BIS_fnc_establishingShot

From Bohemia Interactive Community
Revision as of 22:28, 13 May 2023 by Lou Montana (talk | contribs) (Some wiki formatting)
Jump to navigation Jump to search
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 of Arrays - (Optional, default []) each array in format [icon, color, target, sizeX, sizeY, angle, text, shadow]:
  • icon: String - path to icon texture
  • color: Array format Color (RGBA)
  • target: Object, Position or Group - where the texture should be drawn
  • sizeX: Number - (Optional, default 1) icon width
  • sizeY: Number - (Optional, default 1) icon height
  • angle: Number - (Optional, default random 360) icon angle
  • text: String - (Optional, default "") text displayed underneath the icon
  • shadow: Number - (Optional, default 0)
    • 0 to draw a flat icon
    • 1 to draw a shadowed icon
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
Lou Montana - c
Posted on Jan 28, 2018 - 02:01 (UTC)
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]; };
R3vo - c
Posted on Jul 30, 2019 - 12:01 (UTC)
In order to change the camera to TI or NVG mode execute the following right after BIS_fnc_establishingShot was spawned. The effect will automatically be terminated once the establishing shot ended.