AveryTheKitty 2626 Posted April 10, 2015 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. Share this post Link to post Share on other sites
Lala14 135 Posted April 11, 2015 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; */ }; Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted April 11, 2015 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! Share this post Link to post Share on other sites