BIS_fnc_eventTimeline

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Revision as of 18:16, 8 November 2023 by Lou Montana (talk | contribs) (Text replacement - " +\]" to "]")
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Description

Description:
Universal system for playing sequential events defined by time.
codeInterrupt and codeEnd are called while the code in the timeline is spawned.
Execution:
spawn
Groups:
TimelineSystems

Syntax

Syntax:
[timeline, index, music, codeInterrupt, codeEnd] call BIS_fnc_eventTimeline
Parameters:
timeline: Array - timeline in format [[1.0, {code}], [2.0, {code}], [2.3, {code}], [4.7, {code}]]
index: Number - (Optional, default 0) index of the event to play
music: String - (Optional, default "") music to be played which will provide the sync time for the timeline
codeInterrupt: Code - (Optional, default params ["_pointer", "_baseTime", "_evenTime"]; ["Timeline interrupted while playing event nr.: %1 (%2)", _pointer, _baseTime + _eventTime] call BIS_fnc_logFormat;)
Code to be executed if the timeline is interrupted with missionNamespace setVariable ["BIS_fnc_eventTimeline_playing", false]
codeEnd: Array or Code - (Optional, default nil) Code or Array of codes to be executed once the timeline is finished. The codes are called one after the other.
Return Value:
Nothing

Examples

Example 1:
private _timeline = [ [0.0, { hint "Start of the Timeline" }], [1.0, { hint "Event 1" }], [3.0, { hint "End of the timeline" }] ]; [_timeline, 0, "", { hint "Interrupted" }, { hint "Timeline done" }] spawn BIS_fnc_eventTimeline;

Additional Information

See also:
BIS_fnc_animatedBriefing

Notes

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