Description
Logs an error message and shows an ingame error message. The message is shown when either of the following is true:
- In 2D Editor
- In Eden Editor via BIS_fnc_3DENNotification
- Display
313(Eden Editor display) is available profileNamespace getVariable ["BIS_fnc_init_displayErrors", false]is set totrue.
Output format:
- In multiplayer (isMultiplayer) the function will add the profileName in front of the message
- If
_fnc_error_exitis set totruebefore the function call, the log message will displayHALT:instead ofERROR: - If function is called from within another function, the name of the parent function will be displayed. This can be overwritten by setting
_fnc_scriptNameto a custom value
Note
allowFunctionsLoghas to be set to 1 in Description.ext for this function to have any effect.
Syntax
[message, param1, ..., paramN] call BIS_fnc_error
Parameters:
message: String - (formatted) logged messageparam1..paramN: Anything - (Optional) format arguments, if any
Returns: Array in format: [message, param1..paramN]
Examples
Example 1
["Player is too far away (%1 metres)", round (player distance [0, 0, 0])] call BIS_fnc_error;
Example 2
// some useful function cases
if (!isServer) exitWith { ["This function must run on the server"] call BIS_fnc_error };
if (!hasInterface) exitWith { ["This function must not run on a headless machine"] call BIS_fnc_error };
if (!local _vehicle) exitWith { ["This function must run on the vehicle owner's machine"] call BIS_fnc_error };
Example 3
// Change rpt log to "HALT" indicating that function exited
private _fnc_error_exit = true;
if (exitHere) exitWith
{
"Some error message!" call BIS_fnc_error; // Output in rpt: "log: HALT: [BIS_fnc_debugConsoleExec] Some error message!"
};
Example 4
private _fnc_scriptName = "My_Awesome_Custom_Function";
"Some error message!" call BIS_fnc_error; // Output in rpt: "log: ERROR: [My_Awesome_Custom_Function] Some error message!"
See also
BIS_fnc_errorMsg · BIS_fnc_log · BIS_fnc_logFormat · BIS_fnc_logFormatServer