Overview
Queue a call to a function until a later frame.Unlike setTimer(), queue() does not repeat. It will make a single call to the named function at a later frame in the game.
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.
Syntax
queue(functionName,delay,gameObject);
Parameters
Parameter | Type | Mandatory | Description |
---|---|---|---|
functionName | String | A string containing the name of the 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. | |
delay | Number | 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. | |
gameObject | Game object | 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. |
Return value
Value | Type | Description |
---|---|---|
undefined | Undefined | The function was successfully queued. |
<error> | Error | Did you forget to specify functionName as a string? Duh! |
Example
function foo(gameObj) { // do stuff } queue("foo",0,someGameObject); // at a later frame, global["foo"](someGameObject) will be called.
See also
- setTimer() – similar to queue, but will repeatedly call the function at a defined interval
- removeTimer() – cancels all timers associated with a function