Notification – Arma 3
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Lou Montana (talk | contribs) m (Some wiki formatting) |
Cat Harsis (talk | contribs) m (Example at beginning of page used wrong parameters, leading to the description staying empty and param being ignored) |
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{{arma3}} allows to show mission or system notification using [[BIS_fnc_showNotification]] function: | {{arma3}} allows to show mission or system notification using [[BIS_fnc_showNotification]] function: | ||
<sqf> | <sqf> | ||
["TaskSucceeded", ["Disable the nuke"]] call BIS_fnc_showNotification; | ["TaskSucceeded", ["", "Disable the nuke"]] call BIS_fnc_showNotification; | ||
["ScoreAdded", ["Disabled the nuke without triggering an alarm.", 5]] call BIS_fnc_showNotification; | ["ScoreAdded", ["", "Disabled the nuke without triggering an alarm.", 5]] call BIS_fnc_showNotification; | ||
</sqf> | </sqf> | ||
Latest revision as of 11:55, 10 March 2023
Arma 3 allows to show mission or system notification using BIS_fnc_showNotification function:
["TaskSucceeded", ["", "Disable the nuke"]] call BIS_fnc_showNotification;
["ScoreAdded", ["", "Disabled the nuke without triggering an alarm.", 5]] call BIS_fnc_showNotification;
Instead of defining every single param over and over again in multiple missions, it is possible to reference a template defined in CfgNotifications class either in mission / campaign Description.ext or in global config.cpp.
class CfgNotifications
{
class Default
{
title = ""; // Title displayed as text on black background. Filled by arguments.
iconPicture = ""; // Small icon displayed in left part. Colored by "color", filled by arguments.
iconText = ""; // Short text displayed over the icon. Colored by "color", filled by arguments.
description = ""; // Brief description displayed as structured text. Colored by "color", filled by arguments.
color[] = {1,1,1,1}; // Icon and text color
duration = 5; // How many seconds will the notification be displayed
priority = 0; // Priority; higher number = more important; tasks in queue are selected by priority
difficulty[] = {}; // Required difficulty settings. All listed difficulties has to be enabled
};
// Example 1
class TaskAssigned
{
title = "TASK ASSIGNED";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa";
description = "%1";
priority = 7;
};
// Example 2
class ScoreAdded
{
title = "Score bonus";
iconText = "+%2";
description = "%1";
color[] = {0.5,1,1,1};
priority = 0;
difficulty[] = {"netStats"};
};
};
2.06 Default version:
color[] = {
"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])",
"(profilenamespace getvariable ['IGUI_TEXT_RGB_G',1])",
"(profilenamespace getvariable ['IGUI_TEXT_RGB_B',1])",
"(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0.8])"
};
colorIconPicture[] = {
"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])",
"(profilenamespace getvariable ['IGUI_TEXT_RGB_G',1])",
"(profilenamespace getvariable ['IGUI_TEXT_RGB_B',1])",
"(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0.8])"
};
colorIconText[] = {
"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])",
"(profilenamespace getvariable ['IGUI_TEXT_RGB_G',1])",
"(profilenamespace getvariable ['IGUI_TEXT_RGB_B',1])",
"(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0.8])"
};
description = "";
difficulty[] = {};
duration = 3;
iconPicture = "";
iconText = "";
priority = 0;
sound = "defaultNotification"; // Sound to be played upon notification is created. (cfgSounds)
soundClose = "defaultNotificationClose"; // Sound to be played upon notification is collapsed. (cfgSounds)
soundRadio = ""; // Radio message to be played upon notification is created. HQ entity of player side is used. (cfgRadio)
title = "";