Island Anims - Care and feeding: Difference between revisions

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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 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(s) are 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).
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===
===Building a cutscene mission===


===Cutscene mission location===
===Cutscene mission location===


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


==OFP specifics==
The suggested naming schema for the pbo container is OfpecTag_M_Cutscenes_IslandName.


All Island anims must go into the official .\OFP\Addons folder ''irrespective of using mod folders or not.''
* [[OFPEC_tags]]
* M = mission container abbreviation


A cutscene mission is to be called ''islandName_anim\intro'' and must remain a folder.
Example:


They cannot be packed inside a pbo.
aceip_m_cutscenes_nogova


====Absolute path definition====
====OFP specifics====


cutscenes[]={"..\adddons\islandName_anim\intro"};
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.


In otherwords, this island pbo conforms to the standard, hardwired convention, of placing the island anim in the root Addons folder.  
All island cutscene folders must go into the official .\OFP\Addons folder ''irrespective of using mod folders or not.''


However, how about this
=====Absolute path definition=====


    cutscenes[]={"..\WinterEveron\ADDONS\doe1_anim\intro"};
It is possible to set an absolute path instead of a relative:


What you are saying here is you have created a mod which MUST be called WinterEveron (hardly an illogical choice, and hardly likely to collide with other folder names!)
cutscenes[]={"..\MyMF\addons\aceip_m_cutscenes_nogova\intro1","..\MyMF\addons\aceip_m_cutscenes_nogova\intro2"};


The island pbo, will call the anim in the same folder as the pbo. This is, after all how you shipped your island in a zip file in the first place!
'''This is not recommended!'''


From now on, you, and players, can use the anim in a 'standard' mod folder, called, WinterEveron.
This set an dependency where the user has to put the file to as well and forces him to use a specific modfolder naming.

Revision as of 10:12, 14 March 2009

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

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 and must remain a folder. They cannot be packed inside a pbo container.

All island cutscene folders must go into the official .\OFP\Addons folder irrespective of using mod folders or not.

Absolute path definition

It is possible to set an absolute path instead of a relative:

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

This is not recommended!

This set an dependency where the user has to put the file to as well and forces him to use a specific modfolder naming.