SparkZ 10 Posted September 13, 2014 (edited) Like the title says, how can I show the time at the start of the mission? Edited September 13, 2014 by SparkZ Problems added Share this post Link to post Share on other sites
Blitzer134 1 Posted September 13, 2014 onLoadMissionTime = 1; Share this post Link to post Share on other sites
SparkZ 10 Posted September 13, 2014 (edited) I've put that in the description.ext but it doesn't work. Do I have to put it elsewhere? Another problem, I can't seem to start the mission with the player force crouched. Is there a way to do it too? ---------- Post added at 13:03 ---------- Previous post was at 12:56 ---------- Ok last problem, how can I force group members to stay at their spot and not get in formation all the time? Questions: 1. How to force group members to stay at their spot? *SOLVED* 2. How to show mission time at the start of the mission? 3. How to show the player to be crouched at the start of the mission? *SOLVED* Edited September 14, 2014 by SparkZ Share this post Link to post Share on other sites
Jona33 51 Posted September 13, 2014 1. disableAI "move" would work but might be a bit drastic. Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted September 13, 2014 Another problem, I can't seem to start the mission with the player force crouched. Is there a way to do it too? Find the correct crouching animation in the animation viewer and use switchmove on the unit after mission start. Share this post Link to post Share on other sites
SparkZ 10 Posted September 13, 2014 1. disableAI "move" would work but might be a bit drastic. That should work but it's only for a while. After some talking to HQ they should go back to formation and go to the waypoints. ---------- Post added at 21:40 ---------- Previous post was at 21:39 ---------- Find the correct crouching animation in the animation viewer and use switchmove on the unit after mission start. Thanks, this worked :) still 2 more problems to solve xd Share this post Link to post Share on other sites
Jona33 51 Posted September 13, 2014 That should work but it's only for a while. After some talking to HQ they should go back to formation and go to the waypoints. You can use enableAI "move" to allow them to move now. Share this post Link to post Share on other sites
SparkZ 10 Posted September 13, 2014 You can use enableAI "move" to allow them to move now. Oh didn't knew that. Pretty obvious that there's a enableAI code too, dumb me. xd Thanks, gonna try it tommorow. Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted September 14, 2014 You could also issue a "doStop this" command for each unit that should stay on individual positions, makes them break the formation. As soon as you want them to move again just issue "this dofollow leader group this", should work. Share this post Link to post Share on other sites
SparkZ 10 Posted September 14, 2014 Alright thanks, that solved it, appriciated! :) One more problem to solve and that's the time and date display when the mission starts. Share this post Link to post Share on other sites
Jona33 51 Posted September 14, 2014 Alright thanks, that solved it, appriciated! :) One more problem to solve and that's the time and date display when the mission starts. Do you mean like in BI's official missions where it appears at the bottom right? I think you need Bis_fnc_typeText but I've never used it myself. https://community.bistudio.com/wiki/BIS_fnc_typeText Share this post Link to post Share on other sites
SparkZ 10 Posted September 14, 2014 Yes that's what I mean. I'll check the link. ---------- Post added at 11:41 ---------- Previous post was at 11:40 ---------- Is this link a script? Share this post Link to post Share on other sites
SilentSpike 84 Posted September 14, 2014 It's a BIS function, you use them in your code with either spawn or call, so for example: _randomInt = [50,70] call BIS_fnc_randomInt; Share this post Link to post Share on other sites
nimrod_z 8 Posted September 14, 2014 for date and time. _month = date select 1; _day = date select 2; _year = date select 0; _date = format ["%1\%2\%3",_month,_day,_year]; [[format["Date: ","align = 'center' shadow = '1' size = '0.8' font='PuristaBold'"],[_date,"align = 'center' shadow = '1' size = '0.8'","#FFCC00"],["","<br/>"],["Time: ","align = 'center' shadow = '1' size = '0.8'"],[[daytime,"HH:MM"] call bis_fnc_timetostring,"align = 'center' shadow = '1' size = '0.9'"]],.23,1.3] spawn BIS_fnc_typeText2; fyi - i used (month\day\year) format Share this post Link to post Share on other sites
SparkZ 10 Posted September 16, 2014 I'm sorry if I'm being a total noob but eeh...the code needs to be in a trigger? Like in the On Act field of the trigger I should put: _month = date select 1; _day = date select 2; _year = date select 0; _date = format ["%1\%2\%3",_month,_day,_year]; [[format["Date: ","align = 'center' shadow = '1' size = '0.8' font='PuristaBold'"],[_date,"align = 'center' shadow = '1' size = '0.8'","#FFCC00"],["","<br/>"],["Time: ","align = 'center' shadow = '1' size = '0.8'"],[[daytime,"HH:MM"] call bis_fnc_timetostring,"align = 'center' shadow = '1' size = '0.9'"]],.23,1.3] spawn BIS_fnc_typeText2; Or does it needs to be put somewhere else? Share this post Link to post Share on other sites
iceman77 18 Posted September 16, 2014 (edited) Also here's a way to monitor and display the date & time throughout your mission. Copy and paste anywhere into your init.sqf [] spawn { private ["_year","_month","_day","_time"]; while {true} do { _year = date select 0; _month = date select 1; _day = date select 2; _time = [daytime,"HH:MM"] call BIS_fnc_TimeToString; hintSilent format ["Date: %1 / %2 / %3 \n Time: %4", _month, _day, _year, _time]; // I'd suggest creating your own display (HUD) to display this data rather than using hint. sleep 60; }; }; ---------- Post added at 11:17 ---------- Previous post was at 10:34 ---------- Here's a better way to monitor and display date & time. HUD version: Download Anyhow, just bored and thought someone may find it useful. Edited September 16, 2014 by Iceman77 1 Share this post Link to post Share on other sites
SparkZ 10 Posted September 17, 2014 I'll take a look at it thanks :) ---------- Post added at 18:43 ---------- Previous post was at 18:40 ---------- Oh I see, it's nice but I actually ment just at the start of the mission the date and time is "typed" at the lower left corner of the screen and then fades away. Share this post Link to post Share on other sites
iceman77 18 Posted September 17, 2014 ... I actually ment just at the start of the mission the date and time is "typed" at the lower left corner of the screen and then fades away. Yup. I was just adding additional info. Hence the 'Also here's a way to...' Share this post Link to post Share on other sites
SparkZ 10 Posted September 17, 2014 Yeh thanks anyway :) I could use it someday Share this post Link to post Share on other sites