Island Anims - Care and feeding: Difference between revisions

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<big>Care and feeding of Island Animations</big>
<big>Care and feeding of Island Animations</big>


==What it is==
== What it is ==


Island animations are cutscenes that are loaded in the main menu. There is a specific island and its cutscene(s) loaded by default. Via the [[ArmA:_Startup_Parameters]] -world can set a different island or none as default.
Island animations are cutscenes that are loaded in the main menu. There is a specific island and its cutscene(s) loaded by default. Via the [[ArmA:_Startup_Parameters]] -world can set a different island or none as default.
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If the screen remains black or the last mission continues / is active in the background, the currently active island's cutscene is broken or not present.
If the screen remains black or the last mission continues / is active in the background, the currently active island's cutscene is broken or not present.


==Create main menu cutscenes==
== Create main menu cutscenes ==


===Config definition===
=== Config definition ===


First you need to define the cutscene(s).
First you need to define the cutscene(s).
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  cutscenes[] = {"DesertIntro1","DesertIntro2"};
  cutscenes[] = {"DesertIntro1","DesertIntro2"};


===Building a cutscene mission===
=== Building a cutscene mission ===


The cutscene mission is standard mission that can be built with the games mission editor.


Only requirement is to have the  [[ArmA:_Mission_Editor#Currently_edited_mission_component|'component' set to intro]].


===Cutscene mission location===
'''You are very much recommended NOT to use a player entity and AI units as part of the intro mission.'''
 
If you do so, it will take a lot longer to load the cutscene in the main menu. This results in very annoying wait times!
 
Instead your intro mission should basically only consist of camera scenes of the terrain.
 
An example of such a fast, loading simply cutscene can be found [[PROPER:Mod#PROPER_World|here]] (PROPER World ... Instant IntroAnims).
 
=== Cutscene mission location ===


It is good programming practice to separate your island anims from the island addon to a separate pbo.
It is good programming practice to separate your island anims from the island addon to a separate pbo.
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The suggested naming schema for the pbo container is OfpecTag_M_Cutscenes_IslandName.
The suggested naming schema for the pbo container is OfpecTag_M_Cutscenes_IslandName.


* [[OFPEC_tags]]
* [[Scripting Tags]]
* M = mission container abbreviation  
* M = mission container abbreviation  


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  aceip_m_cutscenes_nogova
  aceip_m_cutscenes_nogova


====OFP specifics====
==== OFP specifics ====
 
The suggested naming schema for cutscene folder is ''OfpecTag_M_Cutscenes_IslandName\introX''
 
There is an [[Ofp Island Anim bug]] that requires you to do the following:
 
*The anim must remain in a folder. It '''cannot''' be packed inside a pbo container.
*'''All''' {{ofp}} island anims are hardwired addressed because of this.


The suggested naming schema for cutscene folder is ''OfpecTag_M_Cutscenes_IslandName\introX'' and must remain a folder. They cannot be packed inside a pbo container.
Because of the lack of pbo, '''Any''' {{ofp}} island cutscene folder must have a hardwired address. There is no way round this.


All island cutscene folders must go into the official .\OFP\Addons folder ''irrespective of using mod folders or not.''
By convention, '''most''' island oem creators have designated the official ~OFP\Addons folder. SImply because, that folder is guaranteed to exist!


=====Absolute path definition=====
cutscenes[]={"..\addons\aceip_m_cutscenes_nogova\intro1","..\addons\aceip_m_cutscenes_nogova\intro2"};


It is possible to set an absolute path instead of a relative:
'''Some''', few, Mod creators (FDF eg), have improved this situation by putting their anim in a mod folder as follows


  cutscenes[]={"..\MyMF\addons\aceip_m_cutscenes_nogova\intro1","..\MyMF\addons\aceip_m_cutscenes_nogova\intro2"};
  cutscenes[]={"..\MyMF\addons\aceip_m_cutscenes_nogova\intro1","..\MyMF\addons\aceip_m_cutscenes_nogova\intro2"};


'''This is not recommended!'''
The point remains however, that an island anim folder for ofp, is a hardwired object, that, unlike pbo's, cannot be moved anywhere other than where the author designates it to be.


This set an dependency where the user has to put the file to as well and forces him to use a specific modfolder naming.
{{GameCategory|arma1|Terrain Editing}}

Latest revision as of 12:01, 2 October 2024

Care and feeding of Island Animations

What it is

Island animations are cutscenes that are loaded in the main menu. There is a specific island and its cutscene(s) loaded by default. Via the ArmA:_Startup_Parameters -world can set a different island or none as default.

If you load a different island for a SP/MP mission or in the editor, and return to the main menu, you will see the cutscene(s) for the island, that was active last.

If the screen remains black or the last mission continues / is active in the background, the currently active island's cutscene is broken or not present.

Create main menu cutscenes

Config definition

First you need to define the cutscene(s).

You will define an identifier ('DesertIntro1' and 'DesertIntro2' in this case) and the location of the intro mission.

class CfgMissions
{
	class Cutscenes
	{
		class DesertIntro1
		{
			directory = "ca\introAnims\data\scenes\intro.intro";
		};
		class DesertIntro2
		{
			directory = "ca\introAnims\data\scenes\intro2.intro";
		};
	};
};

Add identifier(s) the list of the cutscenes array to your island:

class CfgWorlds
{
..
	class Intro: CAWorld
	{
		cutscenes[] = {"DesertIntro1","DesertIntro2"};

Building a cutscene mission

The cutscene mission is standard mission that can be built with the games mission editor.

Only requirement is to have the 'component' set to intro.

You are very much recommended NOT to use a player entity and AI units as part of the intro mission.

If you do so, it will take a lot longer to load the cutscene in the main menu. This results in very annoying wait times!

Instead your intro mission should basically only consist of camera scenes of the terrain.

An example of such a fast, loading simply cutscene can be found here (PROPER World ... Instant IntroAnims).

Cutscene mission location

It is good programming practice to separate your island anims from the island addon to a separate pbo.

The suggested naming schema for the pbo container is OfpecTag_M_Cutscenes_IslandName.

Example:

aceip_m_cutscenes_nogova

OFP specifics

The suggested naming schema for cutscene folder is OfpecTag_M_Cutscenes_IslandName\introX

There is an Ofp Island Anim bug that requires you to do the following:

  • The anim must remain in a folder. It cannot be packed inside a pbo container.
  • All Operation Flashpoint island anims are hardwired addressed because of this.

Because of the lack of pbo, Any Operation Flashpoint island cutscene folder must have a hardwired address. There is no way round this.

By convention, most island oem creators have designated the official ~OFP\Addons folder. SImply because, that folder is guaranteed to exist!

cutscenes[]={"..\addons\aceip_m_cutscenes_nogova\intro1","..\addons\aceip_m_cutscenes_nogova\intro2"};

Some, few, Mod creators (FDF eg), have improved this situation by putting their anim in a mod folder as follows

cutscenes[]={"..\MyMF\addons\aceip_m_cutscenes_nogova\intro1","..\MyMF\addons\aceip_m_cutscenes_nogova\intro2"};

The point remains however, that an island anim folder for ofp, is a hardwired object, that, unlike pbo's, cannot be moved anywhere other than where the author designates it to be.