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AveryTheKitty

Need help with showOSD function

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Hi, I'm currently developing some missions for a campaign, and I'm very new to mission editing.

In the beginning of my mission, I want the "showOSD" function to play after the screen fades in.

initMission:

// Mission

[] spawn {

scriptName "initMission.hpp: mission start";

playMusic "LeadTrack01_F_Mark";
titleText ["", "BLACK FADED", 1];

Sleep 1;

titleText ["", "BLACK IN", 3];
titleFadeOut 1;

5 fadeSound 1;
5 fadeMusic 1;
enableEnvironment true;
enableRadio true; 

Sleep 1;

[] call Aegis_fnc_showOSD;

/*
_introText=
[
	["MAY 15 2035","<t size='0.9' font='puristaLight'>%1</t>",2],
	["9:30","<t size='0.9' font='PuristaMedium'>%1</t><br/>",2],
	["CENTRAL ALTIS","<t size='0.9' font='puristaLight'>%1</t>",40]
];

[ _introText, (-safezoneX - 0.05), 0.95, "<t color='#FFFFFFFF' shadow = '1' size = '0.9' align = 'right'>%1</t>"] spawn BIS_fnc_typeText;
*/
};

description:

author = "Night515";
briefingName = "Mission 01";
onLoadName = "Mission 01";
onLoadMission = "";
// loadScreen = "loadScreen_ca.paa";

overviewText = "";
// overviewPicture = "loadScreen_ca.paa";

class CfgIdentities
{
   class a3_B_Bennett
   {
	name = "Bennett";
	nameSound = "Bennett";
	face = "Kerry_B2";
	glasses = "G_Tactical_Black";
	speaker = "Male03ENG";
	pitch = 1.0;
   };
};

class CfgFunctions
{
class Aegis
{
	class MyMission
	{
		class showOSD { file = "scripts\fn_showOSD.sqf"; };
	};
};
};

If anyone could help, it'd be much appreciated.

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I'd say put a waitUntil {!isNull player} at the top of the spawn in the init.sqf

[] spawn {
       waitUntil {!isNull player};
scriptName "initMission.hpp: mission start";

playMusic "LeadTrack01_F_Mark";
titleText ["", "BLACK FADED", 1];

Sleep 1;

titleText ["", "BLACK IN", 3];
titleFadeOut 1;

5 fadeSound 1;
5 fadeMusic 1;
enableEnvironment true;
enableRadio true; 

Sleep 1;

[] call Aegis_fnc_showOSD;

/*
_introText=
[
	["MAY 15 2035","<t size='0.9' font='puristaLight'>%1</t>",2],
	["9:30","<t size='0.9' font='PuristaMedium'>%1</t><br/>",2],
	["CENTRAL ALTIS","<t size='0.9' font='puristaLight'>%1</t>",40]
];

[ _introText, (-safezoneX - 0.05), 0.95, "<t color='#FFFFFFFF' shadow = '1' size = '0.9' align = 'right'>%1</t>"] spawn BIS_fnc_typeText;
*/
};

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I'd say put a waitUntil {!isNull player} at the top of the spawn in the init.sqf

[] spawn {
       waitUntil {!isNull player};
scriptName "initMission.hpp: mission start";

playMusic "LeadTrack01_F_Mark";
titleText ["", "BLACK FADED", 1];

Sleep 1;

titleText ["", "BLACK IN", 3];
titleFadeOut 1;

5 fadeSound 1;
5 fadeMusic 1;
enableEnvironment true;
enableRadio true; 

Sleep 1;

[] call Aegis_fnc_showOSD;

/*
_introText=
[
	["MAY 15 2035","<t size='0.9' font='puristaLight'>%1</t>",2],
	["9:30","<t size='0.9' font='PuristaMedium'>%1</t><br/>",2],
	["CENTRAL ALTIS","<t size='0.9' font='puristaLight'>%1</t>",40]
];

[ _introText, (-safezoneX - 0.05), 0.95, "<t color='#FFFFFFFF' shadow = '1' size = '0.9' align = 'right'>%1</t>"] spawn BIS_fnc_typeText;
*/
};

Awesome, it works. Thanks!

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