startLoadingScreen

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Description

Description:
Shows loading screen with the given text, using the given resource. While loading screen is shown, simulation and scene drawing is disabled, user control is disabled, mouse cursor is hidden, scripts run at full speed (50ms per frame instead of 3ms per frame for Scheduled Scripts).
By default, startLoadingScreen will use "RscDisplayNotFreeze" resource.

A custom resource can be defined in Description.ext, and a full black background will be used by default - the following controls are supported by the engine:

  • idc = 101 - text (type = 0) or picture (type = 48). The text will be set to the value provided by the command argument.
  • idc = 103 - progress (type = 8) or animated texture (type = 45). This control indicates global hardcoded mission loading progress and is useless after the mission is loaded.
  • idc = 104 - progress (type = 8). This control's progress is initially set to 0 and can be manipulated with progressLoadingScreen command.

Resource can be defined in Description.ext; it must NOT be defined as RscTitles!

// basic defines - pre "import" keyword in v2.02
class RscText
{
	type = 0;
	idc = -1;
	x = 0;
	y = 0;
	h = 0.037;
	w = 0.3;
	style = 0x100; 
	font = Zeppelin32;
	SizeEx = 0.03921;
	colorText[] = { 1, 1, 1, 1 };
	colorBackground[] = { 0, 0, 0, 0 };
	linespacing = 1;
};
class RscPicture
{
	access = 0;
	type = 0;
	idc = -1;
	style = 48;
	colorBackground[] = { 0, 0, 0, 0 };
	colorText[] = { 1, 1, 1, 1 };
	font = "TahomaB";
	sizeEx = 0;
	lineSpacing = 0;
	text = "";
};
class RscLoadingText : RscText
{
	style = 2;
	x = 0.323532;
	y = 0.666672;
	w = 0.352944;
	h = 0.039216;
	sizeEx = 0.03921;
	colorText[] = { 0.543, 0.5742, 0.4102, 1.0 };
};
class RscProgress
{
	x = 0.344;
	y = 0.619;
	w = 0.313726;
	h = 0.0261438;
	texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
	colorFrame[] = { 0, 0, 0, 0 };
	colorBar[] = { 1, 1, 1, 1 };
};
class RscProgressNotFreeze
{
	idc = -1;
	type = 45;
	style = 0;
	x = 0.022059;
	y = 0.911772;
	w = 0.029412;
	h = 0.039216;
	texture = "#(argb,8,8,3)color(0,0,0,0)";
};
// end of basic defines

class WIKI_loadingScreen
{ 
	idd = -1;
	duration = 10e10;
	fadein = 0;
	fadeout = 0;
	name = "loading screen";
	class controlsBackground
	{
		class blueBackground : RscText // covers the black screen
		{
			x = safezoneXAbs;
			y = safezoneY;
			w = safezoneWAbs;
			h = safezoneH;
			text = "";
			colorText[] = { 0, 0, 0, 0 };
			colorBackground[] = { 0, 0, 1, 1 };
		};
		class nicePic : RscPicture
		{
			style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO
			x = safezoneX + safezoneW/2 - 0.25;
			y = safezoneY + safezoneH/2 - 0.2;
			w = 0.5;
			h = 0.4;
			text = "img\nicePic.paa";
		};
	};
	class controls
	{
		class Title1 : RscLoadingText
		{
			text = "$STR_LOADING"; // "Loading" text in the middle of the screen
		};
		class CA_Progress : RscProgress // progress bar, has to have idc 104
		{
			idc = 104;
			type = 8; // CT_PROGRESS
			style = 0; // ST_SINGLE
			texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
		};
		class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse
		{
			idc = 103;
		};
		class Name2: RscText // the text on the top-left
		{
			idc = 101;
			x = 0.05;
			y = 0.029412;
			w = 0.9;
			h = 0.04902;
			text = "";
			sizeEx = 0.05;
			colorText[] = { 0.543, 0.5742, 0.4102, 1.0 };
		};
	};
};
↑ Back to spoiler's top
  • The loading screen does not end by itself and absolutely needs a call to endLoadingScreen command
  • Game simulation is disabled during Loading Screen operation (at least in single player):
Arma 3
Use BIS_fnc_startLoadingScreen to prevent potential usage conflicts.
Groups:
System

Syntax

Syntax:
startLoadingScreen [text, resource]
Parameters:
text: String
resource (Optional): String
Return Value:
Nothing

Examples

Example 1:
startLoadingScreen ["Loading My Mission, please wait..."];
Example 2:
startLoadingScreen ["Can't skip loading time...", "MyLoadingRsc"];
Example 3:
startLoadingScreen ["Loading My Mission"]; // code progressLoadingScreen 0.5; // code endLoadingScreen;
Example 4:
// this structure prevents error-prone or lengthy code to miss endLoadingScreen. private _maxTime = diag_tickTime + 30; // max 30s of loading startLoadingScreen ["Loading"]; private _handle = [] spawn { // code that may crash or take too long }; waitUntil { uiSleep .1; scriptDone _handle || diag_tickTime > _maxTime }; endLoadingScreen;

Additional Information

See also:
endLoadingScreenprogressLoadingScreenBIS_fnc_startLoadingScreenimport

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
Posted on November 21, 2015 - 18:38 (UTC)
Killzone Kid
The default Arma 3 loading screen has no control to display text.