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开始使用于

游戏:
Armed Assault
版本:
1.00

描述

描述:
Suspend 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.

Note that this command will suspend the script indefinitely if game simulation is paused in SP. To avoid this, use uiSleep.

基本句法

句法:
sleep delay
参数:
delay: Number of seconds
返回值:
Nothing

范例

范例1:
[] spawn {sleep 5; hint "after 5 sec..."};

额外资讯

多人游戏:
-
也可以看看:

uiSleepwaitUntilcanSuspendexecVMspawnsleep vs uiSleepControl Structures

注意事项

此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.
新增注意事项 | 如何新增?

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 (ie, the sleep call will return immediately).
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.
Posted on July 16, 2007 - 00:13
Inkompetent
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".

Bottom Section

Posted on July 12, 2014 - 13:41 (UTC)
SilentSpike
Sleep will treat negative values as if they were 0. (Tested in Arma 3 v1.22)

Posted on October 18, 2014 - 21:24 (UTC)
AgentRevolution
For server scripts, if you are creating "while true" timers, it is best to use uiSleep instead, as the sleep from that command is not slowed down by simulation / server lag, so the timers will execute at intervals that are much closer to real time, even under heavy lag.

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