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natethegreat

need help with text on intro

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I am creating a mission but I have seen missions like operation skalisty while in the intro part the lower right hand corner text comes up in a typewriter kind of way. I have seen this in multiple missions and would like to know by your pros how to do this. I have searched high and low for it. thanks

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Place down the Functions Module first, then use this in your init:

waitUntil{!(isNil "BIS_fnc_init")};

[str ("Mission Name Here") ,  str(date select 1) + "." + str(date select 2) + "." + str(date select 0), str("Mission Location Here")] spawn BIS_fnc_infoText;

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Is there anyway you can make it a bit slower or display two seperate messages using this function?

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You can call it twice. :) Not sure about slower, need to look at the function still.

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how do I trigger this without anyone else getting the typo message unless they trigger it too?

I created a trigger which executes the typo text, but everyone else (MP) gets the message as well. so, how would I have to make it that only people who trigger it get the message?

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Have the trigger run a script and have the script check that the player is in the trigger area (maybe use the function: _inTrig = [triggerName, position player] call BIS_fnc_inTrigger;) only then run the infotext stuff.

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I wrote a testscript.sqm file that contains this:

_inTrig = [[i]testtrigger[/i], position player] call BIS_fnc_inTrigger;
waitUntil{!(isNil "BIS_fnc_init")};
["[i]testtext[/i]"] call BIS_fnc_infoText;

only things I had different were the words written italic. other than that it's a 1:1 copy.

trigger settings:

BLUFOR / REPEATEDLY / TIMEOUT / Trigger Name: [i]testtrigger[/i]

Condition: this
On Act.: nul = [player] execVM "locations\[i]testscript[/i].sqm";

It still didn't work. The trigger was still activated by any kind of BLUFOR units (even by the UAV). and when I sent a squadmember into the trigger zone after I added your suggestion as shown above I still got the typo message as well. :(

(btw: what's the difference between a sqm and sqf file? are those different categories of scripts or something?)

  Reveal hidden contents
Edited by Bulldog Six

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If the unit that need to trigger is one and only, try to group the trigger with the unit (the player as well).

Then, in the trigger, choose one from "group leader", "any member", "all group", "vehicle".

The trigger should activate only when the selected unit is present.

let me know if it helped.

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  CarlGustaffa said:
Try condition field:

this && player in thislist

WHOOOHOOO!! it works! at least with AI's. when I send them into the trigger zone I get no message anymore, but when I walk in I get it.

a-ma-zing Carl Gustaffa! that worked! you made my day bro :D

---------- Post added at 23:38 ---------- Previous post was at 23:31 ----------

  puzzola said:
If the unit that need to trigger is one and only, try to group the trigger with the unit (the player as well).

Then, in the trigger, choose one from "group leader", "any member", "all group", "vehicle".

The trigger should activate only when the selected unit is present.

let me know if it helped.

I'll try that for a different purpose at a later time, when I get started on setting up individual missions for individual squads. I'll PM you then about the results, ok? Might be a while until I'm done with that though, would have to set up the missions first and add this kind of stuff afterwards.

Thx for the help m8! :)

Edited by Bulldog Six

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Update: I noticed it doesn't work if you are in a vehicle/aircraft. Is there something I can do to make it show up if you are in a vehicle as well?

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that worked! thank you very much kylania!

both of you, kylania and CarlGustaffa, are already included in my opening credits for your great contributions to my map :)

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Lol, I think a "thanks to those who helped" would be sufficient. Helping out is what these forums are all about. I couldn't possibly remember everyone who has helped me with all my questions over the years.

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but that's what a nice intro is all about :D

.to introduce all the people who worked their heart and mind in effort to realize an idea so one can honor and memorize them.

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  larsiano said:
Is there anyway you can make it a bit slower or display two seperate messages using this function?

waitUntil{!(isNil "BIS_fnc_init")};
sleep 3;
[rank player, name player] call BIS_fnc_infoText;
sleep 3;
["Delta One Force", "Operation Warlord"] call BIS_fnc_infoText;
sleep 3;		
       ["Shukurkalay","T A K I S T A N", str(date select 2) + "." + str(date select 1) + "." + str(date select 0)] call BIS_fnc_infoText;

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  kylania said:
Place down the Functions Module first, then use this in your init:

waitUntil{!(isNil "BIS_fnc_init")};

[str ("Mission Name Here") ,  str(date select 1) + "." + str(date select 2) + "." + str(date select 0), str("Mission Location Here")] spawn BIS_fnc_infoText;

What do you mean by Functions Module first? All vital scrips and then put this line at the end? I copied and pasted the stuff you wrote there but nothing comes up.

This is what my init.sqf looks like. I get no errors nor any text :j:

sleep 0.5;
waitUntil {sleep 0.02; (!(isNull (findDisplay 46)))};
(findDisplay 46) displayAddEventHandler ["KeyDown", "if (_this select 1 in actionKeys 'Chat') then { true } else { false };"];


waitUntil {sleep 0.01; (!(isNull (findDisplay 46)))};
(findDisplay 46) displayAddEventHandler ["KeyDown", "if (_this select 1 in actionKeys 'showMap') then { true } else { false };"];


if (rank player =="Private" ) then {[] execVM "Private.sqs"};
if (rank player =="Sergeant" ) then {[] execVM "Sergeant.sqs"};
[] execVM "Distance_To_Team.sqf";

player addAction ["Surrender","Surrender.sqf"];
player setVariable ["BIS_noCoreConversations", true];

waitUntil{!(isNil "BIS_fnc_init")};

[str ("Mission Name Here") ,  str(date select 1) + "." + str(date select 2) + "." + str(date select 0), str("Mission Location Here")] spawn BIS_fnc_infoText;

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  Cain_ said:
What do you mean by Functions Module first? All vital scrips and then put this line at the end? I copied and pasted the stuff you wrote there but nothing comes up.

When in the editor, go to Modules and place the one called FUNCTIONS.

If you do not do this, it wont work, all the functions are in that module.

_neo_

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It means what it says. Place the functions module (F7) and it will work ;D

€dit: grr, not fast enough via mobile >:O

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thanks guys. Id send you flowers but I have no money :)

:bounce3::bounce3:

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Made a quick tutorial for this some time ago, if anyone need an extra hand with it.

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