Island Anims - Care and feeding: Difference between revisions

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<big>Care and feeding of Island Animations</big>
<big>Care and feeding of Island Animations</big>


==What it is==
== What it is ==


Island animations are cutscenes that are loaded in the main menu. There is a specific island and its cutscene(s) loaded by default. Via the [[ArmA:_Startup_Parameters]] -world can set a different island or none as default.
Island animations are cutscenes that are loaded in the main menu. There is a specific island and its cutscene(s) loaded by default. Via the [[ArmA:_Startup_Parameters]] -world can set a different island or none as default.
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If you load a different island for a SP/MP mission or in the editor, and return to the main menu, you will see the cutscene(s) for the island, that was active last.
If you load a different island for a SP/MP mission or in the editor, and return to the main menu, you will see the cutscene(s) for the island, that was active last.


If the screen remains black or the last mission continues / is active in the background, the currently active island's cutscene(s) are broken or not present.
If the screen remains black or the last mission continues / is active in the background, the currently active island's cutscene is broken or not present.


==Create main menu cutscenes==
== Create main menu cutscenes ==


===Config definition===
=== Config definition ===


===Building a cutscene mission===
First you need to define the cutscene(s).


===Cutscene mission location===
You will define an identifier ('DesertIntro1' and 'DesertIntro2' in this case) and the location of the intro mission.


class CfgMissions
{
class Cutscenes
{
class DesertIntro1
{
directory = "ca\introAnims\data\scenes\intro.intro";
};
class DesertIntro2
{
directory = "ca\introAnims\data\scenes\intro2.intro";
};
};
};


==OFP specifics==
Add identifier(s) the list of the cutscenes array to your island:


All Island anims must go into the official .\OFP\Addons folder ''irrespective of using mod folders or not.''
class CfgWorlds
{
..
class Intro: CAWorld
{
cutscenes[] = {"DesertIntro1","DesertIntro2"};


A cutscene mission is to be called ''islandName_anim\intro'' and must remain a folder.
=== Building a cutscene mission ===


They cannot be packed inside a pbo.
The cutscene mission is standard mission that can be built with the games mission editor.


====Absolute path definition====
Only requirement is to have the  [[ArmA:_Mission_Editor#Currently_edited_mission_component|'component' set to intro]].


cutscenes[]={"..\adddons\islandName_anim\intro"};
'''You are very much recommended NOT to use a player entity and AI units as part of the intro mission.'''


In otherwords, this island pbo conforms to the standard, hardwired convention, of placing the island anim in the root Addons folder.  
If you do so, it will take a lot longer to load the cutscene in the main menu. This results in very annoying wait times!


However, how about this
Instead your intro mission should basically only consist of camera scenes of the terrain.


    cutscenes[]={"..\WinterEveron\ADDONS\doe1_anim\intro"};
An example of such a fast, loading simply cutscene can be found [[PROPER:Mod#PROPER_World|here]] (PROPER World ... Instant IntroAnims).


What you are saying here is you have created a mod which MUST be called WinterEveron (hardly an illogical choice, and hardly likely to collide with other folder names!)
=== Cutscene mission location ===


The island pbo, will call the anim in the same folder as the pbo. This is, after all how you shipped your island in a zip file in the first place!
It is good programming practice to separate your island anims from the island addon to a separate pbo.


From now on, you, and players, can use the anim in a 'standard' mod folder, called, WinterEveron.
The suggested naming schema for the pbo container is OfpecTag_M_Cutscenes_IslandName.
 
* [[OFPEC_tags]]
* M = mission container abbreviation
 
Example:
 
aceip_m_cutscenes_nogova
 
==== OFP specifics ====
 
The suggested naming schema for cutscene folder is ''OfpecTag_M_Cutscenes_IslandName\introX''
 
There is an [[Ofp Island Anim bug]] that requires you to do the following:
 
*The anim must remain in a folder. It '''cannot''' be packed inside a pbo container.
*'''All''' {{ofp}} island anims are hardwired addressed because of this.
 
Because of the lack of pbo, '''Any''' {{ofp}} island cutscene folder must have a hardwired address. There is no way round this.
 
By convention, '''most''' island oem creators have designated the official ~OFP\Addons folder. SImply because, that folder is guaranteed to exist!
 
cutscenes[]={"..\addons\aceip_m_cutscenes_nogova\intro1","..\addons\aceip_m_cutscenes_nogova\intro2"};
 
'''Some''', few, Mod creators (FDF eg), have improved this situation by putting their anim in a mod folder as follows
 
cutscenes[]={"..\MyMF\addons\aceip_m_cutscenes_nogova\intro1","..\MyMF\addons\aceip_m_cutscenes_nogova\intro2"};
 
The point remains however, that an island anim folder for ofp, is a hardwired object, that, unlike pbo's, cannot be moved anywhere other than where the author designates it to be.
 
{{GameCategory|arma1|Terrain Editing}}

Latest revision as of 14:12, 22 June 2021

Care and feeding of Island Animations

What it is

Island animations are cutscenes that are loaded in the main menu. There is a specific island and its cutscene(s) loaded by default. Via the ArmA:_Startup_Parameters -world can set a different island or none as default.

If you load a different island for a SP/MP mission or in the editor, and return to the main menu, you will see the cutscene(s) for the island, that was active last.

If the screen remains black or the last mission continues / is active in the background, the currently active island's cutscene is broken or not present.

Create main menu cutscenes

Config definition

First you need to define the cutscene(s).

You will define an identifier ('DesertIntro1' and 'DesertIntro2' in this case) and the location of the intro mission.

class CfgMissions
{
	class Cutscenes
	{
		class DesertIntro1
		{
			directory = "ca\introAnims\data\scenes\intro.intro";
		};
		class DesertIntro2
		{
			directory = "ca\introAnims\data\scenes\intro2.intro";
		};
	};
};

Add identifier(s) the list of the cutscenes array to your island:

class CfgWorlds
{
..
	class Intro: CAWorld
	{
		cutscenes[] = {"DesertIntro1","DesertIntro2"};

Building a cutscene mission

The cutscene mission is standard mission that can be built with the games mission editor.

Only requirement is to have the 'component' set to intro.

You are very much recommended NOT to use a player entity and AI units as part of the intro mission.

If you do so, it will take a lot longer to load the cutscene in the main menu. This results in very annoying wait times!

Instead your intro mission should basically only consist of camera scenes of the terrain.

An example of such a fast, loading simply cutscene can be found here (PROPER World ... Instant IntroAnims).

Cutscene mission location

It is good programming practice to separate your island anims from the island addon to a separate pbo.

The suggested naming schema for the pbo container is OfpecTag_M_Cutscenes_IslandName.

Example:

aceip_m_cutscenes_nogova

OFP specifics

The suggested naming schema for cutscene folder is OfpecTag_M_Cutscenes_IslandName\introX

There is an Ofp Island Anim bug that requires you to do the following:

  • The anim must remain in a folder. It cannot be packed inside a pbo container.
  • All Operation Flashpoint island anims are hardwired addressed because of this.

Because of the lack of pbo, Any Operation Flashpoint island cutscene folder must have a hardwired address. There is no way round this.

By convention, most island oem creators have designated the official ~OFP\Addons folder. SImply because, that folder is guaranteed to exist!

cutscenes[]={"..\addons\aceip_m_cutscenes_nogova\intro1","..\addons\aceip_m_cutscenes_nogova\intro2"};

Some, few, Mod creators (FDF eg), have improved this situation by putting their anim in a mod folder as follows

cutscenes[]={"..\MyMF\addons\aceip_m_cutscenes_nogova\intro1","..\MyMF\addons\aceip_m_cutscenes_nogova\intro2"};

The point remains however, that an island anim folder for ofp, is a hardwired object, that, unlike pbo's, cannot be moved anywhere other than where the author designates it to be.