BIS_fnc_animatedBriefing

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Revision as of 01:49, 7 April 2024 by Hypoxic125 (talk | contribs) (Missing actual 2nd parameter - Music (string). Documentation at beginning of file does not match the params afterward. Updates parameters documentation and example)
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Description

Description:
Plays the Animated Briefings. Basically, it is a wrap function for the BIS_fnc_eventTimeline function.
Execution:
spawn
Groups:
SystemsBriefing

Syntax

Syntax:
[timeline, indexEvent, markersHide, markersShow, endPosition] call BIS_fnc_animatedBriefing
Parameters:
timeline: Array - array in format [time, code]:
  • time: Number - time the code is executed
  • code: Code - code executed when time is reached
indexEvent: Number - index of the event to play
music: String - (Optional, default "") CfgMusic class
markersHide: Array - (Optional, default []) array of markers which should be hidden when briefing starts
markersShow: Array - (Optional, default []) array of markers which should be shown when the briefing is done
endPosition: String - (Optional, default "") marker to focus when the briefing is done
codeEnd: Code - (Optional, default {}) code executed when briefing is done
Return Value:
Nothing

Examples

Example 1:
// timeline of events _timeline = [ [0.0, { hint "Start of the Timeline" }], [1.0, { hint "Event 1" }], [3.0, { hint "End of the timeline" }] ]; // get markers to be shown at end by using the layer's name private _showMarkers = (getMissionLayerEntities "showAtEnd") select 1; // start the Animated Briefing at index 0 // hide all markers and show the markers from the "showAtEnd" layer after the briefing is done // zoom on marker_rect_1 at the end of the briefing [_timeline, 0, "", nil, allMapMarkers, _showMarkers, "marker_rect_1"] spawn BIS_fnc_animatedBriefing; // Wait until timeline is over waitUntil { !(missionNamespace getVariable "BIS_fnc_eventTimeline_playing"); };

Additional Information

See also:
Arma 3 Animated Briefing BIS_fnc_eventTimeline

Notes

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