meaty 34 Posted February 22, 2015 I'm a bit stuck, in arma2 i had this nice little bit of code that showed the players name, rank, and (rough) location in the lower right hand corner, introTItle = toUpper(format["%1 %2",rank (player), name (player)]); introLocation = toUpper(getText (configFile >> "CfgWorlds" >> worldName >> "description")); I've been trying to get this working in arma3 but havnt had any luck, has something changed? I've done a search but all the stuff includes fadeing screens or text you have to change on a per-mission basis (which for a server with many missions, isnt all that practical :( ). Also is there a way to display the mission name as well? Share this post Link to post Share on other sites
epicgoldenwarrior 11 Posted February 22, 2015 later will get part a. part b. check module under "scenario flow>scenario name" Share this post Link to post Share on other sites
HallyG 239 Posted February 22, 2015 This function(post #8) will, when spawned, create a typewriter like effect displaying the text you want on the centre of the screen. You can put the following in your init.sqf. 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; }; You can spawn it using the following: [ [format["%1 %2",toUpper(rank (player)), toUpper(name (player))],"<t align = 'center' shadow = '1' size = '0.7'>%1</t><br/>"], [format["%1",toUpper(getText (configFile >> "CfgWorlds" >> worldName >> "description"))],"<t align = 'center' shadow = '1' size = '1.0'>%1</t><br/>"] ] spawn BIS_PrintText; This will show the player's name, rank and the world name like you mentioned. Also, if you're interested in changing how the text looks on the screen, have a look at the wiki page on Structured Text and then alter the parts between <t and </t> accordingly. Share this post Link to post Share on other sites
meaty 34 Posted February 23, 2015 thanks guys, will have a play about :) Share this post Link to post Share on other sites