GoTo

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Revision as of 04:44, 15 September 2007 by imported>WereWolf
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A command for Oblivion Script Extender

Syntax:

GoTo [labelID]

This command causes script processing to jump to a label defined within the same script. It is identical to RestoreIP. Use Label or SaveIP to define the instruction point to which to jump. Optional label IDs allow for multiple labels or nested loops within a script.

Example:

begin onActivate
    ; declare a variable to keep track of the number of times we've gone through the loop
    long var
    set var to 0
   
    ; save the current instruction pointer
    ; this records that the beginning of the loop is right before the PrintToConsole command
    SaveIP ; could also use Label
   
    ; print the current loop count
    PrintToConsole "loop %f" var
   
    ; update the loop counter
    set var to var + 1
   
    ; we only want to go through the loop three times, so check the loop counter
    if var < 3
        ; jump back to the saved location
        RestoreIP ; could also use Goto
    endif
   
    ; if we get here, we're done with the loop
end

When activated, this script will print:

loop 0.0000
loop 1.0000
loop 2.0000

To support nested loops, the SaveIP and RestoreIP commands take an optional integer parameter specifying which 'slot' to save the instruction location in. If you don't specify a number, it defaults to 0. There are 256 slots in the internal list.

A more familiar For-loop in a normal programming language would look like this:

for (i = 0; i < 5; i++)
{
  for (j = 0; j < 3 ; j++)
  {
    //Do Something
  }
}

To create the same loop using OBSE functions:

short i
short j

Label 0 ; top of outer loop, equivalent to SaveIP 0
  set j to 0
  Label 1 ; top of inner loop
    PrintToConsole "i = %.0f, j = %.0f" i, j
    set j to ( j + 1 )
    if ( j < 3 )
      GoTo 1 ; equivalent to RestoreIP 1
    endif
  set i to ( i + 1 )
  if ( i < 5 )
    GoTo 0
  endif

Note that unless the above loop is wrapped inside a conditional statement or a block like OnActivate, it will restart the very next frame and every frame thereafter.

Notes

  • These functions are considered "beta", and may be unreliable. Further testing is needed.
  • Issues may arise when two or more scripts use the same label codes.
  • Be careful to make sure your loop has an exit condition, otherwise you run the risk of creating an infinite loop, which can freeze the game and make it impossible for the player to exit.

See Also