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Hi people,

 

I need a little help here;

Some good person can tell me what script would help me insert an image centered on an intro outro

Example:

Screenshot_2018-08-24-16-03-14_zpsmieb76

 

before starting the mission.

 

 

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Hello there redburn !

 

I will add an example of my mission:

 

 

add in your Description.ext

class RscTitles
{
	#include "intro\intro_rscTitles.hpp"
};

 

add in your initPlayerLocal.sqf

[] execVM "intro\intro.sqf";

 

intro.sqf

Spoiler




//________________  Author : [GR]GEORGE F ___________ 05.08.18 _____________

/*




Please keep the Credits or add them to your Diary

https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.
For everything that is with comment  //  in front  or between /* 
means that it is disabled , so there is no need to delete the extra lines. 

You can open this ex:
with notepad++
https://notepad-plus-plus.org/

and also use the extra pluggins
(this way will be better , it will give also some certain colours to be able to detect ex. problems )
http://www.armaholic.com/page.php?id=8680

or use any other program for editing .

For the Compilation List of my GF Scripts , you can search in:
https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/
*/


cutText ["","BLACK FADED",0];
sleep 1;
cutText ["", "BLACK IN", 1];

[] spawn 
{	
		"dynamicBlur" ppEffectEnable true;   
		"dynamicBlur" ppEffectAdjust [50];   
		"dynamicBlur" ppEffectCommit 0;     
		"dynamicBlur" ppEffectAdjust [0.0];  
		"dynamicBlur" ppEffectCommit 6;  
};

playSound "Breathing_And_Heartbeat_Sound_Effects";

sleep 2;
//playMusic "SkyNet";	//Defcon	Wasteland	SkyNet	MAD / leadtrack02_f_jets 	leadtrack01_f_jets 	 eventtrack01_f_jets 

//playMusic "leadtrack02_f_jets";	// leadtrack01_f_jets eventtrack01_f_jets 
/*		
		Arma 3 CfgMusic
Arma 3 CfgMusic

Arma 3 Music, can be played with playMusic <classname>, for example:

playMusic "SkyNet";
https://community.bistudio.com/wiki/Arma_3_CfgMusic
*/

//_____________________________________________________________________________
		
private ["_spawn_camera", "_startpos0", "_startpos1", "_endpos1","_startpos2","_endpos2","_startpos3","_endpos3","_dir","_rx","_ry","_text","_cam"];
//if (daytime > 19.00 || daytime < 5.00) then {camUseNVG true};
sleep 2;

//_____________________________________________________________________________

	_startpos0 = [ 0, 1, 2000];		    //0, 1, 2000
	_startpos1 = [ 0, 2500, 0];		    //0, 2500, 0
	_endpos1   = [ 0, 1000, 400];		//0, 1000, 400
	_startpos2 = [ 0, 800, 200];	    //0, 800, 200
	_endpos2   = [ 120, 500, 60];		//120, 500, 60
	_startpos3 = [ 240, 300, 20];	    //240, 300, 20
	_endpos3   = [ 0, 1, 1.1];			//0, 1, 1

	_spawn_camera = "camera" camCreate _startpos0;
	_spawn_camera cameraEffect ["internal","front"];

	_spawn_camera camSetTarget player;	//player   _mrk
	_spawn_camera camSetRelPos _startpos0;
	_spawn_camera camcommit 0;

	_spawn_camera camSetRelPos _startpos1;
	_spawn_camera camcommit 0.5;

	waitUntil { camCommitted _spawn_camera };

//_____________________________________________________________________________	
//
Sleep 1;
[ format [ "<t size='0.9' align='left'>Welcome<br/><t color='#FFD700'>%1<br/>to<br/><t color='#F73105'>S A L V A T I O N  2<br/><t color='#0059B0'>%2 map</t>", name player, worldName ],0.9,0.7,8,1 ] spawn BIS_fnc_dynamictext;	// Lt 1, Dn 0.6 , Dur4, 1  
Sleep 3;

	_spawn_camera camSetRelPos _endpos1;
	_spawn_camera camcommit 3;

	waitUntil { camCommitted _spawn_camera };

	_spawn_camera camSetRelPos _startpos2;
	_spawn_camera camcommit 3;

	waitUntil { camCommitted _spawn_camera };

	_spawn_camera camSetRelPos _endpos2;
	_spawn_camera camcommit 3;

	waitUntil { camCommitted _spawn_camera };

	_spawn_camera camSetRelPos _startpos3;
	_spawn_camera camcommit 3;

	waitUntil { camCommitted _spawn_camera };

	_spawn_camera camSetRelPos _endpos3;
	_spawn_camera camcommit 3;	//1.75

	waitUntil { camCommitted _spawn_camera };

	_spawn_camera camSetRelPos [0,0.4,1.75];
	_spawn_camera camcommit 3;

	waitUntil { camCommitted _spawn_camera };

[] spawn 
{		
		"dynamicBlur" ppEffectEnable true;   
		"dynamicBlur" ppEffectAdjust [100];   
		"dynamicBlur" ppEffectCommit 0;     
		"dynamicBlur" ppEffectAdjust [0.0];  
		"dynamicBlur" ppEffectCommit 9;  
};	

_spawn_camera cameraEffect ["Terminate","back"];
camDestroy _spawn_camera;

//____________________________________	COPY	____________________________________
	
	[] spawn 
	{
	100012 cutRsc ["salvationblood", "PLAIN", 3];
	sleep 7.4;
	100012 cutfadeout 1;
	};
	
	sleep 1.7;
	

	[] spawn 
	{		
		sleep 2;		
		txt1Layer = "txt1" call BIS_fnc_rscLayer; 
	};
//___________________________________________________________________________________

sleep 3;
[parseText format  
["<t align='center' font='PuristaBold' size='2.6'>""The Road to Nowhere""</t>" ], 
true, nil,  1, 0.7, 0] spawn BIS_fnc_textTiles; //7, 0.7, 0

sleep 4;	

[] spawn 
{
		//cutText ["", "BLACK FADED", 999];
		  
private _str = [
					[
					["by GEORGE FLOROS [GR] ","<t align = 'center' size = '0.8'>%1</t>"],
					["<br/>"],		
					["GOOD LUCK!","<t align = 'center' size = '0.8'>%1</t>"],
					["<br/>"],
					[ format ["%1", name player]]
					],	/* poz x */ 0,/* poz y */ 0.6
				]	spawn BIS_fnc_typeText;	
sleep 3;				
		//cutText ["", "BLACK IN", 1];		
sleep 2;		
};

sleep 5;

 

 

intro_rscTitles.sqf

Spoiler



//________________  Author : [GR]GEORGE F ___________ 05.08.18 _____________

/*




Please keep the Credits or add them to your Diary

https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.
For everything that is with comment  //  in front  or between /* 
means that it is disabled , so there is no need to delete the extra lines. 

You can open this ex:
with notepad++
https://notepad-plus-plus.org/

and also use the extra pluggins
(this way will be better , it will give also some certain colours to be able to detect ex. problems )
http://www.armaholic.com/page.php?id=8680

or use any other program for editing .

For the Compilation List of my GF Scripts , you can search in:
https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/
*/


// Control types
#define CT_STATIC 0

// Static styles

//#define ST_LEFT           0x00

#define ST_LEFT	0
#define ST_RIGHT	1
#define ST_CENTER	2
#define ST_UP		3
#define ST_DOWN	4
#define ST_VCENTER	5

#define ST_SINGLE	0
#define ST_MULTI	16
#define ST_PICTURE	48
#define ST_FRAME	64

#define ST_HUD_BACKGROUND 128
#define ST_TILE_PICTURE 144
#define ST_WITH_RECT 160
#define ST_LINE	176

#define ST_SHADOW	256
#define ST_NO_RECT	512

#define FontM "Bitstream"
#define ST_LEFT      0
#define ST_RIGHT     1
#define ST_CENTER    2
#define CT_STATIC    0

class RscText_salvationblood_intro
{
 access = 0;
 idc = -1;
 type = CT_STATIC;
 style = ST_PICTURE;	//style = ST_LEFT;
 colorBackground[] = {0,0,0,1};
 colorText[] = {1,1,1,1};
 //w = 0.1; h = 0.05;
 //x and y are not part of a global class since each rsctext will be positioned 'somewhere'
 font = "TahomaB";		//font = "Bitstream";
 sizeEx = 0;			//sizeEx = 0.04;	
 lineSpacing = 0;
 text = "";
 fixedWidth = 0;
 shadow = 0;
 
};

 class salvationblood 
{
  idd=-1;
  movingEnable=0;
  duration= 7;	//7
  fadein=0;
  name="salvationblood";
  controlsBackground[] = {};
  controls[]={Bild};
  	class Bild : RscText_salvationblood_intro

	{
		idc = 1200;		//1200
		text="images\salvationblood.paa";
		//x = 0.1 * safezoneW + safezoneX";
		//y = 0.15 * safezoneH + safezoneY;
		//w = 0.8 * safezoneW;
		//h = 0.7 * safezoneH;
		
		x = 0 * safezoneW + safezoneX;
		y = 0 * safezoneH + safezoneY;
		w = 1 * safezoneW;		
		h = 1 * safezoneH;		
		
	};
};

 

 

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1 hour ago, GEORGE FLOROS GR said:

Hello there redburn !

 

I will add an example of my mission:

 

 

add in your Description.ext


class RscTitles
{
	#include "intro\intro_rscTitles.hpp"
};

 

add in your initPlayerLocal.sqf


[] execVM "intro\intro.sqf";

 

 

intro_rscTitles.sqf

 

  Hide contents





//________________  Author : [GR]GEORGE F ___________ 05.08.18 _____________

/*




Please keep the Credits or add them to your Diary

https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.
For everything that is with comment  //  in front  or between /* 
means that it is disabled , so there is no need to delete the extra lines. 

You can open this ex:
with notepad++
https://notepad-plus-plus.org/

and also use the extra pluggins
(this way will be better , it will give also some certain colours to be able to detect ex. problems )
http://www.armaholic.com/page.php?id=8680

or use any other program for editing .

For the Compilation List of my GF Scripts , you can search in:
https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/
*/


// Control types
#define CT_STATIC 0

// Static styles

//#define ST_LEFT           0x00

#define ST_LEFT	0
#define ST_RIGHT	1
#define ST_CENTER	2
#define ST_UP		3
#define ST_DOWN	4
#define ST_VCENTER	5

#define ST_SINGLE	0
#define ST_MULTI	16
#define ST_PICTURE	48
#define ST_FRAME	64

#define ST_HUD_BACKGROUND 128
#define ST_TILE_PICTURE 144
#define ST_WITH_RECT 160
#define ST_LINE	176

#define ST_SHADOW	256
#define ST_NO_RECT	512

#define FontM "Bitstream"
#define ST_LEFT      0
#define ST_RIGHT     1
#define ST_CENTER    2
#define CT_STATIC    0

class RscText_salvationblood_intro
{
 access = 0;
 idc = -1;
 type = CT_STATIC;
 style = ST_PICTURE;	//style = ST_LEFT;
 colorBackground[] = {0,0,0,1};
 colorText[] = {1,1,1,1};
 //w = 0.1; h = 0.05;
 //x and y are not part of a global class since each rsctext will be positioned 'somewhere'
 font = "TahomaB";		//font = "Bitstream";
 sizeEx = 0;			//sizeEx = 0.04;	
 lineSpacing = 0;
 text = "";
 fixedWidth = 0;
 shadow = 0;
 
};

 class salvationblood 
{
  idd=-1;
  movingEnable=0;
  duration= 7;	//7
  fadein=0;
  name="salvationblood";
  controlsBackground[] = {};
  controls[]={Bild};
  	class Bild : RscText_salvationblood_intro

	{
		idc = 1200;		//1200
		text="images\salvationblood.paa";
		//x = 0.1 * safezoneW + safezoneX";
		//y = 0.15 * safezoneH + safezoneY;
		//w = 0.8 * safezoneW;
		//h = 0.7 * safezoneH;
		
		x = 0 * safezoneW + safezoneX";
		y = 0 * safezoneH + safezoneY;
		w = 1 * safezoneW;		
		h = 1 * safezoneH;		
		
	};
};

 

 

 

Hi @GEORGE FLOROS GR,

 

I do not know if I'm wrong but, should the file be sqf format? or hpp? and in the script at the end there is an error for a quote here,

 

x = 0 * safezoneW + safezoneX"; 	// this is the error

 

I am testing the code and I know Hebrew, thank you very much for helping me.

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I was doing the script test, but I want what I'm looking for is that it starts in black, it's for a competition where I show the logo first when the screen is dark like this example:

 

Video intro example

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6 minutes ago, HazJ said:

You can do it in SQF using ctrlCreate command.

https://community.bistudio.com/wiki/ctrlCreate

 

The only drawback is that I'm still a Script apprentice and I still have a way to go and I do not understand much how the example that BIS uses to start from something concrete would be.

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Hi redburn,

 

I've put together a simple intro example for you to try in the MP editor. I'm pretty sure its what your looking for to get you started on your own.

 

https://www.dropbox.com/s/lpfo3vf4a8da961/Intro_Demo.Stratis.7z?dl=0

 

Just follow what I've done and edit it to suit your needs.

 

You can also use the same sort of code in an outro.sqf script and call the script from a trigger at the end of your mission.

 

Note: The intro example logo's are 256x256 and 512x512 in dimension, let me know if you have any trouble with other sized logo's.

 

Hope this helps,

 

Cheers.

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4 hours ago, cb65 said:

Hi redburn,

 

I've put together a small MP intro example for you. I'm pretty sure its what your looking for to get you started on your own.

 

https://www.dropbox.com/s/0e0pz1l71rqur45/Intro_Demo.Stratis.7z?dl=0

 

Just follow what I've done and edit it to suit your needs.

 

Hope this helps,

 

Cheers.

 

 

wow men, you are the pro, this was what I was looking for to complement what I was looking for. Thank you very much for that, also thanks.

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Spoiler

 

@GEORGE FLOROS GR Can you give me permission to take a part of your Script? the part that shows the name of the map and that in colors, that would have the finished intro, I will thank you very much, thank you also for your help brother.

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2 hours ago, redburn said:

Script

 

Sure , this is why the community is for !

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So, do the pictures have to be .paa format? 

 

Let me clarify, I'm not using logos, I want to have pictures, then text fade in, and out of the intro. Similar to the intros for the Tac Ops missions. 

 

Also, is there documentation on how to set up the safe zones? 

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6 hours ago, stburr91 said:

So, do the pictures have to be .paa format? 

 

Let me clarify, I'm not using logos, I want to have pictures, then text fade in, and out of the intro. Similar to the intros for the Tac Ops missions. 

 

Also, is there documentation on how to set up the safe zones? 

 

Hi stburr91,

 

I always use .paa format but arma 3 does accept some other formats to.

 

SafeZones shouldn't be a problem because the image is being placed in the middle of the screen.

 

But if you have images greater then 512x512 in dimension then you may have to change the width and height of the RscTitles.

 

Here are some example sizes.

//dimension of bitmaps to be mapped 1:1 in 720p
#define w16                           0.0196078
#define h16                           0.0261438
#define w32                           0.0392157
#define h32                           0.0522876
#define w64                           0.0784314
#define h64                           0.1045752
#define w128                          0.1568627
#define h128                          0.2091503
#define w256                          0.3137255
#define h256                          0.4183007
#define w512                          0.6274510
#define h512                          0.8366013
#define w1024                         1.2549020
#define h1024                         1.6732026
#define w2048                         2.5098039
#define h2048                         3.3464052

class RscTitles 
{
    class RscLogoA
    {
	    idd = -1;
	    duration = 3;
	    fadeIn = 0;
	    fadeOut = 0;
	    controls[] = {RsclogoPicture};
        class RsclogoPicture
        {
	        idc = -1;
	        type = 0;
	        style = 0x30;
	        x = SafeZoneX + SafeZoneW/2 - w512/2;
	        y = SafeZoneY + SafeZoneH/2 - h512/2;
	        w = w512; 
                h = h512;
	        font = "PuristaMedium";
	        sizeEx = 0;
	        colorBackground[] = {0,0,0,0};
	        colorText[] = {1,1,1,1};
	        text = "logo1.paa";
	    };
    };
};

 

Cheers.

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9 hours ago, stburr91 said:

So, do the pictures have to be .paa format? 

 

You can use also .jpg format but .paa is generally prefered for some reasons.

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5 hours ago, GEORGE FLOROS GR said:

You can use also .jpg format but .paa is generally prefered for some reasons.

Mostly PAA is used because of the size of JPG files. However, PAA compression reduces qualtiy a bit I believe.

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13 hours ago, HazJ said:

PAA

 

Will generate faster and if i remember correcly from another conversation , it will lust for the whole period when it is applied to something in opposite with .jpg

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Yes, also correct. I think JPG doesn't render until you get certain distance as well. It shows as black when viewed from distance.

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