or Nothing if the timeout ended the wait
since arma3 2.22
waitUntil scriptHandle
Parameters:
scriptHandle: Script Handle - a script handle or promise to wait onReturns: Anything - The result of the script or Promise
since arma3 2.22
waitUntil [scriptHandle, timeout]
Parameters:
scriptHandle: Script Handle - a script handle or promise to wait ontimeout: Number - a timeout in seconds of game time (sleep vs uiSleep)Returns: Anything - the result of the script or Promise. Or Nothing if timed out.
waitUntil { not alive player };
_i = 0; waitUntil { _i = _i + 1; _i >= 100 };
waitUntil can lead to performance loss if used improperly:
waitUntil { not alive player }; // bad
waitUntil { sleep 1; not alive player }; // good - checks every 1 second
player addEventHandler ["Killed", { }]; // best - don't forget about Event Handlers
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 it may be better to use onEachFrame (stacked) mission Event Handler, depending on the application.
Use getVariable with default value to prevent unexcepted script errors:
waitUntil { bank getVariable ["money", 0] > 0 };
waitUntil { missionNamespace getVariable ["isready", false] };
Always return Boolean:
waitUntil { sleep 1; if (not alive player) exitWith {}; _time = _time + 1 }; // bad
waitUntil { sleep 1; if (not alive player) exitWith { true }; _time = _time + 1; false }; // good
waitUntil { sleep 1; not alive player }; // perfect
For some unknown reason if you have waitUntil loop active and game is saved/loaded, some variables in the expression may appear undefined for a short time. As a workaround, assign expression to a variable and make sure it is defined before waitUntil checks it:
waitUntil { private _expression = someBooleanVar && (someNumberVar > 10); !isNil "_expression" && { _expression } };
sleep · uiSleep · canSuspend · spawn · execVM · while · Control Structures
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.
Prior to Arma 3 v1.94 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.
If you want to use waitUntil together with exitWith, remember that the loop only exits if the code block returns true.
It should look like this:
waitUntil {
// exit loop if the unit gets deleted
if (isNull _unit) exitWith { true }; // has to return true to continue
!alive _unit;
};
It's a good idea to include a timeout with the condition if there's any possibility that it never becomes true:
disableUserInput true;
player moveInDriver _vehicle; // this command is asynchronous and can fail sometimes
_time = time;
waitUntil {vehicle player == _vehicle || time - _time > 3};
disableUserInput false;