jandrews 116 Posted April 14, 2014 Thanks SavageCDN, I took your advice and just put "mymusic" before the spawn and works, however I am trying the spawn this way and nothing. [] spawn { scriptName "initMission.hpp: mission start"; // set side colors private ["_colorWest", "_colorEast"]; _colorWest = WEST call BIS_fnc_sideColor; _colorEast = EAST call BIS_fnc_sideColor; // set transparency for colors {_x set [3, 0.73]} forEach [_colorWest, _colorEast]; [ [1219.54,8842.99,0.00143909], "Nato Amphibious Assault,|something here,|something here," // SITREP text 50, // 50m altitude 100, // 100m radius 120, // 120 degrees viewing angle 1, // Clockwise movement [ // add Icon at player's position ["a3ui_fdatamapmarkersnatob_inf.paa", _colorWest, markerPos "nato", 1, 1, 0, "nato", 0], ] spawn BIS_fnc_establishingShot; }; Share this post Link to post Share on other sites
SavageCDN 231 Posted April 15, 2014 Nothing as in you don't get the intro at all? Perhaps try removing the color stuff temporarily and see if it works then. I'm not sure of the syntax for that and I can't check my game PC. Share this post Link to post Share on other sites
cobra4v320 27 Posted April 15, 2014 (edited) I suggest you use notepad++ you would have discovered the issue fairly quickly. Too many comas or comas not in the right place. [] spawn { scriptName "initMission.hpp: mission start"; //start intro music playMusic "mymusic"; 10 fadeMusic 0.8; //set side colors private ["_colorWest"]; _colorWest = WEST call BIS_fnc_sideColor; //set transparency for colors _colorWest set [3, 0.73]; //start establishing shot [ [1219.54,8842.99], "Nato Amphibious Assault,|something here,|something here", // SITREP text 50, // altitude 100, // radius 120, // viewing angle 1, // movement [ ["a3ui_fdatamapmarkersnatob_inf.paa", _colorWest, markerPos "nato", 1, 1, 0, "nato", 0] ] ] spawn BIS_fnc_establishingShot; waitUntil {!isnil "BIS_fnc_establishingShot_playing" && {!BIS_fnc_establishingShot_playing}}; 8 fadeMusic 0; }; Edited April 15, 2014 by cobra4v320 Share this post Link to post Share on other sites
SavageCDN 231 Posted April 15, 2014 Thanks Cobra yeah Notepad ++ with the Arma syntax installed is your best friend Share this post Link to post Share on other sites
magicpanda 19 Posted August 20, 2015 I'm trying to use this more than once in a mission as a kind of task complete thing. Not sure if its a bug or if its written to just be activated in the intro but if you use it more than once the second time never creates the camera and just blacks the screen out indefinitely. // set side colors private ["_colorWest", "_colorEast"]; _colorWest = WEST call BIS_fnc_sideColor; _colorEast = EAST call BIS_fnc_sideColor; // set transparency for colors {_x set [3, 0.50]} forEach [_colorWest, _colorEast]; [ markerPos "taskMarker", // Target position (replace MARKERNAME) "MISSION COMPLETE", // SITREP text 250, // m altitude 150, // m radius 10, // degrees viewing angle 1, // Clockwise movement [ //add Icon at player's position ["\a3\ui_f\data\map\markers\nato\b_inf.paa", _colorWest, getPos player, 1, 1, 0, "Alpha TEAM", 0] ] ] spawn BIS_fnc_establishingShot; waitUntil {!isnil "BIS_fnc_establishingShot_playing" && {!BIS_fnc_establishingShot_playing}}; Share this post Link to post Share on other sites
R3vo 2654 Posted August 20, 2015 waitUntil {!isnil "BIS_fnc_establishingShot_playing" && {!BIS_fnc_establishingShot_playing}}; This looks kinda weird to me. You are waiting until the variable is nil AND you are waiting until the variable is false. Both conditions can't be met so far I know. Share this post Link to post Share on other sites
magicpanda 19 Posted August 20, 2015 Must be a bug. Just tried it with one or the other and none at all. Still fails on the second execution. Black screen with squares. I can press esc and abort mission but thats it. Maybe something is created that doesn't get cleaned up after allowing for it to be run again. I'd post the function but I still cant work out there the spoiler tag is. Share this post Link to post Share on other sites
R3vo 2654 Posted August 20, 2015 There is a thread about issues which were caused by the new forum update. I think there was a solution for the missing spoiler tag. Share this post Link to post Share on other sites
specie 11 Posted August 20, 2015 Hi, Must be a bug. Just tried it with one or the other and none at all. Still fails on the second execution. Black screen with squares. I can press esc and abort mission but thats it. I second this, I also get a black screen on second execution of the BIS_fnc_establishingShot function. I would like to use personal uav's for my mission. Regards, Patrick Share this post Link to post Share on other sites
magicpanda 19 Posted August 20, 2015 Hmm not a bug as I've just found a personal UAV script based off the same function so it is possible to edit the function to repeat I just cant work out how. There is SO much extra gubbins like thermal cameras on the numbpad :) Here you go specie, https://github.com/code34/hardcore_insurgency.Altis/blob/master/INS_revive/personal_uav/functions.sqf Cool as hell but I want to keep it simple and understand it at the same time. Seems camera creation is dependent on a global variable BIS_missionStarted being nil which the function sets to true after it's done. Tried a few things but I'm In over my head. :blink: Share this post Link to post Share on other sites
specie 11 Posted August 20, 2015 after reading through personal uav link you posted i tried some things. Define this on top of your script: BIS_fnc_establishingShot_fakeUAV = nil; worked for me! Share this post Link to post Share on other sites
magicpanda 19 Posted August 20, 2015 That works but I get a script error doing that. Did you put it at the top of the function just before the call? I tired commenting out the line //camDestroy BIS_fnc_establishingShot_fakeUAV; which works with no script errors. Not sure what the upshot or overheads not destroying the camera of are however? EDIT: specie yours works perfectly at the top of the function and is probably much cleaner. High fives all round. Share this post Link to post Share on other sites
specie 11 Posted August 20, 2015 private ['_colorWest', '_colorEast', '_uavtext']; BIS_fnc_establishingShot_fakeUAV = nil; _uavtext = _this select 0; //true setCamUseTi 1; // Turns thermal vision on _colorWest = [west] call BIS_fnc_sideColor; _colorEast = [east] call BIS_fnc_sidecolor; [ getpos player, _uavtext,//spawns the text 250,//height 200,//radius 180,//angle (random 1),//clockwise\anit-clock [ ['\a3\ui_f\data\map\markers\nato\b_inf.paa', _colorWest, getPos player, 1, 1, 0, '', 0] ], 0 ] call BIS_fnc_establishingShot; //false setCamUseTi 1; // Turns thermal vision on You can call this with: ['Personal UAV'] execvm 'DR\functions\fnc_personaluav.sqf'; (Im unable to call my function from the setTriggerStatements hence the execvm.) This should work, no errors here. Share this post Link to post Share on other sites
magicpanda 19 Posted August 20, 2015 Is it a bit buggy for you? Sometimes uses the previous position the camera was spawned on subsequent uses. Share this post Link to post Share on other sites
specie 11 Posted August 20, 2015 Yup, I noticed this while testing on the dedicated server. I didnt spot this while testing in development. Im trying to figure out what is causing this. Share this post Link to post Share on other sites
magicpanda 19 Posted August 20, 2015 Tested it with removing the cam create line in the function again and seems to work 10/10 times I tested. I'm clueless as to what, if any, overheads there are of not destroying the camera. Share this post Link to post Share on other sites
specie 11 Posted August 20, 2015 Where did you edit that? Share this post Link to post Share on other sites
magicpanda 19 Posted August 20, 2015 I copy and pasted the establishing shot function out of the functions viewer in the editor into a new sqf called MPBIS_fnc_establishingShot.sqf Comment out the cam destroy line. The call sqf looks like this MPBIS_fnc_establishingShot = compile preprocessFileLineNumbers "MPBIS_fnc_establishingShot.sqf"; // set side colors private ["_colorWest", "_colorEast"]; _uavtext = param [0,"OBJECTIVE COMPLETE",""]; _colorWest = WEST call BIS_fnc_sideColor; _colorEast = EAST call BIS_fnc_sideColor; // set transparency for colors {_x set [3, 0.80]} forEach [_colorWest, _colorEast]; //true setCamUseTi 1; // Turns thermal vision on [ getPos player, // Target position (replace MARKERNAME) _uavtext, // SITREP text 120, // m altitude 20, // m radius 180, // degrees viewing angle 1, // Clockwise movement [ //add Icon at player's position ["\a3\ui_f\data\map\markers\flags\UK_ca.paa", _colorWest, getPos player, 1, 1, 0, "", 0] ] ] call MPBIS_fnc_establishingShot; //false setCamUseTi 1; // Turns thermal vision off Share this post Link to post Share on other sites
specie 11 Posted August 20, 2015 Thanks for this magicpanda. I went for your solution because I couldn't get it to work properly with the variables. I did however encouter an error calling the function multiple times during the mission with line 245 of the BIS_fn_establishingShot. So my following script adds the var "BIS_missionStarted = false;" too which seems to make it work properly now. private ['_colorWest', '_colorEast', '_uavtext', '_uavheight', '_uavangle']; _uavtext = _this select 0; _uavheight = _this select 1; _uavangle = _this select 2; BIS_missionStarted = false; //true setCamUseTi 1; // Turns thermal vision on _colorWest = [west] call BIS_fnc_sideColor; [ getpos player, _uavtext,//spawns the text _uavheight,//height 200,//radius _uavangle,//angle (random 1),//clockwise\anit-clock [ ['\a3\ui_f\data\map\markers\nato\b_inf.paa', _colorWest, getPos player, 1, 1, 0, '', 0] ], 0 ] spawn DR_fnc_bisestablishingShot; //false setCamUseTi 1; // Turns thermal vision on ['Personal UAV', 75, 80] execvm 'DR\functions\fnc_personaluav.sqf'; Share this post Link to post Share on other sites
Oily_Goat 10 Posted February 23, 2016 Could anyone tell me how to activate this with a trigger instead of it starting on spawn? Share this post Link to post Share on other sites