MrSplendid 4 Posted April 7, 2019 hello guys, im just trying to get the animated opening running for my mission. i understood the timeline sequences and im now trying to include my pictures in the timeframe. for some reason it does not work. debug says that the variables are not defined. i dont get where the problem is. this is what i do to call a simple timeframe with hints. example from the bis biki. //Timeline of events private _timeline = [ [0.0, {hint "Start of the Timeline"} ], [1.0, {hint "Event 1"} ], [3.0, {hint "End of the timeline"} ] ]; //Start the Animated Opening at index 0 //also start the "LeadTrack03_F_Tacops" audio track and sync the timeline to it [ _timeline, 0, "LeadTrack03_F_Tacops" ] spawn BIS_fnc_AnimatedOpening; //Wait until timeline is over waitUntil{!(missionNamespace getVariable "BIS_fnc_eventTimeline_playing");}; //End Intro and start mission endMission "END1"; and works flawless. now how do i show pictures in the timeline event ? shouldnt this show the pictures in the timeline also from the bis biki : private _timeline = [ [ 0, { [MODE_INIT,15,0,0] call bis_fnc_animatedScreen; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; } ], [ 1.5, { [MODE_BLACKOUT,3,false] call bis_fnc_animatedScreen; } ], [ 8.2, { [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKOUT, 0.01, true] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, C03_SLIDE1_ID_DUST, C03_SLIDE1_IMG_DUST, nil, nil, 1.3 ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, C03_SLIDE1_ID_OBSTACLE, C03_SLIDE1_IMG_OBSTACLE, [0.46,0.45], nil, 1.2 ] call bis_fnc_animatedScreen; } ], [ 12, {} ] ]; [ _timeline, 0, "LeadTrack03_F_Tacops" ] spawn BIS_fnc_AnimatedOpening; waitUntil{!(missionNamespace getVariable "BIS_fnc_eventTimeline_playing");}; //End Intro and start mission endMission "END1"; i understand that "Co3_Slide1_ID_Dust" is just the new created layer and i can use any variable for it and the secound, CO3_Slide1_IMG_Dust is the path to the image? frame is working but does not show pictures. only "not defined varibales for all the "MODE_Layer_Create" commands. Thanks in advance for help. Share this post Link to post Share on other sites
CrimsonTemplar 7 Posted April 11, 2019 Hello. I saw this thread and I've been trying to work this out as well. I finally succeeded in getting it to work: Please note that this post is WIP and subject to change, to correct any errors, update info, better ways of doing certain things etc. If you spot anything please don't hesitate to point it out. First Off. One main point to make: For more: https://community.bistudio.com/wiki/Arma_3_Animated_Opening I'll put up a test scenario to download, so that people how it works, a little later on but for now: As far as I've been able to work out (I might be wrong) the wiki entry for Animated Opening is incomplete as it's missing a couple key details, which I'll outline in the instructions below: 1) In your "description.ext" file, make sure you insert the following class entry: overviewPicture = ""; onLoadName = Animated Opening Test; author = CrimsonTemplar; onLoadMission = Test for Animated Opening Script; loadScreen = ""; enableDebugConsole = 2; class CfgFunctions { class A3_Missions_F_Tacops { tag = "BIS"; project = "arma3"; #include "\A3\Missions_F_Tacops\cfgFunctions.inc" }; }; #include "\A3\Missions_F_Tacops\cfgFunctions.inc" is required AFAIK since it contains the core function data for the Animated Opening (and also Animated Briefing) to work. Otherwise it will show script errors and unrecognised variables. (For the next step: while you can place everything into a single sqf file, for the sake of clarity and readability, I'll use the two file approach for this). 2) In your mission folder (For this guide we'll call it AnimOpen.Altis), create two sqf files and name them whatever you wish. Again for the purpose of this guide, we'll name them "timeline.sqf" and "InitOpening.sqf"*. 3) Place the images you want to use for the Opening in your missions folder (or a selected folder within the root missions folder) 4) In your "timeline.sqf" file, create the necessary "private _timeline", using whatever pictures, layers and animation you wish to use (more details can be found at https://community.bistudio.com/wiki/Arma_3_Animated_Opening). For this we'll simply use an an altered test version of the 'Beyond Hope" Opening with a few custom images: 4b) Look particularly at [MODE_LAYER CREATE, 1, "AOSlide1.jpg" ]. That number (1-15 as AO only allows up to 15 pictures. 5 for text) defines that layer's ID. You were almost correct. Unless defined in a definition file or a string, it has to be a number. The second is the image location/path. If located in the root mission folder, you only need the name of the image and format. Supported image formats are paa and jpg. private _timeline = [ [ 0.000, { //playMusic "LeadTrack01_F_Tacops"; //0 fadeMusic 1; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; 0 = [true, ["Guess what", "This is some text you're reading"], STYLE_TITLE_AND_SENTENCE] spawn BIS_fnc_TO_AS_ShowStaticText; } ], [ 4.7, { [MODE_BLACKOUT,3,false] call bis_fnc_animatedScreen; }], [ 7.709503, { // < Image 01 - //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [2,3,1.00] ] call bis_fnc_animatedScreen; playsound3D ["a3\Sounds_F_Tacops\SFX\Missions\c01_1.wss",player, false, getPosASL player, 0.35]; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; //[MODE_BLACKOUT, 0.01, true ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, 1, "AOSlide1.jpg" ] call bis_fnc_animatedScreen; [MODE_LAYER_ROTATE, 1, 8,5 ] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, 1, 8,nil,1.1 ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, C01_SLIDE5_ID_PARTICLEMIST, C01_SLIDE5_IMG_PARTICLEMIST, nil,0.5,1 ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, C01_SLIDE5_ID_PARTICLEMIST2, C01_SLIDE5_IMG_PARTICLEMIST, nil,0.4,1.9 ] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, C01_SLIDE5_ID_PARTICLEMIST, 20, [0.7,0.65], nil, [0.3,0.65] ] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, C01_SLIDE5_ID_PARTICLEMIST2, 20, [0.3,0.65], nil, [0.7,0.65] ] call bis_fnc_animatedScreen; [MODE_LAYER_ROTATE, C01_SLIDE5_ID_PARTICLEMIST2, 10, -30 ] call bis_fnc_animatedScreen; [MODE_BLACKIN, 2, false ] call bis_fnc_animatedScreen; } ], [09.504309, { //0 = [localize "Amazing that you can read this!", STYLE_DYNAMIC_TOPLEFT, 0] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [10.055399, { //0 = [localize "Holy Shit", STYLE_DYNAMIC_CENTER1, 1] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 13.255399, { // Image 01 > //fade to black [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; } ], [ 15.388489, { // < Text 01 //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [1,3,1.05] ] call bis_fnc_animatedScreen; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; 0 = [true, [ "Amazing that you can read this!"], STYLE_ONE_SENTENCE] spawn BIS_fnc_TO_AS_ShowStaticText; } ], [ 20.059, { [MODE_BLACKOUT,3,false] call bis_fnc_animatedScreen; }], [ 23.071934, { // < Image 02 - //[ MODE_DESTROY ] call bis_fnc_animatedScreen; //[ MODE_INIT, [8,3,1.00] ] call bis_fnc_animatedScreen; playsound3D ["a3\Sounds_F_Tacops\SFX\Missions\c01_2.wss",player, false, getPosASL player, 0.23]; [ MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [ MODE_BLACKOUT, 0.01, true ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, 2, "AOSlide2.jpg" ] call bis_fnc_animatedScreen; [ MODE_SKYBOX_CREATE, C01_SLIDE2_ID_SKYBOX, C01_SLIDE2_IMG_SKYBOX, 1, 30 ] call bis_fnc_animatedScreen; //[ MODE_LAYER_CREATE, C01_SLIDE2_ID_BLOOD_A, C01_SLIDE2_IMG_BLOOD_A ] call bis_fnc_animatedScreen; //[ MODE_LAYER_CREATE, C01_SLIDE2_ID_BLOOD_B, C01_SLIDE2_IMG_BLOOD_B ] call bis_fnc_animatedScreen; //[ MODE_LAYER_CREATE, C01_SLIDE2_ID_BLOOD_C, C01_SLIDE2_IMG_BLOOD_C ] call bis_fnc_animatedScreen; //[ MODE_LAYER_CREATE, C01_SLIDE2_ID_ABOVEBLOOD, C01_SLIDE2_IMG_ABOVEBLOOD ] call bis_fnc_animatedScreen; //[ MODE_LAYER_CREATE, C01_SLIDE2_ID_SOLDIER_WITH_AK, C01_SLIDE2_IMG_SOLDIER_WITH_AK ] call bis_fnc_animatedScreen; [ MODE_LAYER_FADE, [C01_SLIDE2_ID_BLOOD_A,C01_SLIDE2_ID_BLOOD_C], 0.001,0,1 ] call bis_fnc_animatedScreen; //fade away the black screen [MODE_BLACKIN,2,false] call bis_fnc_animatedScreen; //rotate background [MODE_LAYER_ROTATE, [2,C01_SLIDE2_ID_BLOOD_A,C01_SLIDE2_ID_BLOOD_B,C01_SLIDE2_ID_BLOOD_C,C01_SLIDE2_ID_ABOVEBLOOD],10,15] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, [2,C01_SLIDE2_ID_BLOOD_A,C01_SLIDE2_ID_BLOOD_B,C01_SLIDE2_ID_BLOOD_C,C01_SLIDE2_ID_ABOVEBLOOD],10,nil,1.3] call bis_fnc_animatedScreen; //rotate FOREGROUND //[MODE_LAYER_ROTATE,C01_SLIDE2_ID_SOLDIER_WITH_AK,8,10] call bis_fnc_animatedScreen; //[MODE_LAYER_ANIMATE,C01_SLIDE2_ID_SOLDIER_WITH_AK,8,nil,1.8] call bis_fnc_animatedScreen; //uisleep 2; [MODE_LAYER_FADE, C01_SLIDE2_ID_BLOOD_B, 2, 0, 1] call bis_fnc_animatedScreen; [MODE_LAYER_FADE, C01_SLIDE2_ID_BLOOD_A, 2, 1, 0] call bis_fnc_animatedScreen; } ], [ 24.940964, { //00 = [localize "Will it just not cease to amaze?", 999, 0,[0.5,0.45]] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 25.875478, { //00 = [localize "No it continues ever onwards", 999, 1,[0.15,0.75]] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 28.675478, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 30.724647, { // < Text 02 //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [1,3,1.05] ] call bis_fnc_animatedScreen; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; 0 = [true, [ "Truly spectacular that you can see this now!"], STYLE_TITLE_AND_SENTENCE] spawn BIS_fnc_TO_AS_ShowStaticText; } ], [ 36.096, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 38.434257, { // < Image 03 - //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [2,3,1.00] ] call bis_fnc_animatedScreen; playsound3D ["a3\Sounds_F_Tacops\SFX\Missions\c01_3.wss",player, false, getPosASL player, 0.7]; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKOUT, 0.01, true ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, 3, "AOSlide3.jpg" ] call bis_fnc_animatedScreen; //[MODE_LAYER_CREATE, C01_SLIDE3_ID_BACKGROUND2, C01_SLIDE3_IMG_BACKGROUND2,nil,0 ] call bis_fnc_animatedScreen; //[MODE_LAYER_CREATE, C01_SLIDE3_ID_BACKGROUND3, C01_SLIDE3_IMG_BACKGROUND3,nil,0 ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, C01_SLIDE3_ID_SPARKS, C01_SLIDE3_IMG_SPARKS ] call bis_fnc_animatedScreen; [MODE_LAYER_ROTATE, [ 3, C01_SLIDE3_ID_BACKGROUND2, C01_SLIDE3_ID_BACKGROUND3 ], 8,5 ] call bis_fnc_animatedScreen; [MODE_LAYER_ROTATE, C01_SLIDE3_ID_SPARKS, 8,15 ] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, [ 3, C01_SLIDE3_ID_BACKGROUND2, C01_SLIDE3_ID_BACKGROUND3 ], 8,nil,1.1 ] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, [ C01_SLIDE3_ID_SPARKS ], 8,nil,1.1 ] call bis_fnc_animatedScreen; [MODE_LAYER_PULSE, C01_SLIDE3_ID_BACKGROUND2, 3,0.9,0,5 ] call bis_fnc_animatedScreen; [MODE_LAYER_PULSE, C01_SLIDE3_ID_BACKGROUND3, 1,0.9,0.2,5 ] call bis_fnc_animatedScreen; //[MODE_LAYER_PULSE, C01_SLIDE3_ID_SPARKS, 1,0.9,0.2,8 ] call bis_fnc_animatedScreen; //[MODE_LAYER_PULSE, C01_SLIDE3_ID_SPARKS, 0.5,1,0,10 ] call bis_fnc_animatedScreen; [MODE_BLACKIN, 2, false ] call bis_fnc_animatedScreen; } ], [ 42.246390, { //00 = [localize "And that", STYLE_DYNAMIC_TOPLEFT] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 44.607636, { //00 = [localize "is a wrap", STYLE_DYNAMIC_BOTTOMRIGHT] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 44.007636, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 46.129644, { // < Text 03 //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [1,3,1.05] ] call bis_fnc_animatedScreen; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; 0 = [true, [ "But now it is almost time to end this"], STYLE_ONE_SENTENCE] spawn BIS_fnc_TO_AS_ShowStaticText; } ], [ 51.700, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 53.825030, { // < Image 04 - //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [2,3,1.00] ] call bis_fnc_animatedScreen; playsound3D ["a3\Sounds_F_Tacops\SFX\Missions\c01_4.wss",player, false, getPosASL player, 0.85]; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKOUT, 0.01, true ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, 4, "AOSlide4.jpg" ] call bis_fnc_animatedScreen; [MODE_LAYER_ROTATE, 4, 8,5 ] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, 4, 8,nil,1.1 ] call bis_fnc_animatedScreen; [MODE_BLACKIN, 2, false ] call bis_fnc_animatedScreen; } ], [ 55.679835, { //00 = [localize "Just", STYLE_DYNAMIC_TOPLEFT] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 56.571677, { //00 = [localize "About", STYLE_DYNAMIC_BOTTOMRIGHT] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 59.368241, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 61.513304, { // < Text 04 //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [1,3,1.05] ] call bis_fnc_animatedScreen; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; 0 = [true, [ "So thanks so much for reading", "It truly means alot"], STYLE_TWO_SENTENCES] spawn BIS_fnc_TO_AS_ShowStaticText; } ], [ 67.179569, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 69.162460, { //key 26 // < Image 05 - //[ MODE_DESTROY ] call bis_fnc_animatedScreen; //[ MODE_INIT, [9,3,1.05] ] call bis_fnc_animatedScreen; playsound3D ["a3\Sounds_F_Tacops\SFX\Missions\c01_5.wss",player, false, getPosASL player, 0.55]; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [ MODE_BLACKOUT, 0.01, true ] call bis_fnc_animatedScreen; //[ MODE_SKYBOX_CREATE, C01_SLIDE5_ID_PARTICLESMOKE, C01_SLIDE5_IMG_PARTICLESMOKE, 1, 20 ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, C01_SLIDE5_ID_PARTICLESMOKE, C01_SLIDE5_IMG_PARTICLESMOKE ] call bis_fnc_animatedScreen; //[ MODE_LAYER_CREATE, C01_SLIDE5_ID_BACKGROUND, C01_SLIDE5_IMG_BACKGROUND ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, C01_SLIDE5_ID_CONVOY, C01_SLIDE5_IMG_CONVOY ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, C01_SLIDE5_ID_SOLDIER, C01_SLIDE5_IMG_SOLDIER ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, C01_SLIDE5_ID_SOLDIERSHARP, C01_SLIDE5_IMG_SOLDIERSHARP ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, C01_SLIDE5_ID_PARTICLEMIST, C01_SLIDE5_IMG_PARTICLEMIST, nil,nil,0.75 ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, C01_SLIDE5_ID_PARTICLEMIST2, C01_SLIDE5_IMG_PARTICLEMIST, nil,nil,0.8 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ROTATE, [C01_SLIDE5_ID_SOLDIER,C01_SLIDE5_ID_SOLDIERSHARP], 15,10 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ROTATE, [C01_SLIDE5_ID_BACKGROUND,C01_SLIDE5_ID_CONVOY], 30,30 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ROTATE, C01_SLIDE5_ID_PARTICLESMOKE, -10,30 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ANIMATE, [C01_SLIDE5_ID_BACKGROUND,C01_SLIDE5_ID_PARTICLESMOKE,C01_SLIDE5_ID_CONVOY], 30, nil, 1.3 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ANIMATE, [C01_SLIDE5_ID_SOLDIER,C01_SLIDE5_ID_SOLDIERSHARP], 10, nil, 1.3 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ANIMATE, C01_SLIDE5_ID_PARTICLESMOKE, 10, [0.5,0.4], 1.0 ] call bis_fnc_animatedScreen; [ MODE_LAYER_FADE, C01_SLIDE5_ID_SOLDIERSHARP, 5,0 ] call bis_fnc_animatedScreen; [ MODE_LAYER_FADE, [C01_SLIDE5_ID_PARTICLEMIST,C01_SLIDE5_ID_PARTICLEMIST2], 0,0.15 ] call bis_fnc_animatedScreen; [ MODE_LAYER_FADE, C01_SLIDE5_ID_PARTICLESMOKE, 0,0.75 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ANIMATE, C01_SLIDE5_ID_PARTICLEMIST, 20, [0.7,0.5], nil, [0.3,0.5] ] call bis_fnc_animatedScreen; [ MODE_LAYER_ANIMATE, C01_SLIDE5_ID_PARTICLEMIST2, 20, [0.3,0.5], nil, [0.7,0.5] ] call bis_fnc_animatedScreen; [ MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; } ], [ 71.026742, { //00 = [localize "Gosh Golly, just wonderful", STYLE_DYNAMIC_TOPLEFT, 0] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 72.967529, { //00 = [localize "It has been a ride has it not", STYLE_DYNAMIC_BOTTOMRIGHT, 1] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 76.805115, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 79.093933, { //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [1,3,1.05] ] call bis_fnc_animatedScreen; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; 0 = [true, [ "End of Text", "Now run along!"], STYLE_TITLE_BIG] spawn BIS_fnc_TO_AS_ShowStaticText; } ], [ 88.1, { [MODE_BLACKOUT,1,false] call bis_fnc_animatedScreen; }], [ 91.9, { ["Timeline finished:%1", 0 ] call BIS_fnc_LogFormat; }] ]; 5) Open up "InitOpening.sqf" or "Init.sqf" and copy the following into it: #include "\a3\Missions_F_Tacops\Functions\fn_TO_AnimatedOpening.inc" //This NEEDS to be here or the entire script won't work enableEnvironment false; #include "timeline.sqf"; //Self explanatory _d = [ _timeline, 0, "LeadTrack01_F_Tacops" ] spawn BIS_fnc_animatedOpening; //wait until timeline is over waitUntil{!(missionNamespace getVariable "BIS_fnc_eventTimeline_playing");}; //end Intro and start mission endMission "END1"; //Or whatever you want to execute next. 6) Save and test your scenario. This is just a basic guide on how to create a working Animated Opening. I'll go into detail about layers, text and animation at a later date. However, from the code, most of it should be straightforward enough to get a good outline of how it's done. Hope this helps. *Alternatively you can place everything into one file, including the init.sqf or initplayerlocal.sqf. 1 Share this post Link to post Share on other sites
Grenadier ITF 6 Posted April 24, 2020 tried but there is an errorwaitUntil{!(missionNamespace getVariable "BIS_fnc_eventTimeline_playing")}; then at the end of the presentation endMission "END1"; the mission ends, not the presentation. If I remove last code, the screen remains black and it is not possible to change it with fade. if I touch a button, the message appears, hold it down to continue. how to solve these 3 problems? Thanks Share this post Link to post Share on other sites
Fernandoes 0 Posted October 8, 2020 Hola estimados, estoy tratando de utilizar estas funciones para una mini campaña que está en proceso, entonces cuando termina la animación la pantalla se queda en color negro y no da la opción de avanzar yo declaré la siguiente variable en "init.sqf": missionNamespace setVariable ["BIS_fnc_eventTimeline_playing", true]; _d = [ _timeline, 0] spawn BIS_fnc_animatedOpening; waitUntil{!(missionNamespace getVariable "BIS_fnc_eventTimeline_playing");}; mientras que en el archivo "timeline.sqf" en el intervalo final hice lo siguiente: [ 88.1, { missionNamespace setVariable ["BIS_fnc_eventTimeline_play", false]; sleep 1.5; } ], de tal manera de romper y salir de la línea de tiempo (de esta manera lo he realizado en "Animated Briefing" y funciona muy bien), en este caso al parecer si se ejecuta el código que se encuentra debajo de "waitUntil" pero la pantalla se mantiene en negro. Se me ocurrió crear dos escenarios para realizar la introducción de la campaña para así tener en uno la apertura animada y en el otro el resto de la intro pero no estoy conforme con eso, así que por favor si lo solucionaron o alguna sugerencia para que funcione de antemano agradezco su ayuda. Share this post Link to post Share on other sites
DarkSnake 3 Posted October 20, 2020 Hello guys , i have worked in the script for the animated opening My version of the script working perfectly First step Add code i nthe description.sqf class CfgFunctions { class A3_Missions_F_Tacops { tag = "BIS"; project = "arma3"; #include "\A3\Missions_F_Tacops\cfgFunctions.inc" }; }; You need to creat sqf file : timeline and initIntro In timeline.sqf enter this code private _timeline = [ [ 0.000, { //playMusic "LeadTrack01_F_Tacops"; //0 fadeMusic 1; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; 0 = [true, ["Guess what", "This is some text you're reading"], STYLE_TITLE_AND_SENTENCE] spawn BIS_fnc_TO_AS_ShowStaticText; } ], [ 4.7, { [MODE_BLACKOUT,3,false] call bis_fnc_animatedScreen; }], [ 7.709503, { // < Image 01 - //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [2,3,1.00] ] call bis_fnc_animatedScreen; playsound3D ["a3\Sounds_F_Tacops\SFX\Missions\c01_1.wss",player, false, getPosASL player, 0.35]; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; //[MODE_BLACKOUT, 0.01, true ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, 1, "AOSlide1.jpg" ] call bis_fnc_animatedScreen; [MODE_LAYER_ROTATE, 1, 8,5 ] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, 1, 8,nil,1.1 ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, C01_SLIDE5_ID_PARTICLEMIST, C01_SLIDE5_IMG_PARTICLEMIST, nil,0.5,1 ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, C01_SLIDE5_ID_PARTICLEMIST2, C01_SLIDE5_IMG_PARTICLEMIST, nil,0.4,1.9 ] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, C01_SLIDE5_ID_PARTICLEMIST, 20, [0.7,0.65], nil, [0.3,0.65] ] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, C01_SLIDE5_ID_PARTICLEMIST2, 20, [0.3,0.65], nil, [0.7,0.65] ] call bis_fnc_animatedScreen; [MODE_LAYER_ROTATE, C01_SLIDE5_ID_PARTICLEMIST2, 10, -30 ] call bis_fnc_animatedScreen; [MODE_BLACKIN, 2, false ] call bis_fnc_animatedScreen; } ], [09.504309, { //0 = [localize "Amazing that you can read this!", STYLE_DYNAMIC_TOPLEFT, 0] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [10.055399, { //0 = [localize "Holy Shit", STYLE_DYNAMIC_CENTER1, 1] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 13.255399, { // Image 01 > //fade to black [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; } ], [ 15.388489, { // < Text 01 //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [1,3,1.05] ] call bis_fnc_animatedScreen; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; 0 = [true, [ "Amazing that you can read this!"], STYLE_ONE_SENTENCE] spawn BIS_fnc_TO_AS_ShowStaticText; } ], [ 20.059, { [MODE_BLACKOUT,3,false] call bis_fnc_animatedScreen; }], [ 23.071934, { // < Image 02 - //[ MODE_DESTROY ] call bis_fnc_animatedScreen; //[ MODE_INIT, [8,3,1.00] ] call bis_fnc_animatedScreen; playsound3D ["a3\Sounds_F_Tacops\SFX\Missions\c01_2.wss",player, false, getPosASL player, 0.23]; [ MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [ MODE_BLACKOUT, 0.01, true ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, 2, "AOSlide2.jpg" ] call bis_fnc_animatedScreen; [ MODE_SKYBOX_CREATE, C01_SLIDE2_ID_SKYBOX, C01_SLIDE2_IMG_SKYBOX, 1, 30 ] call bis_fnc_animatedScreen; //[ MODE_LAYER_CREATE, C01_SLIDE2_ID_BLOOD_A, C01_SLIDE2_IMG_BLOOD_A ] call bis_fnc_animatedScreen; //[ MODE_LAYER_CREATE, C01_SLIDE2_ID_BLOOD_B, C01_SLIDE2_IMG_BLOOD_B ] call bis_fnc_animatedScreen; //[ MODE_LAYER_CREATE, C01_SLIDE2_ID_BLOOD_C, C01_SLIDE2_IMG_BLOOD_C ] call bis_fnc_animatedScreen; //[ MODE_LAYER_CREATE, C01_SLIDE2_ID_ABOVEBLOOD, C01_SLIDE2_IMG_ABOVEBLOOD ] call bis_fnc_animatedScreen; //[ MODE_LAYER_CREATE, C01_SLIDE2_ID_SOLDIER_WITH_AK, C01_SLIDE2_IMG_SOLDIER_WITH_AK ] call bis_fnc_animatedScreen; [ MODE_LAYER_FADE, [C01_SLIDE2_ID_BLOOD_A,C01_SLIDE2_ID_BLOOD_C], 0.001,0,1 ] call bis_fnc_animatedScreen; //fade away the black screen [MODE_BLACKIN,2,false] call bis_fnc_animatedScreen; //rotate background [MODE_LAYER_ROTATE, [2,C01_SLIDE2_ID_BLOOD_A,C01_SLIDE2_ID_BLOOD_B,C01_SLIDE2_ID_BLOOD_C,C01_SLIDE2_ID_ABOVEBLOOD],10,15] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, [2,C01_SLIDE2_ID_BLOOD_A,C01_SLIDE2_ID_BLOOD_B,C01_SLIDE2_ID_BLOOD_C,C01_SLIDE2_ID_ABOVEBLOOD],10,nil,1.3] call bis_fnc_animatedScreen; //rotate FOREGROUND //[MODE_LAYER_ROTATE,C01_SLIDE2_ID_SOLDIER_WITH_AK,8,10] call bis_fnc_animatedScreen; //[MODE_LAYER_ANIMATE,C01_SLIDE2_ID_SOLDIER_WITH_AK,8,nil,1.8] call bis_fnc_animatedScreen; //uisleep 2; [MODE_LAYER_FADE, C01_SLIDE2_ID_BLOOD_B, 2, 0, 1] call bis_fnc_animatedScreen; [MODE_LAYER_FADE, C01_SLIDE2_ID_BLOOD_A, 2, 1, 0] call bis_fnc_animatedScreen; } ], [ 24.940964, { //00 = [localize "Will it just not cease to amaze?", 999, 0,[0.5,0.45]] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 25.875478, { //00 = [localize "No it continues ever onwards", 999, 1,[0.15,0.75]] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 28.675478, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 30.724647, { // < Text 02 //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [1,3,1.05] ] call bis_fnc_animatedScreen; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; 0 = [true, [ "Truly spectacular that you can see this now!"], STYLE_TITLE_AND_SENTENCE] spawn BIS_fnc_TO_AS_ShowStaticText; } ], [ 36.096, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 38.434257, { // < Image 03 - //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [2,3,1.00] ] call bis_fnc_animatedScreen; playsound3D ["a3\Sounds_F_Tacops\SFX\Missions\c01_3.wss",player, false, getPosASL player, 0.7]; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKOUT, 0.01, true ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, 3, "AOSlide3.jpg" ] call bis_fnc_animatedScreen; //[MODE_LAYER_CREATE, C01_SLIDE3_ID_BACKGROUND2, C01_SLIDE3_IMG_BACKGROUND2,nil,0 ] call bis_fnc_animatedScreen; //[MODE_LAYER_CREATE, C01_SLIDE3_ID_BACKGROUND3, C01_SLIDE3_IMG_BACKGROUND3,nil,0 ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, C01_SLIDE3_ID_SPARKS, C01_SLIDE3_IMG_SPARKS ] call bis_fnc_animatedScreen; [MODE_LAYER_ROTATE, [ 3, C01_SLIDE3_ID_BACKGROUND2, C01_SLIDE3_ID_BACKGROUND3 ], 8,5 ] call bis_fnc_animatedScreen; [MODE_LAYER_ROTATE, C01_SLIDE3_ID_SPARKS, 8,15 ] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, [ 3, C01_SLIDE3_ID_BACKGROUND2, C01_SLIDE3_ID_BACKGROUND3 ], 8,nil,1.1 ] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, [ C01_SLIDE3_ID_SPARKS ], 8,nil,1.1 ] call bis_fnc_animatedScreen; [MODE_LAYER_PULSE, C01_SLIDE3_ID_BACKGROUND2, 3,0.9,0,5 ] call bis_fnc_animatedScreen; [MODE_LAYER_PULSE, C01_SLIDE3_ID_BACKGROUND3, 1,0.9,0.2,5 ] call bis_fnc_animatedScreen; //[MODE_LAYER_PULSE, C01_SLIDE3_ID_SPARKS, 1,0.9,0.2,8 ] call bis_fnc_animatedScreen; //[MODE_LAYER_PULSE, C01_SLIDE3_ID_SPARKS, 0.5,1,0,10 ] call bis_fnc_animatedScreen; [MODE_BLACKIN, 2, false ] call bis_fnc_animatedScreen; } ], [ 42.246390, { //00 = [localize "And that", STYLE_DYNAMIC_TOPLEFT] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 44.607636, { //00 = [localize "is a wrap", STYLE_DYNAMIC_BOTTOMRIGHT] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 44.007636, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 46.129644, { // < Text 03 //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [1,3,1.05] ] call bis_fnc_animatedScreen; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; 0 = [true, [ "But now it is almost time to end this"], STYLE_ONE_SENTENCE] spawn BIS_fnc_TO_AS_ShowStaticText; } ], [ 51.700, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 53.825030, { // < Image 04 - //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [2,3,1.00] ] call bis_fnc_animatedScreen; playsound3D ["a3\Sounds_F_Tacops\SFX\Missions\c01_4.wss",player, false, getPosASL player, 0.85]; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKOUT, 0.01, true ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, 4, "AOSlide4.jpg" ] call bis_fnc_animatedScreen; [MODE_LAYER_ROTATE, 4, 8,5 ] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, 4, 8,nil,1.1 ] call bis_fnc_animatedScreen; [MODE_BLACKIN, 2, false ] call bis_fnc_animatedScreen; } ], [ 55.679835, { //00 = [localize "Just", STYLE_DYNAMIC_TOPLEFT] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 56.571677, { //00 = [localize "About", STYLE_DYNAMIC_BOTTOMRIGHT] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 59.368241, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 61.513304, { // < Text 04 //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [1,3,1.05] ] call bis_fnc_animatedScreen; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; 0 = [true, [ "So thanks so much for reading", "It truly means alot"], STYLE_TWO_SENTENCES] spawn BIS_fnc_TO_AS_ShowStaticText; } ], [ 67.179569, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 69.162460, { //key 26 // < Image 05 - //[ MODE_DESTROY ] call bis_fnc_animatedScreen; //[ MODE_INIT, [9,3,1.05] ] call bis_fnc_animatedScreen; playsound3D ["a3\Sounds_F_Tacops\SFX\Missions\c01_5.wss",player, false, getPosASL player, 0.55]; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [ MODE_BLACKOUT, 0.01, true ] call bis_fnc_animatedScreen; //[ MODE_SKYBOX_CREATE, C01_SLIDE5_ID_PARTICLESMOKE, C01_SLIDE5_IMG_PARTICLESMOKE, 1, 20 ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, C01_SLIDE5_ID_PARTICLESMOKE, C01_SLIDE5_IMG_PARTICLESMOKE ] call bis_fnc_animatedScreen; //[ MODE_LAYER_CREATE, C01_SLIDE5_ID_BACKGROUND, C01_SLIDE5_IMG_BACKGROUND ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, C01_SLIDE5_ID_CONVOY, C01_SLIDE5_IMG_CONVOY ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, C01_SLIDE5_ID_SOLDIER, C01_SLIDE5_IMG_SOLDIER ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, C01_SLIDE5_ID_SOLDIERSHARP, C01_SLIDE5_IMG_SOLDIERSHARP ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, C01_SLIDE5_ID_PARTICLEMIST, C01_SLIDE5_IMG_PARTICLEMIST, nil,nil,0.75 ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, C01_SLIDE5_ID_PARTICLEMIST2, C01_SLIDE5_IMG_PARTICLEMIST, nil,nil,0.8 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ROTATE, [C01_SLIDE5_ID_SOLDIER,C01_SLIDE5_ID_SOLDIERSHARP], 15,10 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ROTATE, [C01_SLIDE5_ID_BACKGROUND,C01_SLIDE5_ID_CONVOY], 30,30 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ROTATE, C01_SLIDE5_ID_PARTICLESMOKE, -10,30 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ANIMATE, [C01_SLIDE5_ID_BACKGROUND,C01_SLIDE5_ID_PARTICLESMOKE,C01_SLIDE5_ID_CONVOY], 30, nil, 1.3 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ANIMATE, [C01_SLIDE5_ID_SOLDIER,C01_SLIDE5_ID_SOLDIERSHARP], 10, nil, 1.3 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ANIMATE, C01_SLIDE5_ID_PARTICLESMOKE, 10, [0.5,0.4], 1.0 ] call bis_fnc_animatedScreen; [ MODE_LAYER_FADE, C01_SLIDE5_ID_SOLDIERSHARP, 5,0 ] call bis_fnc_animatedScreen; [ MODE_LAYER_FADE, [C01_SLIDE5_ID_PARTICLEMIST,C01_SLIDE5_ID_PARTICLEMIST2], 0,0.15 ] call bis_fnc_animatedScreen; [ MODE_LAYER_FADE, C01_SLIDE5_ID_PARTICLESMOKE, 0,0.75 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ANIMATE, C01_SLIDE5_ID_PARTICLEMIST, 20, [0.7,0.5], nil, [0.3,0.5] ] call bis_fnc_animatedScreen; [ MODE_LAYER_ANIMATE, C01_SLIDE5_ID_PARTICLEMIST2, 20, [0.3,0.5], nil, [0.7,0.5] ] call bis_fnc_animatedScreen; [ MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; } ], [ 71.026742, { //00 = [localize "Gosh Golly, just wonderful", STYLE_DYNAMIC_TOPLEFT, 0] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 72.967529, { //00 = [localize "It has been a ride has it not", STYLE_DYNAMIC_BOTTOMRIGHT, 1] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 76.805115, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 79.093933, { //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [1,3,1.05] ] call bis_fnc_animatedScreen; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; 0 = [true, [ "End of Text", "Now run along!"], STYLE_TITLE_BIG] spawn BIS_fnc_TO_AS_ShowStaticText; } ], [ 88.1, { [MODE_BLACKOUT,1,false] call bis_fnc_animatedScreen; }], [ 91.9, { ["Timeline finished:%1", 0 ] call BIS_fnc_LogFormat; }] ]; In the initIntro.sqf #include "\a3\Missions_F_Tacops\Functions\fn_TO_AnimatedOpening.inc"; enableEnvironment false; #include "timeline.sqf"; _d = [ _timeline, 0, "LeadTrack01_F_Tacops" ] spawn BIS_fnc_animatedOpening; waitUntil { !(missionNamespace getVariable "BIS_fnc_eventTimeline_playing"); false}; endMission "END1"; In the eden editor you need to add Intro part " just place one men playable in intro" For custom your picture just change the parth in the timeline.sqf you can change the texte and picture . 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Fernandoes 0 Posted October 22, 2020 Muchas gracias por la acotación, creo que el error que estaba cometiendo era no crear el archivo "initIntro.sqf" y en el eden editor lo tenía configurado como escenario, ahora funciona correctamente. Share this post Link to post Share on other sites
denis m 1 Posted May 25, 2021 Thank you, you explained very well how to do this. On 10/20/2020 at 2:55 PM, DarkSnake said: Hello guys , i have worked in the script for the animated opening My version of the script working perfectly First step Add code i nthe description.sqf class CfgFunctions { class A3_Missions_F_Tacops { tag = "BIS"; project = "arma3"; #include "\A3\Missions_F_Tacops\cfgFunctions.inc" }; }; You need to creat sqf file : timeline and initIntro In timeline.sqf enter this code private _timeline = [ [ 0.000, { //playMusic "LeadTrack01_F_Tacops"; //0 fadeMusic 1; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; 0 = [true, ["Guess what", "This is some text you're reading"], STYLE_TITLE_AND_SENTENCE] spawn BIS_fnc_TO_AS_ShowStaticText; } ], [ 4.7, { [MODE_BLACKOUT,3,false] call bis_fnc_animatedScreen; }], [ 7.709503, { // < Image 01 - //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [2,3,1.00] ] call bis_fnc_animatedScreen; playsound3D ["a3\Sounds_F_Tacops\SFX\Missions\c01_1.wss",player, false, getPosASL player, 0.35]; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; //[MODE_BLACKOUT, 0.01, true ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, 1, "AOSlide1.jpg" ] call bis_fnc_animatedScreen; [MODE_LAYER_ROTATE, 1, 8,5 ] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, 1, 8,nil,1.1 ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, C01_SLIDE5_ID_PARTICLEMIST, C01_SLIDE5_IMG_PARTICLEMIST, nil,0.5,1 ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, C01_SLIDE5_ID_PARTICLEMIST2, C01_SLIDE5_IMG_PARTICLEMIST, nil,0.4,1.9 ] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, C01_SLIDE5_ID_PARTICLEMIST, 20, [0.7,0.65], nil, [0.3,0.65] ] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, C01_SLIDE5_ID_PARTICLEMIST2, 20, [0.3,0.65], nil, [0.7,0.65] ] call bis_fnc_animatedScreen; [MODE_LAYER_ROTATE, C01_SLIDE5_ID_PARTICLEMIST2, 10, -30 ] call bis_fnc_animatedScreen; [MODE_BLACKIN, 2, false ] call bis_fnc_animatedScreen; } ], [09.504309, { //0 = [localize "Amazing that you can read this!", STYLE_DYNAMIC_TOPLEFT, 0] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [10.055399, { //0 = [localize "Holy Shit", STYLE_DYNAMIC_CENTER1, 1] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 13.255399, { // Image 01 > //fade to black [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; } ], [ 15.388489, { // < Text 01 //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [1,3,1.05] ] call bis_fnc_animatedScreen; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; 0 = [true, [ "Amazing that you can read this!"], STYLE_ONE_SENTENCE] spawn BIS_fnc_TO_AS_ShowStaticText; } ], [ 20.059, { [MODE_BLACKOUT,3,false] call bis_fnc_animatedScreen; }], [ 23.071934, { // < Image 02 - //[ MODE_DESTROY ] call bis_fnc_animatedScreen; //[ MODE_INIT, [8,3,1.00] ] call bis_fnc_animatedScreen; playsound3D ["a3\Sounds_F_Tacops\SFX\Missions\c01_2.wss",player, false, getPosASL player, 0.23]; [ MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [ MODE_BLACKOUT, 0.01, true ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, 2, "AOSlide2.jpg" ] call bis_fnc_animatedScreen; [ MODE_SKYBOX_CREATE, C01_SLIDE2_ID_SKYBOX, C01_SLIDE2_IMG_SKYBOX, 1, 30 ] call bis_fnc_animatedScreen; //[ MODE_LAYER_CREATE, C01_SLIDE2_ID_BLOOD_A, C01_SLIDE2_IMG_BLOOD_A ] call bis_fnc_animatedScreen; //[ MODE_LAYER_CREATE, C01_SLIDE2_ID_BLOOD_B, C01_SLIDE2_IMG_BLOOD_B ] call bis_fnc_animatedScreen; //[ MODE_LAYER_CREATE, C01_SLIDE2_ID_BLOOD_C, C01_SLIDE2_IMG_BLOOD_C ] call bis_fnc_animatedScreen; //[ MODE_LAYER_CREATE, C01_SLIDE2_ID_ABOVEBLOOD, C01_SLIDE2_IMG_ABOVEBLOOD ] call bis_fnc_animatedScreen; //[ MODE_LAYER_CREATE, C01_SLIDE2_ID_SOLDIER_WITH_AK, C01_SLIDE2_IMG_SOLDIER_WITH_AK ] call bis_fnc_animatedScreen; [ MODE_LAYER_FADE, [C01_SLIDE2_ID_BLOOD_A,C01_SLIDE2_ID_BLOOD_C], 0.001,0,1 ] call bis_fnc_animatedScreen; //fade away the black screen [MODE_BLACKIN,2,false] call bis_fnc_animatedScreen; //rotate background [MODE_LAYER_ROTATE, [2,C01_SLIDE2_ID_BLOOD_A,C01_SLIDE2_ID_BLOOD_B,C01_SLIDE2_ID_BLOOD_C,C01_SLIDE2_ID_ABOVEBLOOD],10,15] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, [2,C01_SLIDE2_ID_BLOOD_A,C01_SLIDE2_ID_BLOOD_B,C01_SLIDE2_ID_BLOOD_C,C01_SLIDE2_ID_ABOVEBLOOD],10,nil,1.3] call bis_fnc_animatedScreen; //rotate FOREGROUND //[MODE_LAYER_ROTATE,C01_SLIDE2_ID_SOLDIER_WITH_AK,8,10] call bis_fnc_animatedScreen; //[MODE_LAYER_ANIMATE,C01_SLIDE2_ID_SOLDIER_WITH_AK,8,nil,1.8] call bis_fnc_animatedScreen; //uisleep 2; [MODE_LAYER_FADE, C01_SLIDE2_ID_BLOOD_B, 2, 0, 1] call bis_fnc_animatedScreen; [MODE_LAYER_FADE, C01_SLIDE2_ID_BLOOD_A, 2, 1, 0] call bis_fnc_animatedScreen; } ], [ 24.940964, { //00 = [localize "Will it just not cease to amaze?", 999, 0,[0.5,0.45]] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 25.875478, { //00 = [localize "No it continues ever onwards", 999, 1,[0.15,0.75]] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 28.675478, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 30.724647, { // < Text 02 //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [1,3,1.05] ] call bis_fnc_animatedScreen; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; 0 = [true, [ "Truly spectacular that you can see this now!"], STYLE_TITLE_AND_SENTENCE] spawn BIS_fnc_TO_AS_ShowStaticText; } ], [ 36.096, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 38.434257, { // < Image 03 - //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [2,3,1.00] ] call bis_fnc_animatedScreen; playsound3D ["a3\Sounds_F_Tacops\SFX\Missions\c01_3.wss",player, false, getPosASL player, 0.7]; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKOUT, 0.01, true ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, 3, "AOSlide3.jpg" ] call bis_fnc_animatedScreen; //[MODE_LAYER_CREATE, C01_SLIDE3_ID_BACKGROUND2, C01_SLIDE3_IMG_BACKGROUND2,nil,0 ] call bis_fnc_animatedScreen; //[MODE_LAYER_CREATE, C01_SLIDE3_ID_BACKGROUND3, C01_SLIDE3_IMG_BACKGROUND3,nil,0 ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, C01_SLIDE3_ID_SPARKS, C01_SLIDE3_IMG_SPARKS ] call bis_fnc_animatedScreen; [MODE_LAYER_ROTATE, [ 3, C01_SLIDE3_ID_BACKGROUND2, C01_SLIDE3_ID_BACKGROUND3 ], 8,5 ] call bis_fnc_animatedScreen; [MODE_LAYER_ROTATE, C01_SLIDE3_ID_SPARKS, 8,15 ] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, [ 3, C01_SLIDE3_ID_BACKGROUND2, C01_SLIDE3_ID_BACKGROUND3 ], 8,nil,1.1 ] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, [ C01_SLIDE3_ID_SPARKS ], 8,nil,1.1 ] call bis_fnc_animatedScreen; [MODE_LAYER_PULSE, C01_SLIDE3_ID_BACKGROUND2, 3,0.9,0,5 ] call bis_fnc_animatedScreen; [MODE_LAYER_PULSE, C01_SLIDE3_ID_BACKGROUND3, 1,0.9,0.2,5 ] call bis_fnc_animatedScreen; //[MODE_LAYER_PULSE, C01_SLIDE3_ID_SPARKS, 1,0.9,0.2,8 ] call bis_fnc_animatedScreen; //[MODE_LAYER_PULSE, C01_SLIDE3_ID_SPARKS, 0.5,1,0,10 ] call bis_fnc_animatedScreen; [MODE_BLACKIN, 2, false ] call bis_fnc_animatedScreen; } ], [ 42.246390, { //00 = [localize "And that", STYLE_DYNAMIC_TOPLEFT] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 44.607636, { //00 = [localize "is a wrap", STYLE_DYNAMIC_BOTTOMRIGHT] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 44.007636, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 46.129644, { // < Text 03 //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [1,3,1.05] ] call bis_fnc_animatedScreen; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; 0 = [true, [ "But now it is almost time to end this"], STYLE_ONE_SENTENCE] spawn BIS_fnc_TO_AS_ShowStaticText; } ], [ 51.700, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 53.825030, { // < Image 04 - //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [2,3,1.00] ] call bis_fnc_animatedScreen; playsound3D ["a3\Sounds_F_Tacops\SFX\Missions\c01_4.wss",player, false, getPosASL player, 0.85]; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKOUT, 0.01, true ] call bis_fnc_animatedScreen; [MODE_LAYER_CREATE, 4, "AOSlide4.jpg" ] call bis_fnc_animatedScreen; [MODE_LAYER_ROTATE, 4, 8,5 ] call bis_fnc_animatedScreen; [MODE_LAYER_ANIMATE, 4, 8,nil,1.1 ] call bis_fnc_animatedScreen; [MODE_BLACKIN, 2, false ] call bis_fnc_animatedScreen; } ], [ 55.679835, { //00 = [localize "Just", STYLE_DYNAMIC_TOPLEFT] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 56.571677, { //00 = [localize "About", STYLE_DYNAMIC_BOTTOMRIGHT] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 59.368241, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 61.513304, { // < Text 04 //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [1,3,1.05] ] call bis_fnc_animatedScreen; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; 0 = [true, [ "So thanks so much for reading", "It truly means alot"], STYLE_TWO_SENTENCES] spawn BIS_fnc_TO_AS_ShowStaticText; } ], [ 67.179569, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 69.162460, { //key 26 // < Image 05 - //[ MODE_DESTROY ] call bis_fnc_animatedScreen; //[ MODE_INIT, [9,3,1.05] ] call bis_fnc_animatedScreen; playsound3D ["a3\Sounds_F_Tacops\SFX\Missions\c01_5.wss",player, false, getPosASL player, 0.55]; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [ MODE_BLACKOUT, 0.01, true ] call bis_fnc_animatedScreen; //[ MODE_SKYBOX_CREATE, C01_SLIDE5_ID_PARTICLESMOKE, C01_SLIDE5_IMG_PARTICLESMOKE, 1, 20 ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, C01_SLIDE5_ID_PARTICLESMOKE, C01_SLIDE5_IMG_PARTICLESMOKE ] call bis_fnc_animatedScreen; //[ MODE_LAYER_CREATE, C01_SLIDE5_ID_BACKGROUND, C01_SLIDE5_IMG_BACKGROUND ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, C01_SLIDE5_ID_CONVOY, C01_SLIDE5_IMG_CONVOY ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, C01_SLIDE5_ID_SOLDIER, C01_SLIDE5_IMG_SOLDIER ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, C01_SLIDE5_ID_SOLDIERSHARP, C01_SLIDE5_IMG_SOLDIERSHARP ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, C01_SLIDE5_ID_PARTICLEMIST, C01_SLIDE5_IMG_PARTICLEMIST, nil,nil,0.75 ] call bis_fnc_animatedScreen; [ MODE_LAYER_CREATE, C01_SLIDE5_ID_PARTICLEMIST2, C01_SLIDE5_IMG_PARTICLEMIST, nil,nil,0.8 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ROTATE, [C01_SLIDE5_ID_SOLDIER,C01_SLIDE5_ID_SOLDIERSHARP], 15,10 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ROTATE, [C01_SLIDE5_ID_BACKGROUND,C01_SLIDE5_ID_CONVOY], 30,30 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ROTATE, C01_SLIDE5_ID_PARTICLESMOKE, -10,30 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ANIMATE, [C01_SLIDE5_ID_BACKGROUND,C01_SLIDE5_ID_PARTICLESMOKE,C01_SLIDE5_ID_CONVOY], 30, nil, 1.3 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ANIMATE, [C01_SLIDE5_ID_SOLDIER,C01_SLIDE5_ID_SOLDIERSHARP], 10, nil, 1.3 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ANIMATE, C01_SLIDE5_ID_PARTICLESMOKE, 10, [0.5,0.4], 1.0 ] call bis_fnc_animatedScreen; [ MODE_LAYER_FADE, C01_SLIDE5_ID_SOLDIERSHARP, 5,0 ] call bis_fnc_animatedScreen; [ MODE_LAYER_FADE, [C01_SLIDE5_ID_PARTICLEMIST,C01_SLIDE5_ID_PARTICLEMIST2], 0,0.15 ] call bis_fnc_animatedScreen; [ MODE_LAYER_FADE, C01_SLIDE5_ID_PARTICLESMOKE, 0,0.75 ] call bis_fnc_animatedScreen; [ MODE_LAYER_ANIMATE, C01_SLIDE5_ID_PARTICLEMIST, 20, [0.7,0.5], nil, [0.3,0.5] ] call bis_fnc_animatedScreen; [ MODE_LAYER_ANIMATE, C01_SLIDE5_ID_PARTICLEMIST2, 20, [0.3,0.5], nil, [0.7,0.5] ] call bis_fnc_animatedScreen; [ MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; } ], [ 71.026742, { //00 = [localize "Gosh Golly, just wonderful", STYLE_DYNAMIC_TOPLEFT, 0] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 72.967529, { //00 = [localize "It has been a ride has it not", STYLE_DYNAMIC_BOTTOMRIGHT, 1] spawn BIS_fnc_TO_AS_ShowDynamicText; } ], [ 76.805115, { [MODE_BLACKOUT,2,false] call bis_fnc_animatedScreen; }], [ 79.093933, { //[MODE_DESTROY ] call bis_fnc_animatedScreen; //[MODE_INIT, [1,3,1.05] ] call bis_fnc_animatedScreen; [MODE_RESET,[true,true]] call bis_fnc_animatedScreen; [MODE_BLACKIN,0,false] call bis_fnc_animatedScreen; 0 = [true, [ "End of Text", "Now run along!"], STYLE_TITLE_BIG] spawn BIS_fnc_TO_AS_ShowStaticText; } ], [ 88.1, { [MODE_BLACKOUT,1,false] call bis_fnc_animatedScreen; }], [ 91.9, { ["Timeline finished:%1", 0 ] call BIS_fnc_LogFormat; }] ]; In the initIntro.sqf #include "\a3\Missions_F_Tacops\Functions\fn_TO_AnimatedOpening.inc"; enableEnvironment false; #include "timeline.sqf"; _d = [ _timeline, 0, "LeadTrack01_F_Tacops" ] spawn BIS_fnc_animatedOpening; waitUntil { !(missionNamespace getVariable "BIS_fnc_eventTimeline_playing"); false}; endMission "END1"; In the eden editor you need to add Intro part " just place one men playable in intro" For custom your picture just change the parth in the timeline.sqf you can change the texte and picture . 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