Kydoimos 916 Posted October 3, 2013 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. Share this post Link to post Share on other sites
cobra4v320 27 Posted October 3, 2013 (edited) //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 October 3, 2013 by cobra4v320 Share this post Link to post Share on other sites
kylania 568 Posted October 3, 2013 BIS_fnc_establishingShot Share this post Link to post Share on other sites
Kydoimos 916 Posted October 3, 2013 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! Share this post Link to post Share on other sites
cobra4v320 27 Posted October 3, 2013 (edited) //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 October 3, 2013 by cobra4v320 Share this post Link to post Share on other sites
Kydoimos 916 Posted October 3, 2013 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; Share this post Link to post Share on other sites
cobra4v320 27 Posted October 3, 2013 I updated my post above Share this post Link to post Share on other sites
Kydoimos 916 Posted October 3, 2013 (edited) 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 October 3, 2013 by Kydoimos Share this post Link to post Share on other sites
Kydoimos 916 Posted October 4, 2013 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? Share this post Link to post Share on other sites
Kydoimos 916 Posted October 4, 2013 Any ideas? Pretty close now. If anyone can tell me what's wrong with the script above? Share this post Link to post Share on other sites
Kydoimos 916 Posted October 4, 2013 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? Share this post Link to post Share on other sites
cobra4v320 27 Posted October 4, 2013 Sorry man I cant test it until I get my new gpu, Im running a 7900 GTO at the moment. :mad: Share this post Link to post Share on other sites
Kydoimos 916 Posted October 4, 2013 No worries matey! Share this post Link to post Share on other sites
kylania 568 Posted October 4, 2013 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; Share this post Link to post Share on other sites
Kydoimos 916 Posted October 4, 2013 Lol, you know, I have no idea! :p Thanks Kylania - saving the day ... again! Share this post Link to post Share on other sites
Kydoimos 916 Posted October 5, 2013 As expected - works perfectly, again - many thanks! :) Share this post Link to post Share on other sites
cobra4v320 27 Posted October 5, 2013 Why are you wrapping a spawn within a spawn? Maybe you should ask BIS that question since it is in every showcase mission? Share this post Link to post Share on other sites
kylania 568 Posted October 6, 2013 Showcase missions are also intertwined across multiple PBOs so trying to copy/paste from them is often an exercise in madness. :) Share this post Link to post Share on other sites
Kydoimos 916 Posted October 29, 2013 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! Share this post Link to post Share on other sites
whiztler 137 Posted December 7, 2013 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 Share this post Link to post Share on other sites
mcpxxl 2 Posted January 7, 2014 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 Share this post Link to post Share on other sites
rtek 10 Posted April 5, 2014 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? Share this post Link to post Share on other sites
cobra4v320 27 Posted April 5, 2014 [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; Share this post Link to post Share on other sites
rtek 10 Posted April 5, 2014 (edited) [] 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 April 5, 2014 by RTEK Share this post Link to post Share on other sites
cobra4v320 27 Posted April 5, 2014 (edited) 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 April 5, 2014 by cobra4v320 Share this post Link to post Share on other sites