Island Anims - Care and feeding

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Revision as of 15:37, 13 March 2009 by WGL.Q (talk | contribs) (To be continued)
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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(s) are broken or not present.

Create main menu cutscenes

Config definition

Building a cutscene mission

Cutscene mission location

OFP specifics

All Island anims must go into the official .\OFP\Addons folder irrespective of using mod folders or not.

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

They cannot be packed inside a pbo.

Absolute path definition

cutscenes[]={"..\adddons\islandName_anim\intro"};

In otherwords, this island pbo conforms to the standard, hardwired convention, of placing the island anim in the root Addons folder.

However, how about this

   cutscenes[]={"..\WinterEveron\ADDONS\doe1_anim\intro"};

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!)

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!

From now on, you, and players, can use the anim in a 'standard' mod folder, called, WinterEveron.