sizraide 4 Posted July 28, 2021 Hello, I'm creating a COOP mission. I have some dialog and I'm using TitleText, the text dissapears too fast even though I don't know why? Here is my script. Quote scriptedCharge = "DemoCharge_Remote_Ammo_Scripted" createVehicle (getMarkerPos "amb1"); scriptedCharge setDamage 1; if(!isDedicated) then { addCamShake [2, 2.5, 20]; sleep 0.05; titleText ["<t align = 'center' shadow = '2' color='#00ff00' size='1.5' font='PuristaSemiBold' >General Demitri</t><br /><t color='#ffffff' size='1.5' font='PuristaSemiBold' shadow = '2' >Testing 1</t>", "PLAIN DOWN", -1, true, true]; sleep 8; titleText ["<t align = 'center' shadow = '2' color='#00ff00' size='1.5' font='PuristaSemiBold' >General Demitri</t><br /><t color='#ffffff' size='1.5' font='PuristaSemiBold' shadow = '2' >Testing 2</t>", "PLAIN DOWN", -1, true, true]; }; Share this post Link to post Share on other sites
sarogahtyp 1109 Posted July 28, 2021 Read DreadedEntity's comment bout 3rd parameter in biki: https://community.bistudio.com/wiki/titleText Reading biki is a general rule during scripting... 1 Share this post Link to post Share on other sites
sizraide 4 Posted July 28, 2021 10 minutes ago, sarogahtyp said: Read DreadedEntity's comment bout 3rd parameter in biki: https://community.bistudio.com/wiki/titleText Reading biki is a general rule during scripting... I changed the of -1 to 8 and there is no difference. It dissapears way too quick. It appears only for like 1-2 seconds and then disappears really fast. Quote titleText ["<t align = 'center' shadow = '2' color='#00ff00' size='1.5' font='PuristaSemiBold' >General Demitri</t><br /><t color='#ffffff' size='1.5' font='PuristaSemiBold' shadow = '2' >Testing 2</t>", "PLAIN DOWN", 8, true, true]; I even tried 80 instead of 8. Quote titleText ["<t align = 'center' shadow = '2' color='#00ff00' size='1.5' font='PuristaSemiBold' >General Demitri</t><br /><t color='#ffffff' size='1.5' font='PuristaSemiBold' shadow = '2' >Testing 2</t>", "PLAIN DOWN", 80, true, true]; Same results. Share this post Link to post Share on other sites
Soapbox0331 17 Posted July 28, 2021 Maybe https://community.bistudio.com/wiki/titleFadeOut will help. Share this post Link to post Share on other sites
sizraide 4 Posted July 28, 2021 2 minutes ago, Soapbox0331 said: Maybe https://community.bistudio.com/wiki/titleFadeOut will help. First text appears then dissapears really fast, second text doesn't show up at all. Quote if(!isDedicated) then { addCamShake [2, 2.5, 20]; sleep 0.05; titleText ["<t align = 'center' shadow = '2' color='#00ff00' size='1.5' font='PuristaSemiBold' >General Demitri</t><br /><t color='#ffffff' size='1.5' font='PuristaSemiBold' shadow = '2' >Testing 1</t>", "PLAIN DOWN", -1, true, true]; titleFadeOut 8; titleText ["<t align = 'center' shadow = '2' color='#00ff00' size='1.5' font='PuristaSemiBold' >General Demitri</t><br /><t color='#ffffff' size='1.5' font='PuristaSemiBold' shadow = '2' >Testing 2</t>", "PLAIN DOWN", -1, true, true]; titleFadeOut 8; }; Here is what I did. Probably something wrong. Share this post Link to post Share on other sites
sarogahtyp 1109 Posted July 28, 2021 titleText ["<t align = 'center' shadow = '2' color='#00ff00' size='1.5' font='PuristaSemiBold' >General Demitri</t><br /><t color='#ffffff' size='1.5' font='PuristaSemiBold' shadow = '2' >Testing 1</t>", "PLAIN DOWN", 0.5, true, true]; titleText ["<t align = 'center' shadow = '2' color='#00ff00' size='1.5' font='PuristaSemiBold' >General Demitri</t><br /><t color='#ffffff' size='1.5' font='PuristaSemiBold' shadow = '2' >Testing 2</t>", "PLAIN DOWN", 0.5, true, true]; I tested above in debug console and it works well. displays both texts about 5 seconds as it should with speed set to 0.5 1 Share this post Link to post Share on other sites
Soapbox0331 17 Posted July 28, 2021 @sizraide Just a thought: try removing the first titleFadeOut 8;...that may be preventing second text from showing. Share this post Link to post Share on other sites
sizraide 4 Posted July 28, 2021 9 minutes ago, sarogahtyp said: titleText ["<t align = 'center' shadow = '2' color='#00ff00' size='1.5' font='PuristaSemiBold' >General Demitri</t><br /><t color='#ffffff' size='1.5' font='PuristaSemiBold' shadow = '2' >Testing 1</t>", "PLAIN DOWN", 0.5, true, true]; titleText ["<t align = 'center' shadow = '2' color='#00ff00' size='1.5' font='PuristaSemiBold' >General Demitri</t><br /><t color='#ffffff' size='1.5' font='PuristaSemiBold' shadow = '2' >Testing 2</t>", "PLAIN DOWN", 0.5, true, true]; I tested above in debug console and it works well. displays both texts about 5 seconds as it should with speed set to 0.5 Same results, It appears then disappears really fast. Share this post Link to post Share on other sites
sizraide 4 Posted July 28, 2021 6 minutes ago, Soapbox0331 said: @sizraide Just a thought: try removing the first titleFadeOut 8;...that may be preventing second text from showing. Didn't work unfortunately. I tried titleFadeOut before and I never knew how to use it. I always ended up using sleep and it works perfectly but now it is not working for some reason. Share this post Link to post Share on other sites
sarogahtyp 1109 Posted July 28, 2021 As I already told you. Your shown code is working perfectly. Try it yourself in debug console! This is working there: private _dummy = [] spawn { if(!isDedicated) then { addCamShake [2, 2.5, 20]; sleep 0.05; titleText ["<t align = 'center' shadow = '2' color='#00ff00' size='1.5' font='PuristaSemiBold' >General Demitri</t><br /><t color='#ffffff' size='1.5' font='PuristaSemiBold' shadow = '2' >Testing 1</t>", "PLAIN DOWN", -1, true, true]; sleep 8; titleText ["<t align = 'center' shadow = '2' color='#00ff00' size='1.5' font='PuristaSemiBold' >General Demitri</t><br /><t color='#ffffff' size='1.5' font='PuristaSemiBold' shadow = '2' >Testing 2</t>", "PLAIN DOWN", -1, true, true]; }; }; There is no problem with your shown code. Maybe it is the code you did not show, who knows? 1 Share this post Link to post Share on other sites
sizraide 4 Posted July 28, 2021 4 minutes ago, sarogahtyp said: As I already told you. Your shown code is working perfectly. Try it yourself in debug console! This is working there: private _dummy = [] spawn { if(!isDedicated) then { addCamShake [2, 2.5, 20]; sleep 0.05; titleText ["<t align = 'center' shadow = '2' color='#00ff00' size='1.5' font='PuristaSemiBold' >General Demitri</t><br /><t color='#ffffff' size='1.5' font='PuristaSemiBold' shadow = '2' >Testing 1</t>", "PLAIN DOWN", -1, true, true]; sleep 8; titleText ["<t align = 'center' shadow = '2' color='#00ff00' size='1.5' font='PuristaSemiBold' >General Demitri</t><br /><t color='#ffffff' size='1.5' font='PuristaSemiBold' shadow = '2' >Testing 2</t>", "PLAIN DOWN", -1, true, true]; }; }; There is no problem with your shown code. Maybe it is the code you did not show, who knows? Same results with debug console, this time it dissapears faster only. Share this post Link to post Share on other sites
sizraide 4 Posted July 28, 2021 7 minutes ago, sarogahtyp said: As I already told you. Your shown code is working perfectly. Try it yourself in debug console! This is working there: private _dummy = [] spawn { if(!isDedicated) then { addCamShake [2, 2.5, 20]; sleep 0.05; titleText ["<t align = 'center' shadow = '2' color='#00ff00' size='1.5' font='PuristaSemiBold' >General Demitri</t><br /><t color='#ffffff' size='1.5' font='PuristaSemiBold' shadow = '2' >Testing 1</t>", "PLAIN DOWN", -1, true, true]; sleep 8; titleText ["<t align = 'center' shadow = '2' color='#00ff00' size='1.5' font='PuristaSemiBold' >General Demitri</t><br /><t color='#ffffff' size='1.5' font='PuristaSemiBold' shadow = '2' >Testing 2</t>", "PLAIN DOWN", -1, true, true]; }; }; There is no problem with your shown code. Maybe it is the code you did not show, who knows? Perhaps I could provide a video to show you how it looks like? Share this post Link to post Share on other sites
beno_83au 1369 Posted July 28, 2021 45 minutes ago, sizraide said: Perhaps I could provide a video to show you how it looks like? I would imagine that Sarogahtyp could do the same thing and show it working as he's described, so you showing a video of working code not working for you probably won't change much. I don't think there's any doubt from anyone here that you're not getting the result you want. The issue is that you're not getting that result with code that works. Try starting a fresh scenario, no mods, and just get in and see how it runs from the debug console. 3 Share this post Link to post Share on other sites
sizraide 4 Posted July 28, 2021 2 hours ago, beno_83au said: I would imagine that Sarogahtyp could do the same thing and show it working as he's described, so you showing a video of working code not working for you probably won't change much. I don't think there's any doubt from anyone here that you're not getting the result you want. The issue is that you're not getting that result with code that works. Try starting a fresh scenario, no mods, and just get in and see how it runs from the debug console. Okay so it works perfectly normal on a new scenario with the same mods. The question is, is there anything that can affect titleText? I only have two large scripts and they are ambient fire and ambient battles by ALIAS. Share this post Link to post Share on other sites
sarogahtyp 1109 Posted July 28, 2021 3 hours ago, sarogahtyp said: Maybe it is the code you did not show, who knows? I don't like to quote myself, but sometimes there is no way around it. 1 Share this post Link to post Share on other sites
sizraide 4 Posted July 28, 2021 5 minutes ago, sarogahtyp said: I don't like to quote myself, but sometimes there is no way around it. I found it, so basically im using two scripts made by ALIAS. Disabling this entire script made titleText work properly Quote player_onFire_from_vanillafire = true; // if true the player will take fire from vanilla assets like camp fire, burning vehicle publicVariable "player_onFire_from_vanillafire"; damage_playeron_fire = 0.01; // amount of damage players will take from fire script publicVariable "damage_playeron_fire"; set_vik_fire = false; // if true by default all mission vehicles will be set in fire when they are disabled publicVariable "set_vik_fire"; // animations used by players to get rid of fire off_fire = ["amovppnemstpsraswrfldnon_amovppnemevaslowwrfldl","amovppnemstpsraswrfldnon_amovppnemevaslowwrfldr","amovppnemstpsnonwnondnon_amovppnemevasnonwnondl","amovppnemstpsnonwnondnon_amovppnemevasnonwnondr","amovppnemstpsraswpstdnon_amovppnemevaslowwpstdl","amovppnemstpsraswpstdnon_amovppnemevaslowwpstdr"]; publicVariable "off_fire"; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////// list_vegetation = ["TREE","SMALL TREE","BUSH","FOREST BORDER","FOREST TRIANGLE","FOREST SQUARE","FOREST"]; publicVariable "list_vegetation"; vik_list = ["CAR","TANK","PLANE","HELICOPTER","Motorcycle","Air","Ship"]; publicVariable "vik_list"; street_lapms = ["Land_fs_roof_F","Land_TTowerBig_2_F","Land_TTowerBig_1_F","Lamps_base_F","PowerLines_base_F","PowerLines_Small_base_F","Land_LampStreet_small_F"]; publicVariable "street_lapms"; buildings_list = ["BUILDING","HOUSE","CHURCH","CHAPEL","FUELSTATION","HOSPITAL","RUIN","BUNKER"]; publicVariable "buildings_list"; list_man = ["Civilian","SoldierGB","SoldierEB","SoldierWB"]; publicVariable "list_man"; /////////////////////// DO NOT EDIT LINES BELOW --------------------------------------------------------------------------------- [] spawn { if (isNil "allPlayers_on") then { chk_players = true; while {chk_players} do { allPlayers_on = call BIS_fnc_listPlayers; //allPlayers_on = allPlayers_on - entities "HeadlessClient_F"; publicVariable "allPlayers_on"; sleep 60; }; } }; if (set_vik_fire) then { chk_vik=true; while {chk_vik} do { all_car = allMissionObjects "CAR"; all_tank = allMissionObjects "TANK"; all_moto = allMissionObjects "Motorcycle"; all_viks = all_car+all_tank+all_moto; publicVariable "all_viks"; if (count all_viks>0) then { {if (isNil{_x getVariable "on_alias_fire"}) then {_life_time_fire = 10+random 60;[_x,_life_time_fire,true,true] execVM "AL_fire\al_vehicle_fire.sqf"}} foreach all_viks }; sleep 300 }; }; This is the FIRE script by Alias, just to add ambient fire. I have no idea whats on here and other dozen files in this script thats making titleText act abnormally. Share this post Link to post Share on other sites
Smart Games 76 Posted July 28, 2021 @sarogahtyp, I totally agree with you. I'd like to add, that I had a lot of problems with TitleText as well. For example I had to call it in a separate function to make it work. God knows, why. I still do not understand the problem. @sizraide, your code seems to be correct. It's most likely something else. I'd recommend you to try my approach: Put the code in a separate function and spawn it. Share this post Link to post Share on other sites
sizraide 4 Posted July 28, 2021 2 minutes ago, Smart Games said: @sarogahtyp, I totally agree with you. I'd like to add, that I had a lot of problems with TitleText as well. For example I had to call it in a separate function to make it work. God knows, why. I still do not understand the problem. @sizraide, your code seems to be correct. It's most likely something else. I'd recommend you to try my approach: Put the code in a separate function and spawn it. Im a newbie in scripting, could you tell me how to script that? Share this post Link to post Share on other sites
Smart Games 76 Posted July 28, 2021 @sizraide, I'll take a look on it in a few hours. Please send me the mission folder. Share this post Link to post Share on other sites
pierremgi 4910 Posted July 28, 2021 If you are in MP context, just avoid remoteExecuting all stuff for nuts. Most of the time the code could be ready on all PCs (especially all hints or HUDs or effects) just waiting for few parameters and/or set variable to trigger. publicVariable lists is probably a non-sense. remoteExecuting entire titleText script... can lead to no result in heavy script context. Share this post Link to post Share on other sites
Smart Games 76 Posted July 28, 2021 4 minutes ago, pierremgi said: If you are in MP context, just avoid remoteExecuting all stuff for nuts. Most of the time the code could be ready on all PCs (especially all hints or HUDs or effects) just waiting for few parameters and/or set variable to trigger. publicVariable lists is probably a non-sense. remoteExecuting entire titleText script... can lead to no result in heavy script context. Very important advice! Share this post Link to post Share on other sites
sizraide 4 Posted July 28, 2021 45 minutes ago, pierremgi said: If you are in MP context, just avoid remoteExecuting all stuff for nuts. Most of the time the code could be ready on all PCs (especially all hints or HUDs or effects) just waiting for few parameters and/or set variable to trigger. publicVariable lists is probably a non-sense. remoteExecuting entire titleText script... can lead to no result in heavy script context. I use execVM instead, does it make a difference? Share this post Link to post Share on other sites
sarogahtyp 1109 Posted July 28, 2021 I guess we get closer. show al_vehicle_fire.sqf ! Share this post Link to post Share on other sites
Smart Games 76 Posted July 28, 2021 2 hours ago, Smart Games said: Please send me the mission folder. ! Share this post Link to post Share on other sites
sizraide 4 Posted July 28, 2021 2 hours ago, Smart Games said: ! https://www.mediafire.com/folder/m23q2i5ano6or/GREECE%20REVOLUTION.Altis Share this post Link to post Share on other sites