showCinemaBorder: Difference between revisions

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| Force drawing of cinema borders. This is normally used in cutscenes to indicate player has no control. |= Description
| Forces drawing of cinema borders when using custom camera [[camCreate]]. This is normally used in cutscenes to indicate player has no control. |= Description
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|x1= <code>showCinemaBorder [[true]]</code> |= Example 1
|x1= <code>[[showCinemaBorder]] [[false]];</code> |= Example 1
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| |= See also
| [[showHUD]] |= See also


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<dd class="notedate">Posted on 13 October 2007 - 15:20 (CEST)
<dd class="notedate">Posted on 13 October 2007 - 15:20 (CEST)
<dt class="note">[[User:Crowe|Crowe]]
<dt class="note">[[User:Crowe|Crowe]]
<dd class="note">This command does only work when Mission is started. Use waituntil {(time>0)}; to be sure it works.
<dd class="note">This command does only work when Mission is started. Use [[waitUntil]] {[[time]] > 0}; to be sure it works.




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[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.99|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.96|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.96|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.46|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.46|{{uc:{{PAGENAME}}}}]]

Revision as of 12:17, 25 September 2014

Hover & click on the images for description

Description

Description:
Forces drawing of cinema borders when using custom camera camCreate. This is normally used in cutscenes to indicate player has no control.
Groups:
Uncategorised

Syntax

Syntax:
showCinemaBorder show
Parameters:
show: Boolean
Return Value:
Nothing

Examples

Example 1:
showCinemaBorder false;

Additional Information

See also:
showHUD

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

Notes

Posted on 13 October 2007 - 15:20 (CEST)
Crowe
This command does only work when Mission is started. Use waitUntil {time > 0}; to be sure it works.

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