BIS_fnc_eventTimeline

From Bohemia Interactive Community
Revision as of 10:06, 14 June 2021 by Lou Montana (talk | contribs) (Text replacement - "\|game([0-9])=([^ ]+) * \|version([0-9])=([^ ]+) * " to "|game$1=$2 |version$3=$4 ")
Jump to navigation Jump to search
Hover & click on the images for description

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

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