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Introduced in



Description:In SQS Syntax only: Go to given label.

String argument is used here. Be sure to use double quotes around label name in goto. Define the label with #.

Note: Labels are not case sensitive and are searched for from the top of the script, so multiple occurrences of a label only result in the top most one ever being found.


Syntax:goto label
Return Value:Nothing



Additional Information

See also:


Posted on August 4, 2006 - 10:52
Notes from before the conversion:

  • This function works only inside of SQS Syntax.
  • The search for labels always begins at the top of the script so that if there are multiple occurrences of a label the first occurrence will always be the one found.
  • Because of the searching order, it is faster to place loops which are executed often at the top of a script.
  • Labels are not case sensitive.
  • Loops which look something like the example below should be avoided as many of them could cause the mission to slow down:
if (condition) then {goto "wait"}

It is better to use the @ command to wait for a condition to be true, or put a small delay into the wait loop.


  • While it is not required to include a delay in a loop, such a loop without a delay can cause the script to slow the game down, as the loop will be executed many times before the game engine interrupts the script.
  • Unless you really want the loop to execute multiple times during a frame, you should include a small delay.
  • You would need to have many scripts running for this to be a significant issue.
  • Deciding whether to use a script with a loop or a trigger or even a @ statement to detect a condition is a complicated matter and should be subject to experimentation.

Posted on August 4, 2006 - 12:17

A goto command called within a forEach loop, will only execute a single jump to goto, once the forEach loop has finished:

{goto "wait"} forEach [0,1,2,3,4]