SpaydCBR 11 Posted May 14, 2013 how do you do the UAV aerial view sitrep thing at the beginning of a mission? Share this post Link to post Share on other sites
Tuliq 2 Posted May 14, 2013 bis_fnc_establishingShot :) http://arma.kodered.de/blog/[how-to]-showcase-intro-sat-maps.aspx Share this post Link to post Share on other sites
sgt_Savage2003 10 Posted May 14, 2013 Check this one out also a little bit easier to set up. I have this one running on a few of my Missions. http://www.armaholic.com/page.php?id=19289 Here is part of the Code but this will not work the way he has it written. You will need to fix it. [getPos orbit1," This is the part to change for the sitrep",300,200,180,0,[]] spawn BIS_fnc_establishingShot; What you have to do is place any marker in the editor named orbit1 or any thing you want to just make the change in the script. Also you need to Change getpos orbit1 to getmarkerpos "orbit1" Since Iam on my laptop right now I will check my code later to make sure it is correct. Share this post Link to post Share on other sites
MackaRoney 10 Posted May 15, 2013 // set side colors private ["_colorWest", "_colorEast"]; _colorWest = WEST call BIS_fnc_sideColor; _colorEast = EAST call BIS_fnc_sideColor; // set transparency for colors {_x set [3, 0.73]} forEach [_colorWest, _colorEast]; [ markerPos "MARKER", // Target position (replace MARKERNAME) "Take over Stratis and take out the Caches found around Stratis", // SITREP text 400, // 400m altitude 200, // 200m radius 0, // 0 degrees viewing angle 1, // Clockwise movement [ // add Icon at player's position ["\a3\ui_f\data\map\markers\nato\b_inf.paa", _colorWest, getPos player, 1, 1, 0, "Base", 0], // add Icon at enemy/target position ["\a3\ui_f\data\map\markers\nato\o_inf.paa", _colorEast, markerPos "MARKERNAME", 1, 1, 0, "Enemy Camp", 0] ] ] spawn BIS_fnc_establishingShot; i named the marker "Marker" so name a marker marker and it will focus on that Share this post Link to post Share on other sites
GreigPil 1 Posted June 17, 2013 Excellent, this is exactly what I was looking for, thanks. Been making little engagements for myself since A2 launch but I'm new to scripting; figure it's a good time to learn whilst A3 has a limited amount to work with during alpha. One thing I'm struggling to find, is a way to freeze the action during the UAV SITREP. The way I have the WPs and Triggers set up at the moment - the mission is already well under way by the time the very brief SITREP is done. Is there a script I can put in the init that basically tells everything to hold 'til the SITREP has done its thing? I'd rather not go back and rearrange everything, which would include re-recording my lengthy choreographed littlebird attack run. Is this possible, or should I realise my error in mission design workflow? Share this post Link to post Share on other sites
meatball 25 Posted August 3, 2013 Love this thread too, thanks! I'm looking for something opposite, how do I force the sitRep to automatically time out after a say 10 or 15 seconds and automatically dump the players at the starting location? Share this post Link to post Share on other sites
kylania 568 Posted August 3, 2013 I think it does, doesn't it? In testing the first time I opened the client I'd get the "press space to advance" console nonsense, but every other time that wasn't there. I seem to remember it just advancing on it's own though. Using this code it went right into the mission on it's own without asking. 0 = [player, "Alone on the beach, a young man dreams of love.",80,nil,270,1] spawn BIS_fnc_establishingShot; Share this post Link to post Share on other sites
meatball 25 Posted August 3, 2013 Yeah, after monkeying with it I noticed it times out about 18-19 seconds. Main thing I was trying to figure out was how long to delay some music at the intro of the mission so it didn't get chopped off by the sitrep screen swapping to the main game. Share this post Link to post Share on other sites
Larrow 2822 Posted August 3, 2013 (edited) Main thing I was trying to figure out was how long to delay some music at the intro of the mission so it didn't get chopped off by the sitrep screen swapping to the main game. waitUntil {!isnil "BIS_fnc_establishingShot_playing" && {!BIS_fnc_establishingShot_playing}}; Edited August 3, 2013 by Larrow Share this post Link to post Share on other sites
meatball 25 Posted August 3, 2013 Hmm, trying that by putting it in my init.sqf at the end, but keep getting "Undefined variable in expression: BIS_fnc_establishingShot_playing" errors. ---------- Post added at 10:45 ---------- Previous post was at 10:38 ---------- You know, the funny thing is, that the waituntil actually works, but it's still throwing the error. Share this post Link to post Share on other sites
Larrow 2822 Posted August 3, 2013 (edited) Thought it may, i changed the above while you were posting to check for if its defined yet. You can use either BIS_fnc_establishingShot_playing or BIS_missionStarted, just for reference Edited August 3, 2013 by Larrow Share this post Link to post Share on other sites
meatball 25 Posted August 3, 2013 That did the trick, thanks! Share this post Link to post Share on other sites
clawhammer 10 Posted September 18, 2013 (edited) Is it possible to add NVG or TERMAL VISION to this? On Night Missions this Intro does not works :D pls help! UPDATE: GOT IT! true setCamUseTi 0; <- 0 to 7 for all TI Modes camUseTERMANL true; <- For NVG Edited September 18, 2013 by Clawhammer Share this post Link to post Share on other sites
dezibert 10 Posted October 12, 2013 I have this strange tiled overlay covering the uav shot. It's grey/black tiled (like when you escape to option screen) and almost opaque. Is this a bug or how can I avoid this? ---------- Post added at 13:41 ---------- Previous post was at 13:20 ---------- true setCamUseTi 0; <- 0 to 7 for all TI Modes camUseTERMANL true; <- For NVG Where did you put this code snippet please? Share this post Link to post Share on other sites
RegEdit 10 Posted October 12, 2013 I have this strange tiled overlay covering the uav shot. It's grey/black tiled (like when you escape to option screen) and almost opaque. Is this a bug or how can I avoid this? It’s not a bug, it’s a feature! Share this post Link to post Share on other sites
KingoftheSandbox 10 Posted October 20, 2013 // set side colors private ["_colorWest", "_colorEast"]; _colorWest = WEST call BIS_fnc_sideColor; _colorEast = EAST call BIS_fnc_sideColor; // set transparency for colors {_x set [3, 0.73]} forEach [_colorWest, _colorEast]; [ markerPos "marker1", // Target position (replace MARKERNAME) "You are being deployed behind enemy lines. Stay low, hit hard and get out. Remember, you and your team are alone out here.", // SITREP text 250, // m altitude 125, // m radius 0, // 0 degrees viewing angle 1, // Clockwise movement [ // add Icon at player's position ["\a3\ui_f\data\map\markers\nato\b_recon.paa", _colorWest, markerPos "m1", 1, 1, 0, 0], // add Icon at enemy/target position; ["\a3\ui_f\data\map\markers\nato\o_inf.paa", _colorEast, markerPos "e1", 1, 1, 0, 0] ] ] spawn BIS_fnc_establishingShot; gettin error: "6# 0 is type scalar, must be string" in the editor when preview. its working but with the error. ideas? ty! Share this post Link to post Share on other sites
sproyd 2 Posted November 9, 2013 I have this strange tiled overlay covering the uav shot. It's grey/black tiled (like when you escape to option screen) and almost opaque. Is this a bug or how can I avoid this?---------- Post added at 13:41 ---------- Previous post was at 13:20 ---------- Where did you put this code snippet please? +1 when i added that code to the script it would stop the establishing shot from playing altogether? Share this post Link to post Share on other sites
RegEdit 10 Posted November 9, 2013 Yes, establishing shot would stop in around 10–15 seconds, or you just can press space to skip it. Share this post Link to post Share on other sites
sproyd 2 Posted November 10, 2013 no the question is where to insert the NVG/TI script modification Share this post Link to post Share on other sites
RegEdit 10 Posted November 10, 2013 (edited) Like this: [] spawn { true setCamUseTi 0; // Turns thermal vision on [player,"Alone on the beach, a young man dreams of love.",80,nil,270,1] spawn BIS_fnc_establishingShot; // Your establishing shot waitUntil {!isNil "BIS_fnc_establishingShot_playing" && {!BIS_fnc_establishingShot_playing}}; // Wait until establishing shot has stopped playing false setCamUseTi 0; // Turns thermal vision off }; Edited November 10, 2013 by RegEdit Share this post Link to post Share on other sites
sproyd 2 Posted November 11, 2013 Okay thanks, yeah works for TI but the NVG script camUseTERMANL true; doesn't work. Should have been camUseNVG Share this post Link to post Share on other sites
Mattar_Tharkari 10 Posted November 29, 2013 (edited) If you create a camera in the init or with a script run from the init - eg: _cam01 = createVehicle ["camera", _camPos, [], 0, "CAN_COLLIDE"]; _cam01 camPrepareTarget _targetPos; _cam01 cameraEffect ["INTERNAL", "BACK", "rendertarget1"]; _cam01 camPrepareFov 0.700; _cam01 camCommitPrepared 0; waitUntil{camCommitted _cam01}; _laptop setObjectTextureGlobal [0, "#(argb,512,512,1)r2t(rendertarget1,1.0)"]; You must delay it till after BIS_fnc_establishingShot has completed or the "rendertarget" will fail and display a black or white screen. Use something like: waitUntil {!isNull player}; //or waitUntil {!isNil {BIS_missionStarted }}; in the script before the camera is created. How or why this bug occurs I don't know, but if your camera textures fail or work intermittently or BIS_fnc_establishingShot cuts to the player internal cam - this could be the cause. Updated - if you use the debug console camera during the mission it also affects rendertargets so: enableDebugConsole = 0; in the init. Edited November 29, 2013 by Mattar_Tharkari Share this post Link to post Share on other sites
jandrews 116 Posted April 14, 2014 (edited) hello, So I am trying to add a music track to this intro. This is not correct, can anyone help?? Thanks [] spawn { scriptName "initMission.hpp: mission start"; // set side colors private ["_colorWest", "_colorEast"]; _colorWest = WEST call BIS_fnc_sideColor; _colorEast = EAST call BIS_fnc_sideColor; // set transparency for colors {_x set [3, 0.73]} forEach [_colorWest, _colorEast]; [ [1219.54,8842.99,0.00143909], "Nato Amphibious Assault,|something here,|something here," // SITREP text 50, // 50m altitude 100, // 100m radius 120, // 120 degrees viewing angle 1, // Clockwise movement ["a3ui_fdatamapmarkersnatob_inf.paa", _colorWest, markerPos "Mission Start",, 1, 1, 0, "mission start", 0], [playMusic "mymusic"; 10 fadeMusic 0.8; waitUntil {!isnil "BIS_fnc_establishingShot_playing" && {!BIS_fnc_establishingShot_playing}}; 8 fadeMusic 0;] ] ] spawn BIS_fnc_establishingShot; }; Edited April 14, 2014 by JAndrews1 Share this post Link to post Share on other sites
SavageCDN 231 Posted April 14, 2014 You have an extra "]" - remove the 3rd-last line [] spawn { scriptName "initMission.hpp: mission start"; // set side colors private ["_colorWest", "_colorEast"]; _colorWest = WEST call BIS_fnc_sideColor; _colorEast = EAST call BIS_fnc_sideColor; // set transparency for colors {_x set [3, 0.73]} forEach [_colorWest, _colorEast]; [ [1219.54,8842.99,0.00143909], "Nato Amphibious Assault,|something here,|something here," // SITREP text 50, // 50m altitude 100, // 100m radius 120, // 120 degrees viewing angle 1, // Clockwise movement ["a3ui_fdatamapmarkersnatob_inf.paa", _colorWest, markerPos "Mission Start",, 1, 1, 0, "mission start", 0], [playMusic "mymusic"; 10 fadeMusic 0.8; waitUntil {!isnil "BIS_fnc_establishingShot_playing" && {!BIS_fnc_establishingShot_playing}}; 8 fadeMusic 0;] ] spawn BIS_fnc_establishingShot; }; If it still doesn't work I would try playMusic before the intro starts then the fadeMusic after the intro is complete (ie: take them out of the establishing shot spawn) Share this post Link to post Share on other sites