sic-disaster 311 Posted September 4, 2013 I've done some looking around but couldn't find anything useful, just a load of bug reports which is not what I am looking for. Anyway, so what I wanted to do was to start the mission off with a black screen with text that slowly fades out after about 10 seconds. I can use a trigger to get this effect, only it takes a second to boot up it, during which time the player can see his surroundings and is then blinded by the effect. When it is done the effect disappears without fading. I want to get rid of that second of time where the player can see normally, and start out with the black screen with text, which slowly fades out after about 10 seconds of reading time. I suppose I would have to do this through the init.sqf, but what would I need to put there to make this happen? Share this post Link to post Share on other sites
kylania 568 Posted September 4, 2013 titleCut ["", "BLACK FADED", 999]; [] Spawn { titleText ["This line here should take you about five seconds to read.","PLAIN DOWN"]; titleFadeOut 7; sleep 5; titleText ["This line should take five seconds as well, if you read slowly.","PLAIN"]; titleFadeOut 7; sleep 5; titleText ["This line however is important. It should take you ten seconds to read it. That's how much time you have to read this line completely.","PLAIN DOWN"]; titleFadeOut 12; sleep 10; titleText ["You don't have as much time with this line, but it is still quite lengthy and ever so informative.","PLAIN"]; titleFadeOut 9; sleep 7; titleText ["But this line.\n\nThis line will make you pause. This line will give you time to...\n\nthink.","PLAIN"]; titleFadeOut 12; sleep 10; // Info text [str ("Not so far away..."), str("Not so long ago..."), str(date select 1) + "." + str(date select 2) + "." + str(date select 0)] spawn BIS_fnc_infoText; sleep 3; "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [6]; "dynamicBlur" ppEffectCommit 0; "dynamicBlur" ppEffectAdjust [0.0]; "dynamicBlur" ppEffectCommit 5; titleCut ["", "BLACK IN", 5]; }; 2 Share this post Link to post Share on other sites
sic-disaster 311 Posted September 5, 2013 Thanks, that works great. Share this post Link to post Share on other sites
radioshack. 11 Posted November 24, 2013 (edited) The letters in "titleText" are hard to read becuase of the size and the text font. Is there a way to use a different text font or at least bigger letters? Edited November 24, 2013 by Radioshack. Share this post Link to post Share on other sites
Mattar_Tharkari 10 Posted November 24, 2013 (edited) Use BIS_fnc_typeText? [ [["CAMP ROGAIN,","<t align = 'center' shadow = '1' size = '0.7' font='PuristaBold'>%1</t><br/>"], ["RESSUPLY POINT","<t align = 'center' shadow = '1' size = '0.7'>%1</t><br/> "], ["10 MINUTES LATER ...","<t align = 'center' shadow = '1' size = '1.0'>%1</t><br/> "]], 0,0,"<t color='#FFFFFFFF' align='center'>%1</t>" ] spawn BIS_fnc_typeText; Edited November 24, 2013 by Mattar_Tharkari Share this post Link to post Share on other sites
radioshack. 11 Posted November 24, 2013 Sounds nice, but how do I implement it in the script above? Share this post Link to post Share on other sites
wok 1 Posted November 24, 2013 I guess you could also use a RscTitles display, which supports structured text, duration, fadein and fadeout. Share this post Link to post Share on other sites
Mattar_Tharkari 10 Posted November 24, 2013 (edited) Sounds nice, but how do I implement it in the script above? cutText ["","BLACK FADED"]; [ [["This Space is Available for Advertising....","<t align = 'center' shadow = '1' size = '1.0'>%1</t><br/>"], ["Poke if interested!","<t align = 'center' shadow = '1' size = '0.7'>%1</t><br/>"]] ] spawn BIS_fnc_typeText; titleFadeOut 1; Paste into debug console for a demo. If you find it's running too early in the init.sqf put a check above it but it should be at the very end of the init.sqf or everything else will be delayed: waitUntil {alive player && isplayer player}; Edited November 24, 2013 by Mattar_Tharkari Share this post Link to post Share on other sites
lawndartleo 109 Posted July 11, 2014 Usng Ky's example... Text is all there, initial black is not... then the blur kicks in and fades. Used to be in A2 that you had to place a functions module. Dont see that in the A3 modules. What am I screwing up? Share this post Link to post Share on other sites
lawndartleo 109 Posted July 12, 2014 its a script screwing it up... Grrrr. Forget which. I just made my init be the intro and it worked. As I enabled other scripts, intro failed. Share this post Link to post Share on other sites