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CheeseBlob

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Everything posted by CheeseBlob

  1. Hello! I am having issues with the Animated Briefing function, specifically with how I am meant to implement it. I have finished my timeline (which is the code below), however my issues arise from the other bits of the code in the function _timeline = [ [0.0, {}], [1.5, {o1 say3D "briefmsg1"; titleText ["<t align = 'center' shadow = '2' color='#00ff00' size='1.5' font='PuristaMedium' >Officer</t><br /><t color='#ffffff' size='1.5' font='PuristaMedium' shadow = '2' >This is a test message for the Animated Briefing Test</t>", "PLAIN DOWN", -1, true, true];}], [7.5, {o1 say3D "briefmsg2"; titleText ["<t align = 'center' shadow = '2' color='#00ff00' size='1.5' font='PuristaMedium' >Officer</t><br /><t color='#ffffff' size='1.5' font='PuristaMedium' shadow = '2' >Yesterday the enemey broke through the Northern front", "PLAIN DOWN", -1, true, true]; ["binf1", getMarkerPos "bwp1", 4, 0] call BIS_fnc_moveMarker; ["binf2", getMarkerPos "bwp3", 4, 0] call BIS_fnc_moveMarker; ["bmec", getMarkerPos "bwp2", 4, 0] call BIS_fnc_moveMarker; ["enemy", getMarkerPos "wp1", 4, 0] call BIS_fnc_moveMarker; ["northline",3] spawn BIS_fnc_hideMarker;}], [12.5, {o1 say3D "briefmsg3"; titleText ["<t align = 'center' shadow = '2' color='#00ff00' size='1.5' font='PuristaMedium' >Officer</t><br /><t color='#ffffff' size='1.5' font='PuristaMedium' shadow = '2' >Elements of the 11th Infantry platoon captured the Refinary plant over here</t>", "PLAIN DOWN", -1, true, true]; ["show", ["lat"]] call BIS_fnc_showMarkers; ["lat", getMarkerPos "wp2", 5, 0] call BIS_fnc_moveMarker; ["show", ["refine"]] call BIS_fnc_showMarkers; ["refine", 3, 5] spawn BIS_fnc_blinkMarker;}], [21.5, {o1 say3D "briefmsg4"; titleText ["<t align = 'center' shadow = '2' color='#00ff00' size='1.5' font='PuristaMedium' >Officer</t><br /><t color='#ffffff' size='1.5' font='PuristaMedium' shadow = '2' >Our forces tried to counter attack however suffered many casualties and retreated</t>", "PLAIN DOWN", -1, true, true]; ["show", ["attack1"]] call BIS_fnc_showMarkers; ["show", ["attack2"]] call BIS_fnc_showMarkers; ["show", ["attack3"]] call BIS_fnc_showMarkers; ["bmec",4] spawn BIS_fnc_hideMarker; ["binf1", getMarkerPos "bwp4", 4, 0] call BIS_fnc_moveMarker; ["binf2", getMarkerPos "bwp5", 4, 0] call BIS_fnc_moveMarker; ["hide", ["attack1"]] call BIS_fnc_showMarkers; ["hide", ["attack2"]] call BIS_fnc_showMarkers; ["hide", ["attack3"]] call BIS_fnc_showMarkers;}], [32.5, {}] ]; And so here are my issues are: 1. What code do I put in after the timeline? 2. What file do I even put this in? I'm not the best when it comes to scripting and this Animated Briefing has actually drove me insane as it is probably the hardest thing I have done so far
  2. Hey so I've made a mission in the Arma 3 Eden editor and it is pretty simple. I got the tasks all down correctly and everything else however I have ran into problems with scripting. I wanted to have a debrief with a description, title and subtitle. I followed steps on the wiki, created a description.ext file in the mission folder and I used this script class CfgDebriefing { class End1 { title = "Mission Completed"; subtitle = "Great work"; description = "FIA forces have been decimated and are on the retreat thanks to your actions! Great Work Sergeant"; pictureBackground = ""; picture = "b_inf"; }; }; I also put the type on trigger used to activate the script as none and put this in the OnActv field to sequence a closing shot "end1" call BIS_fnc_endMission; I have no idea why this wont work for me, and its not just this time many times I have followed the instructions and read them carefully and it wont work. Help would be appreciated thanks.
  3. CheeseBlob

    Problems with scripting

    Thanks I'll be trying it soon
  4. CheeseBlob

    Problems with scripting

    Ok so it works however it dosen't use my settings i put in the script it says Title: "Mission Completed" Subtitle: None Description: Nothing Picture: None Its just the standard debrief screen.
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