Arma 3 intro

Arma 3 intro DEFAULT

Arma 3: Animated Opening

The Animated Opening framework allows you to easily create campaign openings by animating pictures using a timeline.

Features

  • Easy to setup
  • Timeline based
  • Can be easily synced to music or dialogues using the timeline
  • Skippable

Functionality

The framework provides the designer with simple ways to manage picture and texts and to quickly animate them efficiently. The framework also lets you organize pictures and text in layers so that you can easily manage which pictures stay on top on which stay on the bottom. It provides several ways to animate pictures: scaling, moving, rotating, blinking/pulsing and fading.

BIS_fnc_AnimatedOpening

  • Enhanced version of the BIS_fnc_eventTimeline function
  • Sets up the opening
    • Initializes the animatedScreen function
    • Creates the initial black out
    • starts the event timeline by calling BIS_fnc_eventTimeline function
    • holdKey setup (for skipping the opening)

Parameters

Parameter Description
timeline 2D ARRAY: see BIS_fnc_eventTimeline
pointer NUMBER: see BIS_fnc_eventTimeline
music (opt) - STRING: see BIS_fnc_eventTimeline

BIS_fnc_eventTimeline

  • Essential system of the Animated Briefings, but the function can be used for different purposes
  • It executes the code fragments at given time (keyframes)
  • It can play the events from start or from a defined position (index)
  • It can be interrupted from outside
  • user defined code can be executed onInterrupt or onFinished

Parameters

Parameter Description
timeline 2D ARRAY: array with keyframes and code to be activated at a certain time
pointer NUMBER: where to start playing (index)
music (OPTIONAL) - STRING: music to be played which will provide the sync time for the timeline
codeInterrupt (OPTIONAL) - CODE: code to be executed if the timeline is interrupted (missionNamespace setVariable ["BIS_fnc_eventTimeline_play", FALSE])
codeStop (OPTIONAL) - CODE or ARRAY: code or array of codes to be executed once the timeline is finshed. The codes are CALLed one after the other.

BIS_fnc_animatedScreen

  • Handles pictures, texts, layers, animations
  • Provides ways to create, destroy, reset all layers
  • Can animate pictures and texts in several ways (scaling, moving, rotating, etc...)
  • Operates in different ways depending on which parameters are passed

NOTE: The suggested picture size is 2048x2048. This is to make sure it fits and looks sharp on different aspect ratios and resolutions.

Init mode

Parameter Description
mode = "MODE_INIT"Mode used for initializing the framework
layers

(opt) NUMBER or ARRAY:

  • if Number: number of picture layers which will be created
  • if Array:
    • Select 0: NUMBER of picture layers
    • Select 1: NUMBER of text layers
    • Select 2: NUMBER of overlay layers
overscale NUMBER: layer scale
contentRatio NUMBER: layer ratio

Reset mode

Parameter Description
mode = "MODE_RESET"Mode used for clearing all the initialized layers (all pictures and texts are removed but layers will still exist)
flags

ARRAY: array of 3 BOOL values for picture layers, text layers and overlay layers. If true, deletes the controls in these layers.

  • Select 0: reset Picture layers
  • Select 1: reset Text layers
  • Select 2: reset Overlay layers

Layer Create mode

Parameter Description
mode = "MODE_LAYER_CREATE"Mode used for creating layers containing pictures
layer NUMBER: ID of the layer
texture STRING: Path to the picture to be displayed
posCenter (opt) ARRAY: Center position of the picture in x,y coordinates
alpha (opt) NUMBER: Alpha of the picture (1 = fully visible)
scale (opt) NUMBER: Scale of the picture (1 = original size)

Layer Animate mode

Parameter Description
mode = "MODE_LAYER_ANIMATE"Mode used for animating layers containing pictures
layer NUMBER: ID of the layer
duration (opt) NUMBER: Duration of the animation
posCenterEnd (opt) ARRAY: Final position of the picture's center in x,y coordinates
scaleEnd (opt) NUMBER: Final scale amount of the picture
posCenterStart (opt) ARRAY: Initial position of the picture's center in x,y coordinates
scaleStart (opt) NUMBER: Initial scale amount of the picture

Layer Rotate mode

Parameter Description
mode = "MODE_LAYER_ROTATE"Mode used for rotating layers
layer NUMBER: ID of the layer
duration NUMBER: Duration of the animation
angleDelta NUMBER: Desired amount of rotation
angleStart (opt) NUMBER: Initial rotation amount

Layer Fade mode

Parameter Description
mode = "MODE_LAYER_FADE"Mode used for layers
layer NUMBER: ID of the layer
duration NUMBER: Duration of the animation
alphaEnd (opt) NUMBER: Final alpha of the layer
alphaStart (opt) NUMBER: Initial alpha of the layer

Layer Pulse mode

Parameter Description
mode = "MODE_LAYER_PULSE"Mode used for fading from and to different alpha values in a cyclic manner
layer NUMBER: ID of the layer
duration NUMBER: Duration of the animation
alpha1 (opt) NUMBER: First alpha value
alpha2 (opt) NUMBER: Second alpha value
cycles (opt) NUMBER: Number of cycles/times the animation will happen (a full cycle consists of the layer fading to alpha1 and then to alpha2)

Text Create mode

Parameter Description
mode = "MODE_TEXT_CREATE"Mode used for creating layers containing text
layer NUMBER: ID of the layer
text (opt) STRING: Text content
position (opt) ARRAY: Text position in x,y coordinates
align (opt) NUMBER: Text alignment. Options are: ALIGN_TOPLEFT, ALIGN_BOTTOMLEFT, ALIGN_LEFT, ALIGN_TOP, ALIGN_CENTER, ALIGN_BOTTOM, ALIGN_TOPRIGHT, ALIGN_RIGHT, ALIGN_BOTTOMRIGHT
color (opt) ARRAY: Color of the text in r,g,b,a format
alpha (opt) NUMBER: Alpha of the text
tagSize (opt) NUMBER: Size of the text
tagShadow (opt) NUMBER: Shadow style
tagFont (opt) STRING: Text font

Text Animate mode

Parameter Description
mode = "MODE_TEXT_ANIMATE"Mode used for animating layers containing text
layer NUMBER: ID of the layer
duration (opt) NUMBER: Duration of the animation
posEnd (opt) ARRAY: Final position of the text in x,y coordinates
scaleEnd (opt) NUMBER: Final text scale
alphaEnd (opt) NUMBER: Final text alpha
posStart (opt) ARRAY: Initial position of the text in x,y coordinates
scaleStart (opt) NUMBER: Initial text scale
alphaStart (opt) NUMBER: Initial text alpha

Create Overlay mode

Parameter Description
mode = "MODE_OVERLAY_CREATE"Mode used for creating layers for overlays
layer NUMBER: ID of the layer
text (opt) STRING: Text content
position (opt) ARRAY: Position in x,y coordinates
align (opt) NUMBER: Text alignment. Options are: ALIGN_TOPLEFT, ALIGN_BOTTOMLEFT, ALIGN_LEFT, ALIGN_TOP, ALIGN_CENTER, ALIGN_BOTTOM, ALIGN_TOPRIGHT, ALIGN_RIGHT, ALIGN_BOTTOMRIGHT
color (opt) ARRAY: Color of the text in r,g,b,a format
alpha (opt) NUMBER: Alpha of the text
tagSize (opt) NUMBER: Size of the text
tagShadow (opt) NUMBER: Shadow style
tagFont (opt) STRING: Text font

Create Skybox mode

Parameter Description
mode = "MODE_SKYBOX_CREATE"Mode used for looping a skybox-like texture (texture continuously translates horizontally)
layer NUMBER: ID of the layer
texture STRING: Path to the picture to be displayed
alpha (opt) NUMBER: Alpha of the picture (1 = fully visible)
duration (opt) NUMBER: Duration of the animation

The suggested picture size for skybox textures is 4096x4096. This is because the texture is usually scaled to make sure that all the screen space is covered during the translating animation.

Destroy mode

Parameter Description
mode = "MODE_DESTROY"Mode used for terminating animations and destroying all layers

BlackOut mode

Parameter Description
mode = "MODE_BLACKOUT"Mode used for fading out the screen to black
duration (opt) NUMBER: Duration of the fade out time
wait (opt) BOOL: If true, script sleeps until the fading is complete

BlackIn mode

Parameter Description
mode = "MODE_BLACKIN"Mode used for fading in the screen from black
duration (opt) NUMBER: Duration of the fade in time
wait (opt) BOOL: If true, script sleeps until the fading is complete

Setup and Usage

Setup

A Timeline needs to be prepared before calling the Animated Opening function.

Timeline

  • A timeline is a multi-dimensional array in which each element consists of a time (represented by a number) and an event (a piece of code).
  • The timeline starts counting from 0 when it is created.
  • When the time specified in a timeline's element has elapsed, its relative event is spawned.
  • The timeline stops once it reaches the last element. The last element's code can also be empty if you're just using the element as an ending point.
  • The timeline can be kept in a separate file and included using #include "timelineFile.sqf"; within the file calling the animated opening.


The Animated Opening can be started by calling the function BIS_fnc_AnimatedOpening. Once called, the opening will start right away.

  • The opening can be started from a different keyframe (by passing the pointer/index), which is helpful in the development/testing phase.
  • The opening can be interrupted by using the following line of code:

Usage

The initialization and destruction of the framework is handled by the BIS_fnc_AnimatedOpening and you will not need to deal with that.

The function initializes the following layers:

  • 15 Picture layers
  • 5 Text layers
  • 1 Overlay layer (used by the holdKey function to display the "Press SPACE to skip" text

To create and display a new picture, use the MODE_LAYER_CREATE code. You can then use then MODE_LAYER_ANIMATE mode to scale and translate it.

[MODE_LAYER_CREATE, C03_SLIDE1_ID_OBSTACLE, C03_SLIDE1_IMG_OBSTACLE, [0.46,0.45], nil, 1.2] callBIS_fnc_animatedScreen; [MODE_LAYER_ANIMATE, [C03_SLIDE1_ID_OBSTACLE], 8, [0.50,0.46], 1.4] callBIS_fnc_animatedScreen;

similarly, other modes can be used to rotate or fade the image.

The suggested picture size is 2048x2048 and 4096x4096 for skybox textures. This is to make sure it fits and looks sharp on different aspect ratios and resolutions.


The workflow for texts is very similar but the modes to use are different.

[MODE_TEXT_CREATE, _layer, _text, _pos, _align, COLOR_TEXT_DYNAMIC_FOREGROUND,0,SIZE_TEXT_DYNAMIC,0, FONT_TEXT_DYNAMIC] callBIS_fnc_animatedScreen; [MODE_TEXT_ANIMATE, _layer, TIME_TEXT_DYNAMIC_A, nil,0.9,0.4,nil,0.7,0] callBIS_fnc_animatedScreen;

To delete displayed pictures and text, use the MODE_RESET mode.


Black In and Black Out modes can be used to fade to or from black.


To create an animated skybox-like background use MODE_SKYBOX_CREATE which adds and animates the texture.

Synchronizing music to timeline events

See the Animated Briefing page for more information about the suggested workflow.

Sours: https://community.bistudio.com/wiki/Arma_3:_Animated_Opening
STEAM
So, this is something that I probably should have figured out by now... How in the hell do I make an intro sequence to a scenario that everyone can see? What I mean by this is not a recording, but a simple text screen. In other words, for those that played the APEX DLC, you will know that in some segments, there will be a digital looking screen with a text on it like "4 hours until morning" or something, and then it fades to black, and then cuts to the players point of view. Any idea how to recreate this?
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Sours: https://steamcommunity.com/app/107410/discussions/0/3158630999991176710/
  1. Adjust dishwasher door
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STEAM
How to create a Black Screen Intro with text like in the Eastwind campagne?
As the title says, how do you do that? Im trying to have a blackscreen start where the type writter style text apperes on the bottom right of the screen with the Location date and time then fades to the game screen. If you know the anwser can you explaine it in layman terms. From what must I type, where must i do it, how and so on. telling me to go look at BIS_fnc_infoText and BIS_fnc_typeText or copy and pasting tons of info from the function viewer wont help because i dont understand any of it... ya im a noob.

Thanks in advance
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Sours: https://steamcommunity.com/app/107410/discussions/18/1733213724911242244/
Arma 3 Global Mobilization single player INTRO HD

ArmA 2 | Making an Intro with the In-game Camera

Begin by opening your text editor (MS Notepad or similar) and copying & pasting the code below into it:

Save the file as intro.sqs and drop it into your mission folder. Reopen it and keep it open throughout the remainder of this tutorial. Now launch ArmA 2 and enter the editor. Pull up your mission and place a civilian unit on the map location where you would like to begin shooting. Change the control to 'Player' and place this line of code it its 'Intialization' field:

arma 2 camera intro 01

Hit the 'Preview' button and enter the mission. There will be a set of white crosshairs in the center of the screen which indicates you are in camera mode via the civilian unit. You will want to maneuver the camera over to its first shooting position using the following commands:

W = forward
A = left
D = right
S = backwards
Q = up
Z = down
8 = tilt upward
2 = tilt downward
4 = rotate left
6 = rotate right
+ = zoom in
- = zoom out
F = tracks targeted object OR position on ground nearest to crosshairs
Space Bar = targets nearest object OR position on ground
Del = Turn on/off floating mode
Shift+[movement key] = faster camera movement


Once you are in position, click the left mouse button. This records the starting camera position. Then click Alt + Tab to exit the editor. Go over to your intro.sqs file and drag your mouse over (highlight) the first camera position, hit Ctrl + V and then paste the new position over it. The code you are replacing is four lines down and looks like this:

;comment "2:10:08";
_camera camPrepareTarget [-73242.38,68922.07,1.99];
_camera camPreparePos [3116.49,4343.34,2.00];
_camera camPrepareFOV 0.700;
_camera camCommitPrepared 0"

Copy the numbers from the sixth line down (3116.49,4343.34,2.00) and past them into the brackets of line two, so it will now look like this:

_camera = "camera" camcreate [3116.49,4343.34,2.00]

Return to the ArmA 2 editor and move to the second shooting position. when you reach it click the left mouse button once again, repeating the process above but this time replacing the code that starts on line twelve:

;comment "2:10:39";
_camera camPrepareTarget [-73242.38,68922.07,1.99];
_camera camPreparePos [3092.98,4374.91,35.93];
_camera camPrepareFOV 0.700;
_camera camCommitPrepared 5

arma 2 camera intro 02
arma 2 camera intro 03

On the very last line of the code you just pasted (_camera camCommitPrepared 5) make sure to enter a number in seconds that you would like the camera to run in between positions one and two.

Return to the editor and delete the civilian unit. Click the 'Units' button and create a 'Game Logic' unit. Enter this code in the 'Intialization' field:

The intro will run at this point when you play the mission. In regard to music, I have used Beethoven's 'Fur Elise' for my intro. if you would like to add music it will need to be in the .ogg format and the approximate length of your intro.

Create a new folder in your mission folder titled 'music' and drop your song into it. In the root of the mission folder create a new file named description.ext and copy & past this code into it:

Place the name of your song on the first line of the intro.sqs file and your music will play.

This has given you a basic overview of how to run the camera to create an intro. There are a myriad of other things you can do and I encourage you to experiment. Keep in mind that the camera is not capturing video footage; it is recording viewing positions. You could easily move your intro to another map and it would run but would appear entirely different.

You can check out the video below to see the end product of the above tutorial.



written by RJ Wattenhofer

Sours: http://rjwattenhofer.com/articles/gaming/arma-2-oa-camera-intro/

Intro arma 3

ArmAScript Examples

Arma3 v1.50
Rip on the BIS forums had asked about a black fade in intro for his new mission. There’s countless ways of doing this but thanks to a hint from polpox I discovered that the new Bootcamp mission has introduced a function that makes a nice looking “infoText” effect. So I took some samples from the various ways I’ve done this before and came up with this.

Save the code as missionIntro.sqf. You can then call it from initPlayerLocal.sqf. There’s quite a few options you can set each with it’s own default. One “gotcha” is that if you don’t put anything in for any of the three first parameters the text typing effect will display %1, so if you want those blank put a space as in the examples.

missionIntro.sqf:

/* Author: kylania Description: Fade in from black intro, with a quote and Arma 3 style SitRep Date/Time/Mission credits. Run via execVM from playerInitLocal.sqf Parameter(s): 0: STRING - Name of the mission. SemiBold font under date during sitrep typing effect. Default: "An Arma 3 mission" 1: STRING - Author of the mission. Displayed under the mission name in medium font. Use a " " for nothing. Default: "by a Community Author" 2: STRING - Version of the mission. Displayed under the mission author in a medium font. Use a " " for nothing. Default: "Version 1.0" 3: STRING - Quote for center screen display on black screen. Default: "Not so long ago, not so far away...\n\n-A quote" 4: NUMBER - Duration of quote display. Default: 9 Returns: Nothing. Examples: ["Jungle Trek", "By Rip", "Version 1", '"A cat is a lion in a jungle of small bushes."\n\n-Indian proverb'] execVM "missionIntro.sqf"; ["A Mission", " ", " ", "", 0] execVM "missionIntro.sqf"; */ // Start with a silent black screen. titleCut ["", "BLACK FADED", 999]; 0 fadeSound 0; // Spawn text effects. _this spawn { params[ ["_missionName", "An Arma 3 mission"], ["_missionAuthor", "by a Community Author"], ["_missionVersion", "Version 1.0"], ["_quote", "Not so long ago, not so far away...\n\n-A quote"], ["_duration", 9] ]; // Starting quote as volume fades in. titleText [_quote,"PLAIN"]; titleFadeOut _duration; _duration fadeSound 1; sleep (_duration - 2); // New "sitrep style" text in bottom right corner, typed out over time. [ [_missionName,"font = 'PuristaSemiBold'"], ["","<br/>"], [_missionAuthor,"font = 'PuristaMedium'"], ["","<br/>"], [_missionVersion,"font = 'PuristaLight'"] ] execVM "\a3\missions_f_bootcamp\Campaign\Functions\GUI\fn_SITREP.sqf"; // Fade from black, to blur, to clear as text types. sleep 3; "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [6]; "dynamicBlur" ppEffectCommit 0; "dynamicBlur" ppEffectAdjust [0.0]; "dynamicBlur" ppEffectCommit 5; titleCut ["", "BLACK IN", 5]; };

This entry was posted on June 25, 2016, 6:00 AM and is filed under ArmA 3, Script Examples. You can follow any responses to this entry through RSS 2.0. You can leave a response, or trackback from your own site.

Sours: http://www.kylania.com/ex/?p=145
Arma 3 Global Mobilization single player INTRO HD

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