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Excerpt

Queue a call to a function until a later frame.

 

Purpose

Unlike setTimer(), queue() does not repeat. It will make a single call to the named function at a later frame in the game.

The function, when called, will be run in the context of the global scope ("this" will be the global scope). So, if you've added properties or methods to the function, they won't be available from within the function when it's run as a result of being queued.

Queued functions persist the save/load cycle. You can therefore look at Saved game files to see what queued functions were defined at the time the game was saved.

Invoke a function at some point in the future...

 

Syntax

Code Block
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// syntax #1: optional game object as third parameter
queue(functionName, delay[, gameObject]);
 
// syntax #2: optional string as third parameter
queue(functionName, delay[, str]);

Parameters

SyntaxParameterTypeMandatoryDescriptionGame Version
AllfunctionNameString(tick)

A string containing the name of the a global function to call.

The function must be defined on the global scope - it cannot be a method of an object or anything like that.

If you pass in a function, or the name of a function not on the global scope, an exception will be thrown.invoke.

3.1 Beta 1
AlldelayNumber(error)

You can optionally set a minimum amount of time (in milliseconds) before your function gets called. Delays should ideally be 500 or more, and never less than 100.

If you don't specify this parameter, or specify 0 (zero), Warzone will choose a delay for you, usually the next game tick (100ms).

3.1 Beta 1
#1gameObjectGame object(error)

An optional game object that will be passed in to your function when it gets called. The object will automatically be refreshed with the latest game data.

If the object gets destroyed, the associated queued call will be cancelled automatically.

3.1 Beta 1
#2strString(error)

An optional string that will be passed in to your function when it gets called.

3.2

Return value

ValueTypeDescriptionGame version
undefinedUndefinedThe function was successfully queued.3.1 Beta 1
<error>ErrorDid you forget to specify functionName as a string? Duh!3.1 Beta 1

Notes

Unlike setTimer(), queue() does not repeat. It will make a single call to the named function at a later frame in the game.

The function, when called, will be run in the context of the global scope ("this" will be the global scope).

Queued function calls persist the save/load cycle. You can therefore look at Saved game files to see what queued functions were defined at the time the game was saved.

When using syntax #1, if the game object is destroyed any queued function calls associated with it will be cancelled.

Example

Code Block
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titleSyntax #1: Call function "foo" every second'foo' on the next game tick, passing in a game object
linenumberstrue
function foo(gameObj) {
  // do stuffgameObj == someGameObject
}

queue("foo", 0, someGameObject);
// at a later frame, global["foo"](someGameObject) will be called. global function foo will be called next game tick (100ms)
// if someGameObject gets destroyed, the queued call will be cancelled
Code Block
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titleCall a function after 1 second, passing in a string as its parameter
linenumberstrue
function bar(str) {
	// str = "hello"
}

// note: this syntax is only available on Warzone 3.2 and above 
queue("bar", 1000, "hello");
// global function bar will be called after 1 second
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Availability
Status
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title3.1 b1+

Requires:

  • Warzone 3.1 Beta 1 and above
  • Syntax #2 added in Warzone 3.2
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See also

Related functions:

  • setTimer() – similar to queue, but will repeatedly call the function at a defined interval
  • removeTimer() – cancels all timers associated with a function