magicpanda 19 Posted September 11, 2013 As in the title really. Been digging around for the last hour but nothing. Maybe im using the wrong search terms. I've got a timer that displays on screen via hint but I would like to show the finished times at the end of a mission really. What are the options? The ideal one would be via the task description once it's completed. Share this post Link to post Share on other sites
Sealife 22 Posted September 11, 2013 there is the chats https://community.bistudio.com/wiki/globalChat Share this post Link to post Share on other sites
lordheart 1 Posted September 11, 2013 cutRsc is one method for it to be constantly displayed without freezing user interaction. Or titleRsc for an easier method of simply displaying text. Share this post Link to post Share on other sites
magicpanda 19 Posted September 11, 2013 there is the chats https://community.bistudio.com/wiki/globalChat Nice, cheers. player sidechat format ["%1",_variable]; Any others? ---------- Post added at 09:26 PM ---------- Previous post was at 09:17 PM ---------- Thanks LordHeart, ctRsc looks like a deep rabbit hole so to speak. GUI generation is a bit out of my ballpark at the moment. Share this post Link to post Share on other sites
Sealife 22 Posted September 11, 2013 There are a few at bottom of the page , maybe vehiclechat for during race and global for final times ? Share this post Link to post Share on other sites
kylania 567 Posted September 11, 2013 RSC = Really Seriously Confusing :) Share this post Link to post Share on other sites
lordheart 1 Posted September 11, 2013 Once you play with it for a while you realise, yeah it's still really seriously confusing. Share this post Link to post Share on other sites
magicpanda 19 Posted September 11, 2013 Thanks for the help guys I've actually got a half decent rally game up and running. http://cloud-2.steampowered.com/ugc/903259359329001613/022B94E8C5EB4DCEC5215C7D310F8502F7C50D23/ Need some help with it but that's another thread :D Share this post Link to post Share on other sites
magicpanda 19 Posted September 11, 2013 (edited) Bit harsh as it pauses the game. Cheers though, will come in useful :) Edited September 12, 2013 by Magicpanda Share this post Link to post Share on other sites
Larrow 2801 Posted September 12, 2013 1) HINTS hint "my message here"; Hint HintC HintSilent 2) CHAT commands globalChat groupChat sideChat systemChat vehicleChat 3) cutRsc ot titleRsc This is by far the most flexible option but does involve you creating your own UI elements to display something. Further reading: Dialogs 4) cutText or titleText cutText ["Hello World", "PLAIN"]; titleText ["Hello World", "PLAIN"]; Displays the text in the center of the screen "PLAIN" can be replaced with other options to black out the screen etc. The above examples look like this in game 5) BIS_fnc_guiMessage ["hello world", "header", false, nil, nil, nil,false] call bis_fnc_guiMessage This one is like the error boxes or the box you get after you have changed video settings that tells you you need to restart your machine. Gives you the options for an OK and CANCEL button. Maybe not very useful for what you want but looks like this in game. 6) BIS_fnc_showNotification ["template" , [args] ] call BIS_fnc_showNotification; This uses the notification system like when a task changes or your have captured a sector or a new respawn point has spawned etc. To use it you need to set up a template in your descriptiton.ext e.g class CfgNotifications { class myTemplate { title = "%1"; iconPicture = "a3\ui_f\data\map\Markers\Military\warning_ca.paa"; iconText = ""; description = "%2"; duration = 5; priority = 0; difficulty[] = {}; sound = "defaultNotification"; soundClose = "defaultNotificationClose"; soundRadio = ""; }; }; You could now use ["myTemplate",["MyTitle","MyDescription"]] call BIS_fnc_showNotification; %1 and %2 in the template will now be replaced with MyTitle and MyDescription and would look like this in game Further Template info can be found here. I have used an icon from the map icons the ! more icons can be found by checking out CFGMarkers in the config brower, there are also other icons with in the game files that you can use. Share this post Link to post Share on other sites
CJoke 11 Posted September 12, 2013 (edited) with titletext \n will help to display the text at the bottom of the screen: titleText [ ("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nhello screenbottom","PLAIN"]; pic Edited September 12, 2013 by CJoke Share this post Link to post Share on other sites
kylania 567 Posted September 12, 2013 or use "PLAIN DOWN" and save a few \n :) Share this post Link to post Share on other sites
magicpanda 19 Posted September 13, 2013 I wonder, is there a way to get a variable into the on screen Ticker Tape text in the recent showcases? Here's the code. Bis_printText = { private["_blocks","_block","_blockCount","_blockNr","_blockArray","_blockText","_blockTextF","_blockTextF_","_blockFormat","_formats","_inputData","_processedTextF","_char","_cursorBlinks","_cursorInvis"]; _blockCount = count _this; _invisCursor = "<t color ='#00000000' shadow = '0'>_</t>"; //process the input data _blocks = []; _formats = []; { _inputData = _x; _block = [_inputData, 0, "", [""]] call BIS_fnc_param; _format = [_inputData, 1, "<t align = 'center' shadow = '1' size = '0.7'>%1</t><br/>", [""]] call BIS_fnc_param; //convert strings into array of chars _blockArray = toArray _block; {_blockArray set [_forEachIndex, toString [_x]]} forEach _blockArray; _blocks = _blocks + [_blockArray]; _formats = _formats + [_format]; } forEach _this; //do the printing _processedTextF = ""; { _blockArray = _x; _blockNr = _forEachIndex; _blockFormat = _formats select _blockNr; _blockText = ""; _blockTextF = ""; _blockTextF_ = ""; { _char = _x; _blockText = _blockText + _char; _blockTextF = format[_blockFormat, _blockText + _invisCursor]; _blockTextF_ = format[_blockFormat, _blockText + "_"]; //print the output [(_processedTextF + _blockTextF_), 0, 0.15, 5, 0, 0, 90] spawn BIS_fnc_dynamicText; playSound "click"; sleep 0.08; [(_processedTextF + _blockTextF), 0, 0.15, 5, 0, 0, 90] spawn BIS_fnc_dynamicText; sleep 0.02; } forEach _blockArray; if (_blockNr + 1 < _blockCount) then { _cursorBlinks = 5; } else { _cursorBlinks = 15; }; for "_i" from 1 to _cursorBlinks do { [_processedTextF + _blockTextF_, 0, 0.15, 5, 0, 0, 90] spawn BIS_fnc_dynamicText; sleep 0.08; [_processedTextF + _blockTextF, 0, 0.15, 5, 0, 0, 90] spawn BIS_fnc_dynamicText; sleep 0.02; }; //store finished block _processedTextF = _processedTextF + _blockTextF; } forEach _blocks; //clean the screen ["", 0, 0.15, 5, 0, 0, 90] spawn BIS_fnc_dynamicText; }; Bis_printSampleText = { [ ["TACTICAL BACON HQ","<t align = 'center' shadow = '1' size = '1.0'>%1</t><br/>"], ["0500, ALTIS","<t align = 'center' shadow = '1' size = '0.7'>%1</t><br/>"] ] spawn Bis_printText; }; Share this post Link to post Share on other sites