Kydoimos 915 Posted October 3, 2014 Hi all, A few people are reporting that they are left with a black screen on a mission I have created - though I can't replicate the issue my end - I wondered if anyone might have any theories? Here's the script: _Coleridge = Coleridge; _Galanos = Galanos; _Nicolau = Nicolau; _Kollias = Kollias; _Sewer_Sound = Sewer_Sound; _Route_A = Route_A; _Gorgon = AAF_Gorgon_Patrol; _Trigger_Exit = Trigger_Exit; _Orca = Orca_Loiter; _AAF_A = AAF_Garage_A; _AAF_B = AAF_Garage_B; _AAF_C = AAF_Garage_C; _AAF_D = AAF_Garage_D; // AAF Garage _AAF_A hideObject false; _AAF_A enableSimulation true; _AAF_B hideObject false; _AAF_B enableSimulation true; _AAF_C hideObject false; _AAF_C enableSimulation true; _AAF_D hideObject false; _AAF_D enableSimulation true; // Gorgon Patrol _Gorgon enableSimulation true; _Gorgon hideObject false; // Delete Route A Trigger deleteVehicle _Route_A; // Reveal FIA Group _Nicolau hideObject false; _Kollias hideObject false; _Galanos hideObject false; // Loitering Orca _Orca hideObject false; _Orca enableSimulation true; // Fade Sound 3 fadeSound 0; // Fade to Black clearRadio; enableRadio true; _fadeSpeed = 2; Sleep 1; cuttext ["","black out",_fadeSpeed]; Sleep _fadeSpeed; // Disable Environment enableEnvironment false; _Coleridge enableSimulation false; // Disable Navigation showWatch true; showMap true; showCompass true; showHUD true; showGPS true; [group player, currentWaypoint (group player)] setWaypointVisible true; skipTime -24; // Move Coleridge into Sewer player AttachTo [sewer_Entrance_Attachment_B, [-5,-3.35,-0.5]]; player setDir 50; player AttachTo [sewer_Entrance_Attachment_B, [-5,-3.35,-0.5]]; player setDir 50; ["IP_OnEachFrameEH", "onEachFrame"] call BIS_fnc_removeStackedEventHandler; _Galanos doWatch player; detach player; // Reverse Time skipTime -4.30; 0 = [] spawn {sleep 0.1; simulWeatherSync;}; -84600 setOvercast 0.85; -84600 setFog 0.25; -84600 setRain 0; -84600 setLightnings 0; -84600 setWaves 0; // Quotation ["Sewer_Exit.ogv", ""] call BIS_fnc_quotations; waitUntil {BIS_fnc_quotations_playing || !(isNil "BIS_fnc_quotations_skip")}; waitUntil {BIS_fnc_quotations_sound || !(isNil "BIS_fnc_quotations_skip")}; private ["_time"]; _time = time + 9; deleteVehicle _Sewer_Sound; Sleep 10; _Galanos switchMove "Acts_NATOCommanderArrival_Larkin_1"; _Nicolau selectWeapon "Binocular"; _Coleridge enableSimulation true; // Fade In cuttext ["","black in",_fadeSpeed * 3]; Sleep 1; 3 fadeSound 1; _Coleridge enableSimulation true; Sleep 1; _Galanos kbAddTopic ["conv", "Sentences.bikb", "", ""]; _Galanos kbTell [_Coleridge, "conv", "AT_00_Galanos_05"]; enableSentences false; Sleep 2; _Galanos kbAddTopic ["conv", "Sentences.bikb", "", ""]; _Galanos kbTell [_Coleridge, "conv", "AT_00_Galanos_06"]; enableSentences false; Sleep 4; _Galanos kbAddTopic ["conv", "Sentences.bikb", "", ""]; _Galanos kbTell [_Coleridge, "conv", "AT_00_Galanos_07"]; enableSentences false; Sleep 6; // Reveal Marker "AAF_Ambush" setMarkerAlpha 1; deleteVehicle _Trigger_Exit; Sleep 20; Galanos enableAI "MOVE"; Sleep 10; saveGame; 10 setRain 0.25; Sleep 5; nul = [] execVM "Scripts\FIA_Support.sqf"; Sleep 15; 10 setRain 0; From what I hear, the conversation is taking place and everything in the script is running fine - except for the 'black in' part... very odd. Share this post Link to post Share on other sites
tonic-_- 53 Posted October 4, 2014 You could probably try assigning a layer ID. I have had it happen a few times but it is hard to reproduce. Share this post Link to post Share on other sites
Kydoimos 915 Posted October 4, 2014 Hi Tonic, thanks for the response - I know nothing about layer IDs! How would I go about doing something like that? Thanks for the response! Share this post Link to post Share on other sites
iceman77 18 Posted October 4, 2014 0 cutText ["Hello World!","PLAIN"]; Share this post Link to post Share on other sites
Kydoimos 915 Posted October 4, 2014 Oh I see! Thanks Iceman77 - I'll try and see if that makes a difference! Though I can't reproduce the problem, I'll give it a go! ---------- Post added at 11:48 ---------- Previous post was at 11:44 ---------- I don't want to show any text though? Is there a command or some way to check if the screen is black? Perhaps I could try an 'if' based command as a sort of fail safe? Share this post Link to post Share on other sites
IndeedPete 1038 Posted October 4, 2014 I use the BIS functions for creating blackscreens, never heard of or had any problems. Create a blackscreen: ["IP_BlackScreen", false] call BIS_fnc_blackOut; Remove a blackscreen: ["IP_BlackScreen"] call BIS_fnc_blackIn; Share this post Link to post Share on other sites
Kydoimos 915 Posted October 4, 2014 Thanks Indeed, perhaps that's the way to go - sort of tough nailing bugs that you can't replicate though! I swear it might be the work of some sort of mod, but a couple of players swear blind they have none running! I'll try the BIS_fnc_blackin/out and see if anyone notes a difference! Cheers! Share this post Link to post Share on other sites
iceman77 18 Posted October 4, 2014 I don't want to show any text though? Use empty strings. I just posted that as an example of how to create a layer ID ( 0 in the example ) Share this post Link to post Share on other sites
Kydoimos 915 Posted October 4, 2014 Ah, I see - that makes sense - thanks Iceman! I'll give it a whirl! Cheers! Fingers crossed! Share this post Link to post Share on other sites