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Kydoimos

UAV Briefing / Intro

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Heya - I have the UAV briefing up and running as an intro, but I was wondering if anybody knows how to get rid of the "press SPACE to continue" text that seems to accompany it? Also, I was wondering if there was something I can pop into the init.sqf to stop music and any other in-game audio from playing while the UAV intro is on? Just like on the showcases? I know I can set it up to work around this, but I would like music to play from the start - whenever the player starts the mission.

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//Screen starts black and no sound/music
titleText ["", "BLACK FADED", 10];
0 fadeSound 0;
0 fadeMusic 0;
enableRadio false;
enableEnvironment false;
clearRadio;

//Play music and fade in screen, music and sound
[] spawn {
//Play some music
playMusic "Track09_Night_percussions";

sleep 5;
titleText ["", "BLACK IN", 5];
5 fadeSound 0.4;
5 fadeMusic 0.18;
enableRadio true;
enableEnvironment true;
};

Edited by cobra4v320

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Thanks for the response chaps! :) Cobra - I found with your script that the music still plays over the UAV briefing and doesn't start from when the player enters the mission (maybe I missed something?). Kylania - I read the posts on your thread but struggled to get to grips with the following:

_intro = [...] BIS_fnc_estab...

WaitUntil{scriptDone _intro};

// rest of mission start

Basically, bit confused about the [...] and the ... - I tried "_intro = BIS_fnc_establishingShot; WaitUntil {scriptDone_intro};" but didn't have any luck (you can tell I'm a complete idiot at this, can't you?). I can see what it'll do, but just wondered what I'm missing? Guessing it goes in the init.sqf before anything else? By the way, I downloaded your radio test demo the other night - very informative! Thanks ever so much!

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//Screen starts black and no sound/music
titleText ["", "BLACK FADED", 10];
0 fadeSound 0;
0 fadeMusic 0;
enableRadio false;
enableEnvironment false;
clearRadio;

// Establish Shot
[] spawn {
private ["_colorWest", "_colorEast"];
_colorWest = WEST call BIS_fnc_sideColor;
_colorEast = EAST call BIS_fnc_sideColor;
{_x set [3, 0.33]} forEach [_colorWest, _colorEast];

introShot = [
	markerPos "tower1Mrk", // Target position
	"Destroy the radio towers", // SITREP text
	300, // 300m altitude
	300, // 300m radius
	90,	// 90 degrees viewing angle
	0, // clockwise movement
	[
		["\a3\ui_f\data\map\markers\nato\o_inf.paa", _colorWest, markerPos "insertMrk", 1, 1, 0, "Insertion Point", 0],
		["\a3\ui_f\data\map\markers\nato\o_inf.paa", _colorEast, markerPos "towerBaseMrk", 1, 1, 0, "Radio Towers", 0]
	]
] spawn BIS_fnc_establishingShot;
};

//Play music and fade in screen, music and sound
waitUntil {scriptDone introShot};

playMusic "Track09_Night_percussions";

sleep 5;
titleText ["", "BLACK IN", 5];
5 fadeSound 0.4;
5 fadeMusic 0.18;
enableRadio true;
enableEnvironment true;

Edited by cobra4v320

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So here's what I've got on the UAV briefing in the init.sqf:

// 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];

[

markerPos "Frini", //

"Locate and Destroy the Self-Propelled Guns", // SITREP text

1000, // 400m altitude

800, // 200m radius

0, // 0 degrees viewing angle

1, // Clockwise movement

[ // add Icon at player's position

["\a3\ui_f\data\map\markers\nato\b_inf.paa", _colorWest, markerPos "FIA", 1, 1, 0, "FIA", 0],

["\a3\ui_f\data\map\markers\nato\b_recon.paa", _colorWest, markerPos "Sniper", 1, 1, 0, "Sniper Team", 0],

// add Icon at enemy/target position

["\a3\ui_f\data\map\markers\nato\o_inf.paa", _colorEast, markerPos "Frini", 1, 1, 0, "Frini", 0]

]

] spawn BIS_fnc_establishingShot;

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Ah, thanks for the reply Cobra - I'll try that now! :)

---------- Post added at 21:54 ---------- Previous post was at 21:21 ----------

Mmm, I'm getting there - but it's not quite right. I've copied and pasted the code you've given above into an init.sqf. Then I put down the 3 markers: insertMrk / towerBaseMrk / and tower1Mrk. Then, when I click on preview in the editor, I can hear the sound effects for the UAV briefing, and then the mission starts (with music! Yay!) but I get an error message pertaining to something in the .sqf. I'm on the Dev Build, not sure if that makes a difference. As well, the screen remains black for quite some time before the UAV screen appears. In fact, it stays black so long, I only catch the last few seconds of the UAV screen before it ends and the mission begins. I've tried fiddling with the "black faded" number, but no joy. Any ideas?

---------- Post added at 21:56 ---------- Previous post was at 21:54 ----------

I removed the "black faded" and "black in" lines, now no black screen. But I'm still getting an error message...

---------- Post added at 22:01 ---------- Previous post was at 21:56 ----------

The error message reads:

'...lishingshot; }; waituntil {scriptDone [#[intro}; playMusic "Track09_Night_percus...' Error Undefined Variable in expression: intro File: C:\Users\My Name\Documents\Arma 3\Missions\Test.Altis\init.sqf, line 30

---------- Post added at 22:06 ---------- Previous post was at 22:01 ----------

I've tried with your updated post too - same error message, but with 'introshot' instead of 'intro'. :p

Edited by Kydoimos

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So here it is:

0 fadeSound 0;

0 fadeMusic 0;

enableRadio false;

enableEnvironment false;

clearRadio;

// Establish Shot

[] spawn {

private ["_colorWest", "_colorEast"];

_colorWest = WEST call BIS_fnc_sideColor;

_colorEast = EAST call BIS_fnc_sideColor;

{_x set [3, 0.33]} forEach [_colorWest, _colorEast];

introShot = [

markerPos "tower1Mrk", // Target position

"Destroy the radio towers", // SITREP text

300, // 300m altitude

300, // 300m radius

90, // 90 degrees viewing angle

0, // clockwise movement

[

["\a3\ui_f\data\map\markers\nato\o_inf.paa", _colorWest, markerPos "insertMrk", 1, 1, 0, "Insertion Point", 0],

["\a3\ui_f\data\map\markers\nato\o_inf.paa", _colorEast, markerPos "towerBaseMrk", 1, 1, 0, "Radio Towers", 0]

]

] spawn BIS_fnc_establishingShot;

};

//Play music and fade in screen, music and sound

waitUntil {scriptDone introShot};

playMusic "Track09_Night_percussions";

sleep 5;

5 fadeSound 0.4;

5 fadeMusic 0.18;

enableRadio true;

enableEnvironment true;

And I have the three markers on the map. Not quite sure why I'm getting an error message?

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Any ideas? Pretty close now. If anyone can tell me what's wrong with the script above?

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I've had a little look at the init.sqfs in the showcase mission .pbos, but they didn't make much sense to me. Could the introshot = be in the wrong place, perhaps?

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Sorry man I cant test it until I get my new gpu, Im running a 7900 GTO at the moment. :mad:

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Why are you wrapping a spawn within a spawn?

This works:

0 fadeSound 0;
0 fadeMusic 0;
enableRadio false;
enableEnvironment false;
clearRadio;
// Establish Shot

private ["_colorWest", "_colorEast"];

_colorWest = WEST call BIS_fnc_sideColor;
_colorEast = EAST call BIS_fnc_sideColor;

{
_x set [3, 0.33]
} forEach [_colorWest, _colorEast];

introShot = [
markerPos "tower1Mrk", // Target position
"Destroy the radio towers", // SITREP text
300, // 300m altitude
300, // 300m radius
90, // 90 degrees viewing angle
0, // clockwise movement
[
	["\a3\ui_f\data\map\markers\nato\o_inf.paa", _colorWest, markerPos "insertMrk", 1, 1, 0, "Insertion Point", 0],
	["\a3\ui_f\data\map\markers\nato\o_inf.paa", _colorEast, markerPos "towerBaseMrk", 1, 1, 0, "Radio Towers", 0]
]
] spawn BIS_fnc_establishingShot;
waitUntil {scriptDone introShot};

//Play music and fade in screen, music and sound

playMusic "Track09_Night_percussions";

sleep 5;
5 fadeSound 0.4;
5 fadeMusic 0.18;
enableRadio true;
enableEnvironment true; 

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Lol, you know, I have no idea! :p Thanks Kylania - saving the day ... again!

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As expected - works perfectly, again - many thanks! :)

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Why are you wrapping a spawn within a spawn?

Maybe you should ask BIS that question since it is in every showcase mission?

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Showcase missions are also intertwined across multiple PBOs so trying to copy/paste from them is often an exercise in madness. :)

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Heya - so, the UAV intro works fine. Now, I'm playing with the Quotation intro. And I'm finding that sounds cut-in before the Quotation intro is done. I've tried a variation of the UAV briefing posted earlier in this thread, but no matter what I do, I can't seem to cut out sounds until the intro is over. I'll keep playing around with it, but if anyone has any ideas or solutions, do let us know!

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Music tracks:

Name, Classname, Duration

01: Proteus, Track01_Proteus, 94
02: Solar Power, Track02_SolarPower, 114
03: On The Road, Track03_OnTheRoad, 88
04: Underwater 1, Track04_Underwater1, 96
05: Underwater 2, Track05_Underwater2, 96
06: Car and Heli, Track06_CarnHeli, 111
07: Action Dark, Track07_ActionDark, 111
08: Night ambient, Track08_Night_ambient, 204,
09: Night_percussions, Track09_Night_percussions, 194
10: StageB_action, Track10_StageB_action, 96
11: StageB_stealth. Track11_StageB_stealth, 184

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Hi all

could it be possible that you check your videos with the actual versions stable and dev ?

because i get a gap between Video and soundstream

@Kydoimos: As sample your introvideo is desynced for me about one or two seconds so the sound dosen´t hit the cool "BF4" effect :-)

THX

MCPXXL

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waitUntil { isServer && !isNull player };

[] spawn {
		scriptName "initMission.hpp: mission start";

		[[5365,14515,0],"CSAT are manufacturing munitions at a factory inside Altis. Ghosts, we're sending you in by sea to put a stop to this."] spawn BIS_fnc_establishingShot;	

	};

How do I get this UAV to view in Night Vision or FLIR for a night mission?

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[color="#FF0000"]BIS_fnc_establishingShot_fakeUAV = true setCamUseTi 0;[/color]
_establishingShot = [
position player, // Target position
"Testing shit",	// SITREP text
110, //altitude
150, //radius
45, //viewing angle
1, //movement
[]
] spawn BIS_fnc_establishingShot;

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[] spawn {
		//scriptName "initMission.hpp: mission start";
		BIS_fnc_establishingShot_fakeUAV = true setCamUseTi 0;		
		_establishingShot = 
		[[5365,14515,0],
		"CSAT are manufacturing munitions at a factory inside Altis. Ghosts, we're sending you in by sea to put a stop to this."
		] spawn BIS_fnc_establishingShot;	



	};

I just get a black screen. When I put // in front of the BIS_fnc....line, it works fine as before. BIS_fnc_establishingShot_fakeUAV = true setCamUseTi 1; I don't get anything but a black screen with this.

Edited by RTEK

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Probably because you didn't put an altitude, radius, etc... The fake UAV is too high up when dont put in your own input especially when you are using white or black hot. Have you tried the other thermal modes 0,1,2,3,4? If you want nightvision use this:

BIS_fnc_establishingShot_fakeUAV = camUseNVG true ;

Edited by cobra4v320

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