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Showing results for tags 'notification'.
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[Abandoned] [Release] Notification System
HazJ posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
!!! THIS PROJECT HAS NOW BEEN ABANDONED !!! !!! SUPPORT WILL BE LIMITED AND NO NEW VERSIONS WILL BE RELEASED FOR THE FORESEEABLE FUTURE !!! https://github.com/HazJ/notificationSystem.VR Notification System for ArmA III Installation 1) Copy notificationSystem folder to your mission root 2) Copy contents from init.sqf to your mission 3) Copy contents from description.ext to your mission (if you already have class RscTitles then please only copy the #include part inside your existing RscTitles) 4) Configure config options in notificationSystem\config\config_master 5) Execute function where ever needed Usage examples ["New notification", "This is a notification!", [0, 0, 0, 1], [1, 1, 0, 1]] spawn Haz_fnc_createNotification; ["<img size='1' color='#ffffff' image='\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa'/> New notification", "This is a notification!"] spawn Haz_fnc_createNotification; ["<img size='1' align='right' color='#ffffff' image='\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa'/> New notification", "This is a notification!"] spawn Haz_fnc_createNotification; ["<img size='1' align='right' color='#ffffff' image='\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa'/> Rank Promotion", "Good work!", [1, 1, 1, 1], [0.12, 0.63, 0.94, 1]] spawn Haz_fnc_createNotification; Config options 0 = FALSE 1 = TRUE debugMode = 0; // If set to 1 then debug mode will be enabled (used for DEV purposes only) defaultTitleTextColour[] = {1, 1, 1, 1}; // Default title text colour (used if you don't pass custom argument to function) defaultTitleBgColour[] = {"(profileNamespace getVariable ['GUI_BCG_RGB_R', 0.13])", "(profileNamespace getVariable ['GUI_BCG_RGB_G', 0.54])", "(profileNamespace getVariable ['GUI_BCG_RGB_B', 0.21])", 1}; // Default title text colour (used if you don't pass custom argument to function) maxNotificationsOnScreen = 4; // Maximum number of notifications to show on screen at once (4 is the currently the max - if you try to set higher then it will revert to 3) positionOnScreen = "RIGHT"; // Where to position notifications on the screen - "LEFT" or "RIGHT" expandShrinkToggle = 1; // Enable player to expand/shrink notifications expandShrinkKey = "help"; // The key which is used to expand/shrink notifications - https://community.bistudio.com/wiki/DIK_KeyCodes (you can also use action key names: https://community.bistudio.com/wiki/Category:Key_Actions) showNotificationsQueue = 1; // Show notification queue count in bottom left corner of screen Changelog 0.3.1 * Fixed expand/shrink positioning when using RIGHT config option (thanks to Tankbuster for reporting) * Added config option for expand/shrink key * Minor code tweaks 0.3 * Added load save fix (thanks AZCoder) * Added functionality for the inactive customisable config options that were added last version (for example: positionOnScreen) * Fixed the bug with the key press toggle (expand/shrink control elements) * Fixed queue counter 0.2 * Added customisable config options * Added key press toggle which expands/shrinks the control elements out to show more/less information (inspired by BIS_fnc_advHint) * Added RscStructuredText styling support for title * Added option to pass arguments directly to the function * Added text which shows total number of notifications in the queue 0.1 * Initital release Known issues None known Credits Haz Contributors Thank you to everyone who provided suggestions, bug-reports and overall feedback! Sa-Matra AZCoder - Load save fix Notes If you change values in config_master then you may need to reload the mission (not just restart). Please do not remove my name from file(s) - Give credit where due! Useful information https://community.bistudio.com/wiki/DIK_KeyCodes https://community.bistudio.com/wiki/Category:Key_Actions -
If you're designing Arma 3 missions, you might have noticed many new or updated interfaces, like loading screens and debriefings. We're documenting them as they're being added in Mission Presentation page on Community Wiki. Please read the articles, link them when someone asks about their contents (e.g., how to configure loading screens) and expand them in case you find some useful info.
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- 7
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- debriefing
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this is my map. (More images if you scroll down) https://imgur.com/a/J0juir3 there is a lot of objectives to capture, and the notification bar is going hot.. is there a way to disable the notification when me or an AI capture an objective?
- 3 replies
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- disable notification
- notification
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bis_fnc_shownotification Show BIS_fnc_showNotification to opposite player side
Dj Rolnik posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey y'all, I am working on a mission in which I would like to have a notification (BIS_fnc_showNotification) displayed to the opposite team. As in: - Blufor player enters the trigger area - All Opfor players (and only opfor players) see the predefined notification on screen I cannot wrap my head around how to execute this command for side. Is that even possible? Anybody willing to help? Thanks in advance! Dj -
List of Arma 3 Icon (for ingame Notification)
jeremiejt posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I made a class CfgNotifications in my description.ext for a mission. I i want to put some notification during the mission. When the Notification pop, an icon is display with this lane : iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa"; I searching for a official name icon list, like this : "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa" Someone can help me ? :) -
multiplayer Last Man Standing Notification / Multiplayer Scripting
driftingnitro posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm working on a mission that doesn't have re-spawns and designed for quick firefights. My intention is to design a mission for a dedicated server with the following: If all Blufor (players) are killed, failure If time runs out, failure If all Opfor units are killed, victory Notify all players (even dead) when there is one player remaining Notify all players (even dead) when there is one enemy remaining have the same number of units and type of unit on the enemy side, i.e. 1 autorifleman blufor and 1 autorifleman opfor (shown in the initServer.sqf is already working) My experience with multiplayer scripting is limited and I'm struggling to understand why it works in local hosted multiplayer (as the host alone) but not on dedicated servers, issues include: After starting the operation using the action (see flowgraph) the LastMan.sqf will start running immediately, even with 2 blufor players Server, after starting the operation using the action, will stop updating unit positions and AI will not react. All players except yourself are running in place, coupled with sudden spikes in framerate loss when initially activated and unable to kill enemies. Enemies don't react to being shot or standing directly in front of them even. this problem isn't present on the locally hosted Possibly an issue of the server ending the mission locally but not for clients (just a guess)? Mission must still be working enough to continue the countdown timer, mission fails properly when timer reaches zero Maybe I should be getting rid of triggers entirely? But it always seemed like they synced across multiplayer better Using the trigger and (count Thislist < 2) is that when all remaining players enter one vehicle, it counts as one unit and starts the trigger Tried using setting the triggers to server only and using Bis_fnc_MP but led to the mission immediately ending upon starting the operation action Code Flowgraph Mission Source https://drive.google.com/file/d/0B85GbOCq33caWlhHNW1KcENzV00/view?usp=sharing Thanks for the help on this issue -
hello I just wanted to know how to edit the game rules and the team speak address in the map
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- debriefing
- loading
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