BIS_fnc_establishingShot

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Introduced with Arma 3 version 1.00
  Arguments of this scripting function don't have to be local to the client the function is executed onEffects of this scripting function are not broadcasted over the network and remain local to the client the function is executed on

Click on the images for descriptions

Introduced in

Game:
Arma 3
Version:
1.00

Description

Description:
Play a fake UAV observational sequence which serves as an establishing shot.

Syntax

Syntax:
[target, text, altitude, radius, angle, rotation, iconOptions, mode, fadeIn,waitTime] spawn BIS_fnc_establishingShot
Parameters:
target: Object or Array - Target or target's position
text: String - Text to display
altitude: Number - (optional) Altitude (in meters)
radius: Number - (optional) Radius of the circular movement (in meters)
angle: Number - Viewing angle (in degrees)
rotation: Number - Direction of camera movement (0: anti-clockwise, 1: clockwise, default: random)
iconOptions: Array - Objects/positions/groups to display icons over
Syntax: [[icon, color, target, size X, size Y, angle, text, shadow], (...)]
mode: Number - 0: normal (default), 1: world scenes
fadeIn: Boolean - Fade in after completion (default: true)
waitTime: Number - Wait time in seconds after the shot has been completed (Since Arma 3 1.81)
Return Value:
Boolean - true when done

Examples

Example 1:
[player, "I can see my house from here", 500, 250, 75, 1, [], 0, true] spawn BIS_fnc_establishingShot

Additional Information

Execution:
spawn
Multiplayer:
-
See also:
BIS_fnc_dynamicTextGUI functions

Notes

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Notes

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Posted on January 28, 2018 - 02:01 (UTC)
Lou Montana
Be aware that spawning this function will set enableSaving to true. Quick workaround: _savingEnabled = savingEnabled; _handle = [player, "myText"] spawn BIS_fnc_establishingShot; waitUntil { scriptDone _handle }; enableSaving [_savingEnabled, false]; Or, if you can't wait the end of the establishing shot: _savingEnabled = savingEnabled; _handle = [player, "myText"] spawn BIS_fnc_establishingShot; _handle spawn { waitUntil { scriptDone _this }; enableSaving [_savingEnabled, false]; };