BIS fnc establishingShot: Difference between revisions

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m (Text replacement - "<code>([^<]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^<]*) *<\/code>" to "<code>$1$2$3</code>")
m (Text replacement - "<code>([^<]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^<]*) *<\/code>" to "<code>$1$2$3</code>")
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_handle = [player, "myText"] spawn BIS_fnc_establishingShot;
_handle = [player, "myText"] spawn BIS_fnc_establishingShot;
waitUntil { scriptDone _handle };
waitUntil { scriptDone _handle };
[[enableSaving]] [_savingEnabled, false];</code>
enableSaving [_savingEnabled, false];</code>


Or, if you can't wait the end of the establishing shot:
Or, if you can't wait the end of the establishing shot:
<code>private _savingEnabled = savingEnabled;
<code>private _savingEnabled = savingEnabled;
_handle = [player, "myText"] spawn BIS_fnc_establishingShot;
_handle = [player, "myText"] spawn BIS_fnc_establishingShot;
_handle spawn { waitUntil { [[scriptDone]] _this }; [[enableSaving]] [_savingEnabled, false]; };</code>
_handle spawn { waitUntil { scriptDone _this }; [[enableSaving]] [_savingEnabled, false]; };</code>
</dd>
</dd>



Revision as of 21:40, 12 July 2022

Hover & click on the images for description

Description

Description:
Plays a fake UAV observational sequence which serves as an establishing shot.
BIS fnc establishingShot.gif
Execution:
spawn
Groups:
GUI

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 - (Optional, default "") Text to display
altitude: Number - (Optional, default 500) Altitude in meters
radius: Number - (Optional, default 200) Radius of the circular movement in meters
angle: Number - (Optional, default random) Viewing angle in degrees
rotation: Number - (Optional, default random) Direction of camera movement
  • 0: anti-clockwise
  • 1: clockwise
iconOptions: Array - (Optional, default []) Each array in format:
  • 0: icon: String - Path to icon texture
  • 1: color: Array - Color in format [R,G,B,A]
  • 2: target: Object, Position or Group - Where the texture should be drawn
  • 3: sizeX: Number - (Optional, default 1) Size of icon in x
  • 4: sizeY: Number - (Optional, default 1) Size of icon in y
  • 5: angle: Number - (Optional, default random 360) Angle of icon
  • 6: text: String - (Optional, default "") Text displayed underneath the icon
  • 7: shadow: Number - (Optional, default 0)
    • 0 to draw now shadow
    • 1 to draw a shadow
mode: Number - (Optional, default 0)
  • 0: normal (Disables saving and sets BIS_missionStarted to nil)
  • 1: world scenes
fadeIn: Boolean - (Optional, default true) Fade in after completion
since Arma 3 logo black.png1.82
waitTime: Number - (Optional, default 2) Wait time in seconds after the shot has been completed
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;
Example 2:
[ [5229.97,5233.07,0], "BLUFOR and OPFOR firefight", 500, 250, 75, 1, [ ["\A3\ui_f\data\map\markers\nato\b_inf.paa",[0,0.3,0.6,1],group_1,1,1,0,"BLUFOR"], ["\A3\ui_f\data\map\markers\nato\o_inf.paa",[0.5,0,0,1],group_2,1,1,0,"OPFOR"] ], 0, true, 15 ] spawn BIS_fnc_establishingShot;

Additional Information

See also:
BIS_fnc_dynamicText Arma 3: Mission Presentation

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Posted on January 28, 2018 - 02:01 (UTC)
Lou Montana
Be aware that spawning this function will set enableSaving to true. Quick workaround: private _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: private _savingEnabled = savingEnabled; _handle = [player, "myText"] spawn BIS_fnc_establishingShot; _handle spawn { waitUntil { scriptDone _this }; enableSaving [_savingEnabled, false]; };
Posted on July 30, 2019 - 12:01 (UTC)
R3vo
In order to change the camera to TI or NVG mode execute the following right after BIS_fnc_establishingShot was spawned. true setCamUseTI 1; The effect will automatically be terminated once the establishing shot ended.