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Necropaulo

Flashing screen - Sector Module & Notification

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Hello everyone, at the moment I'm editing a mission that uses the game's Sector control module (not Warlords).
I wanted to change the way the notifications work and everything seems to be working fine, except that when I get a notification linked to one of the sector control modules, I get the flash of a screen that appears very quickly.

See this video for an example

In the video, the first notification works without a hitch, but when the module's notification is triggered, the flash appears.

 

2cran-flash.png

As you can see on the screenshot, it's a flash of the loading screen. Does anyone have any idea where this flash is coming from?
 

For information, my modules consist of :
- 2 camp game logics
- the sector control module
- 1 Area game logic
- 1 trigger area
 

I've modified the module notifications so that only the BLUEFOR notifications appear, using Larrow's solution in this topic.

Below is my description.ext

class CfgNotifications
{
class Default
{
        title = "";
        iconPicture = "";
        iconText = "";
        description = "";
        color[] = {1,1,1,1};
        duration = 5;
        priority = 0;
        difficulty[] = {};
};
//breaking sector module notification
    class SectorCapturedCIV : default { difficulty[] = {"NoShowNotification"}; };
    class SectorCapturedEAST : SectorCapturedCIV {};
    class SectorCapturedWEST : default {
        title = "$STR_A3_CfgNotifications_SectorCapturedWEST_0";
        iconPicture = "%3";
        iconText = "%4";
        colorIconPicture[] = {"(profilenamespace getvariable ['Map_BLUFOR_R',0])","(profilenamespace getvariable ['Map_BLUFOR_G',1])","(profilenamespace getvariable ['Map_BLUFOR_B',1])","(profilenamespace getvariable ['Map_BLUFOR_A',0.8])"};
        colorIconText[] = {0,0,0,1};
        description = "$STR_A3_CfgNotifications_SectorCapturedWEST_1";
        priority = 4;
        sound = "sectorCaptured";
    };
    class SectorCapturedGUER : SectorCapturedCIV {};

    class SectorLostCIV : default { difficulty[] = {"NoShowNotification"}; };
    class SectorLostEAST : SectorLostCIV {};
    class SectorLostWEST : SectorLostCIV {};
    class SectorLostGUER : SectorLostCIV {};
};

If anyone has any idea why or how, I'd love to hear from you, thanks in advance! 🧐

 

 

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