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LoadingScreen (how-to)

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Guys, how do I get the file LoadScreen.ext CA?

If I understood is that I need to have this file in the mission.

Was it?

Goodbye!

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Please let us know HOW to remove that awfully annoying CBA loadscreen is all I ask !

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Please let us know HOW to remove that awfully annoying CBA loadscreen is all I ask !

Don't use CBA. That's about the only way. What happens is CBA is doing critical-basically-only-to-CBA stuff and actually pauses your game while it does it.

So the only way to stop it is not to use it. Super sucky and infuriatingly intrusive, but that's how that script works.

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Guys, how do I get the file LoadScreen.ext CA?

It's in the missions_e.pbo under ca\missions_e\campaign\

or copy this in case you don't wanna mess with the pbo:

LoadingScreen.ext:

// ======================
// Loading screen related
// ======================
#ifndef LOADSCREENTEXT
#define LOADSCREEN "img\loading_CO.paa"
#endif

#ifndef LOADSCREENTEXT
#define LOADSCREENTEXT "Mission text missing"
#endif

#ifndef _RSCTEXT_DEFINED
class RscText
{
#define _RSCTEXT_DEFINED 1
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;
shadow = 0;
};
#endif

#ifndef _RSCACTIVETEXT_DEFINED
class RscActiveText
{
#define _RSCACTIVETEXT_DEFINED 1
access=0;
type=11;
style=2;
h=0.050000;
w=0.150000;
font="TahomaB";
sizeEx=0.040000;
color[]={1,1,1,1};
colorActive[]={1,0.500000,0,1};
soundEnter[]={"",0.100000,1};
soundPush[]={"",0.100000,1};
soundClick[]={"",0.100000,1};
soundEscape[]={"",0.100000,1};
text="";
default=0;
shadow = 0;
};
#endif

#ifndef _RSCPICTURE_DEFINED
class RscPicture
{
#define _RSCPICTURE_DEFINED 1
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="";
shadow = 0;
};
#endif

class RscLoadingText : RscText
{
 x =  SafezoneX+0.025;
 y = SafezoneY;
 w = SafezoneW*0.95;
 h = SafezoneH*0.075;
 sizeEx = 0.05;
 text = "";
 colorText[] = {1,1,0.8,1};
 shadow = 2;
};

class RscProgress
{
   idc = 104;
   type = 8;
   style = 0;
   shadow = 2;
   texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
   colorFrame[] = {0,0,0,0};
   colorBar[] = {1,1,1,1}; 
   x =  (SafezoneX+(SafezoneW -SafezoneH*3/4)/2)+ (0.5/2/4)*3*SafezoneH;
   y = SafezoneY+SafezoneH*0.95;
   w =0.5* (((SafezoneW*3)/4)/SafezoneW)/(1/SafezoneH); 
   h = 0.0261438;
};


class RscLoadingBg : RscText
{
x = SafeZoneXAbs;
y = safezoneY;
w = SafeZoneWAbs;
h = safezoneH;
text = "";
colorText[] = {0,0,0,0};
colorBackground[] = {0,0,0,1};
}; 


class RscLoadingPicture: RscPicture
{
style = 48 + 0x800; // Keep aspect ratio
 x =  SafezoneX;
 y = SafezoneY+SafezoneH*0.075;
 w = SafezoneW; 
 h = SafezoneH*0.85;
 text = "";
};
class RscLoadScreenCustom
{
idd = -1;
duration = 10e10;
fadein = 0;
fadeout = 0;
name = "Loading Screen";

class ControlsBackground
{
	class Loading_BG : RscLoadingBg
	{
	}; 
	class Loading_CE2 : RscLoadingPicture
	{
		text = LOADSCREEN;
	};
};

class controls
{
	class Title1 : RscLoadingText
	{
		text = LOADSCREENTEXT;
	};
	class CA_Progress : RscProgress
	{

	};
}; 
};

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rueber

Thanks for your help, but I would like to use your method and use the screens of the game itself, like you said the file of the mission would not be too full.

But I do not know how to extract Ca.pbo since tested it with some unpackers and none worked (PbO View, A2Cpbo and ArmAUnPBO)

Any tips on how to extract it?

Tanks

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WooDoo, if you're using the CA mission ones you don't need to unpack anything and include it with your mission. Everyone already has it on their computers, just use the paths that HeliJunkie listed above to use them.

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or

You could Just use 1 simple line

loadScreen = "armabg1.paa";

easy ;)

cool... that was easy thanks. Anyway to have it fill the full screen or go wide angle..(its centered which is ok, just wondering..

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cool... that was easy thanks. Anyway to have it fill the full screen or go wide angle..(its centered which is ok, just wondering..

Don't make it a 1024x1024 square. Instead make it a 2048x1024 rectangle just like BIS does. :)

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Re:

Don't make it a 1024x1024 square. Instead make it a 2048x1024 rectangle just like BIS does. :)

i guess you didnt see this:

the game will auto size the image no matter what size you use..

...I tested it anyway, it got resized and then crashed lol

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i guess you didnt see this:

You were the one saying it was centered, therefore not the correct resolution for full screen. ;) *shrug*

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ca\missions_e\campaign\missions\CE0_Backstab.Zargabad\img\loading01_co.paa

ca\missions_e\campaign\missions\CE1_GoodMorningTStan.Takistan\img\loading02_goodmorning_co.paa

ca\missions_e\campaign\missions\CE2_Pathfinder.Takistan\img\loading03_co.paa

ca\missions_e\campaign\missions\CE3_ColtanBlues.Takistan\img\loading04_co.paa

ca\missions_e\campaign\missions\CE4_OpenSeason.Takistan\img\loading05_co.paa

ca\missions_e\campaign\missions\CE5A_Sandstorm.Takistan\img\loading06_sandstorm_co.paa

ca\missions_e\campaign\missions\CE5B_FromHell.Takistan\img\loading06_fromhell_co.paa

ca\missions_e\campaign\missions\CE6_EyeOfTheHurricane.Zargabad\img\loading07_co.paa

ca\missions_e\campaign\missions\CE7A_FinishingTouch.Takistan\img\loading08_finishingtouch_co.paa

ca\missions_e\campaign\missions\CE7B_PhoenixOp.Takistan\img\loading08_phoenixop_co.paa

ca\missions_e\campaign\missions\CE8_scenePressConf.Zargabad\img\loading09_press.paa

ca\missions_e\MPScenarios\MPE1_Dogfighters.Takistan\loading_mpdogfight_co.paa

ca\missions_e\MPScenarios\MPE_MountainWarfare.Takistan\loading_mpwarfare_co.paa

ca\missions_e\MPScenarios\MPE_SectorControl.Zargabad\img\loading_mpsectorcontrol_co.paa

ca\missions_e\scenarios\SPE1_Benchmark1.Takistan\loading_benchmark_co.paa

ca\missions_e\scenarios\SPE1_DeathFromAbove.Takistan\loading_deathfromabove_co.paa

ca\missions_e\scenarios\SPE1_HikeInTheHills.Takistan\loading_hikeinthehills_co.paa

ca\missions_e\scenarios\SPE1_Jackal.Takistan\loading_jackal_co.paa

ca\missions_e\scenarios\SPE1_LaserShow.Takistan\loading_lasershow_co.paa

ca\missions_e\scenarios\SPE1_Littlebird.Takistan\loading_littlebird_co.paa

ca\missions_e\scenarios\SPE1_OneShotOneKill.Takistan\loading_oneshotonekill_co.paa

ca\missions_e\scenarios\SPE1_SteelPanthers.Takistan\loading_steelpanthers_co.paa

ca\missions_e\scenarios\SPE1_Vehicles_Allies.Takistan\loading_shownato_co.paa

ca\missions_e\scenarios\SPE1_Vehicles_Civilian.Zargabad\loading_showciv_co.paa

ca\missions_e\scenarios\SPE1_Vehicles_TKA.Zargabad\loading_showtk_co.paa

ca\missions_e\scenarios\SPE1_Vehicles_TKG.Zargabad\loading_showgue_co.paa

ca\missions_e\scenarios\SPE1_Vehicles_US.Takistan\loading_showus_co.paa

Remark:

I used

DIR loading*.paa /S /B

on the command line. ;)

Great, anything on the A2 ones by any chance?

BTW, the list is easier to select and copy from using the spolier tags rather than the code tags.

Edited by callihn

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You were the one saying it was centered, therefore not the correct resolution for full screen. ;) *shrug*

huh...

1024 x 1024 is what I used. :confused:

It does look square and "centered" (not full screen)

Edited by katdogfizzow

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Right, I'm saying you do not want to use 1024x1024 (1x1) you want to use 2048x1024 (2x1) in order to get it widescreen and not a box in the middle of the screen. It won't "automatically fill" if it's not a 2x1 resolution.

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I could not get it to work at all using loadScreen = ""; in the init.sqf where the image is between "".

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callihn: did you try that in description.ext as opposed to init.sqf? :)

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callihn: did you try that in description.ext as opposed to init.sqf? :)

Thanks, that was it!

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Word of advice. If something goes wrong, you might end up with a stuck loading screen. Only way out of this one is Alt+F4 to force a shutdown.

Please explain. Is that regardless of method? Also I'm not clear on the warning wht could cause this problem?

Thanks

DOH! Double post! :o

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Nah, that's just me quickly trying to make it work with Domination, and failed. Worked fine in other missions. As it didn't work on first attempt, and since when not working caused a hang, I gave up quickly. It's probably possible, I just had other stuff that was more important to finish up.

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I prefer using img/myImage.jpg instead of .paa, the file size is generally 5/6x smaller. Anyone know what the downsides to using jpeg is in Arma? So far I haven't found one for loading screens.

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I prefer using img/myImage.jpg instead of .paa, the file size is generally 5/6x smaller. Anyone know what the downsides to using jpeg is in Arma? So far I haven't found one for loading screens.

Seems that older Graphic cards and some ATI cards have troubles with .jpg format. I'm using .jpg too in order to reduce a bit the filesize. Haven't had any problems so far.Onloadmission pics in jpg works perfectly for me.

kind regards

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Hi folks,

thx for the tutorial.

I am using a loadingscreeen.ext file.

The class

class RscPicture
{
#define _RSCPICTURE_DEFINED 1
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="";
shadow = 0;
};

is defined in it.

Right now i am using also a picture beside the loadingscreen, which got defined in my descriotion.ext...and i guess u know what happened...ctd.

As the class got defined twice i receive that ctd.

I thought i could delete the class in the loadingscreen.ext as it is already defined in my description but that doesnt work.

So what is the correct way to get double classes defined in descriptionext and loadinscreen.ext working besides?

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Danke dir,

gonna test it at home.

Description stuff is makin me tick since OFP and my first dialoges....

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Does anyone know if the little hints on the loading screens like in PMC are part of the image or overlayed somehow? I always suspected they were defined elsewhere, then I found this in the PMC description files

class CfgLoadingTexts
{
priority = 100;
titles[] = {"$STR_PMC_SPP00_MISSION_HINT"};
};

But putting that in a description file with a loading screen doesn't do anything. I also tried defining my own stringtable entries.

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You really dont need that, theres a simpler way to get a loading screen when you join a mission, just put:

loadScreen = "\CA\Missions_e\scenarios\SPE1_Jackal.Takistan\loading_jackal_co.paa";

In your description.ext at the top above the class header like so:

loadScreen = "\CA\missions_pmc\data\loading_CP00_co.paa";
respawn = base;
respawndelay = 3;

for all ingame PMC pics here are the pics, just put the code in between the quotes:

\CA\missions_pmc\data\loading_CP00_co.paa
\CA\missions_pmc\data\loading_CP01_co.paa
\CA\missions_pmc\data\loading_CP02_co.paa
\CA\missions_pmc\data\loading_CP03_co.paa
\CA\missions_pmc\data\loading_CP04_co.paa
\CA\missions_pmc\data\loading_CP05_co.paa
\CA\missions_pmc\data\loading_CP06_co.paa
\CA\missions_pmc\data\loading_CP07_co.paa
\CA\missions_pmc\data\loading_CP08A_co.paa
\CA\missions_pmc\data\loading_CP08B_co.paa
\CA\missions_pmc\data\loading_CP09_co.paa
\CA\missions_pmc\data\loading_CP010A_co.paa
\CA\missions_pmc\data\loading_CP010B_co.paa

If you want a title of the mission to show with the loading screen then add this under loadscreen=(your pic)

onLoadMission=;

put a title of your choice after the = and before the;

; closes the line.

Description.ext works both sp/mp, just add one of the pics in between the quotes and you'll

get a loading screen every time the mission loads.

Edited by Gnter Severloh

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