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Arma 3 Editor Tutorial - Animated Texts - Mission Presentation V 

Feuerex
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All commands with extra info UPDATED: pasted.co/03fe054f
Alternative link for the code: www.pastery.net/zjqmep/raw/
A tutorial presenting various non-animated and animated text fields that are primarily used at the very beginning of a mission. That's why I decided to call them 'intro texts', the name, however, is not official.
I updated the text for this tutorial and uploaded it to a safer, more stable and more elegant provider. It contains all used examples in the video, several extra examples and another explanation for each one of them. Inform me if there's anything wrong with the link.
Outro music: provided by SafeTracks
Direct - Network: www.youtube.com/watch?v=f-O8M...
"This video is created using games from Bohemia Interactive.
See www.bistudio.com for more information."

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4 авг 2024

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Комментарии : 85   
@DotRat
@DotRat 7 лет назад
Thank you Feuerex. I've been stumbling through making my first Arma 3 mission and have found this and several other of your tutorials a great help. !
@icrypttoo2624
@icrypttoo2624 10 месяцев назад
People like you make the world work, thanks.
@MrMaidenHell
@MrMaidenHell 8 лет назад
Great simple ,yet powerful tutorial!
@FredrikK50
@FredrikK50 9 лет назад
I found out that it is easier and more reliable to display "dynamic" time this way: "" ([dayTime, "HH:MM"] call BIS_fnc_timeToString) "" Although I've only tried it with infoText. But anyway, great explanation on how to display text, helped alot, thank you!
@BlackPixxelDE
@BlackPixxelDE 10 лет назад
Nice tutorial and nice outro! Keep your work on!
@Feuerex
@Feuerex 10 лет назад
Thank you very much!
@jacksonmather3305
@jacksonmather3305 7 лет назад
I just recently got arma 3 and am looking to make a mission. I stumbled across your videos and, they're amazing. You are an absolute life saver, and just earned a sub😁. Look out for my missions on the workshop (I'll mention you in the credits as a, "special thanks" Keep doing what your doing, cause your great at it. - Jack
@Feuerex
@Feuerex 7 лет назад
I'll try to keep an eye out for those missions, have a nice day
@h20plays39
@h20plays39 2 года назад
1:15 I am using this one, but do you know if you can slow down the text? If so, what is the script for it that I need to add?
@johnnyboy8657
@johnnyboy8657 7 лет назад
Thanks for this most excellent tute. Very helpful! Your time is appreciated.
@xXSomething37Xx
@xXSomething37Xx 9 лет назад
So if I'd like to make it client sided only (So the text shows up only for the client who called it) will this work or do I have to do it in some other way?
@AKTERx2
@AKTERx2 7 лет назад
where i can get that sound title text ? when you join to the server?
@pierrezani6687
@pierrezani6687 5 лет назад
What is the script for typetext 1 for the text to spawn in bottom right like in eastwind campagne?
@battlecapchannel2666
@battlecapchannel2666 9 лет назад
How can I make Infotext and all other kinds of texts could appear in various parts of the screen?
@CoolAidChemist808
@CoolAidChemist808 10 лет назад
Nice and thorough
@shhocolat4000
@shhocolat4000 10 лет назад
Thankyou this helped me a lot! Just one question though, how to make the exact same text intro as in the campaign. i used this script, any= ["Mission name" , "By: Author name" , "Date" ] spawn BIS_fnc_infoText; and worked like a charm but i wanted the type writer sound effects with it, think you could help me out?
@Feuerex
@Feuerex 10 лет назад
I am pretty sure the sound effects come automatically with the visual effect. I also searched the BIS campaign missions and it seems like they used the function TypeText, only with a few more parameters. This should be nice as well: any =[ [ ["Mission name","%1"], ["By author"], ["Date", "%1", 90] ] ,0.7, 0.8, "%1" ] spawn BIS_fnc_typeText; It shows the text letter by letter and stays on the screen for a bit longer. It's not a direct copy of a BIS text effect (it's a pain to search through the code), but it looks similar. If you wish to give it a try yourself, you can also look at how the campaign is made. Get any PBO decompiler and open the missions_f_epa.pbo.
@Druminator82
@Druminator82 10 лет назад
I'm a bit confused, should these scripts be in a .sqf file and not a description.ext? Edit: Nevermind, figured it out!
@GoodGuyGregg
@GoodGuyGregg 10 лет назад
Keep up the video tutorials. I am learning a lot and improving my missions! I know it is not easy to make these videos, but they are so beneficial to people like me. Thanks
@lsync3707
@lsync3707 8 лет назад
Hey Feuerex thanks for the amazing tutorial. I have a problem : I write these text to the trigger and it works like charm but I am getting cmd error on my screan and it says (Error call : type script , expected code ) so what I have to do clear it ? Sorry I am just beginner and trying to make some mp missions
@Feuerex
@Feuerex 8 лет назад
I am fairly certain that the example code I provided is correct and doesn't produce errors. I'm guessing you adjusted the examples in some way, and that's most likely the source of the error, however I can't see into your head and have no idea what you're making. If you posted the code you try to use, and how you try to call (use) it, I would be able to tell you if there's an error or not, and help you with fixing it. In other words, I can't see your code or your mission, I know little about your problem, I can't reproduce it, therefore I can't help.
@stburr91
@stburr91 7 лет назад
I used the command below in a trigger, it works great, how do I get it to fade out to black? //Letters appear gradually, upper part of the screen, middle; any=[ [ ["Mission name","%1"], ["Author name","%1"], ["Date","%1"]
@user-zw6uc9ei3j
@user-zw6uc9ei3j 6 лет назад
wonderful explanation!
@lebiglebowskii9864
@lebiglebowskii9864 5 лет назад
I did the first typetext and its going so slow... How do i change speed? Im losing my mind over this lol
@freexavier
@freexavier 8 лет назад
I notice for the "BIS_fnc_typeText" that that have 'center' is there a way to have it in a different location? I tried using "top" and "bottom". They don't work. Except for typetext2, but i think its just a bug
@Feuerex
@Feuerex 8 лет назад
The word 'center' is related to text alignment, not the text position on the screen. The position is static, you would need to edit the function and call it as a custom script. Have a look at the function in the Function viewer, if you want to edit it.
@freexavier
@freexavier 8 лет назад
Feuerex Ah okay. I will try doing that sometime. And thanks for the reply
@lencampey3312
@lencampey3312 9 лет назад
Feuerex do you have a tutorial so that I can add "Mission Complete" at the end of my mission please?
@Feuerex
@Feuerex 9 лет назад
Yup, this one: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-6t-Pf3u7YOc.html
@morpheushill1908
@morpheushill1908 6 лет назад
I'm trying to make this text pop up with a trigger but it's not working. What's the best way? I currently have an infotext.sqf in the mission folder with the correct script placed in it and the trigger is [] execVM "infotext.sqf"; in it's init field and the trigger is set to blufor being in the field. What am I doing wrong?
@Feuerex
@Feuerex 6 лет назад
all you have to do is to place the following in the trigger On Activation box. any= ["your text" , "goes here" , "blah blah blah" ] spawn BIS_fnc_infoText;
@morpheushill1908
@morpheushill1908 6 лет назад
Feuerex I tried that but it didn’t work before. I’ll give it another shot when I get off work. Thanks for the reply!
@farfetched100
@farfetched100 8 лет назад
Question - how can i add a duration to InfoText so it stays on screen for longer i have looked through the functions lists but i have no idea :/
@Feuerex
@Feuerex 8 лет назад
Functions have many attributes hard coded in them. The general rule is, if it's not one of the parameters, it probably can't be changed. InfoText has the timing hard coded in the function itself, you'd have to edit the function manually and call it as a custom script.
@whiskeyactual.
@whiskeyactual. 8 лет назад
The static test work awesome. However I can't get any of the function scripts to work even when copy and pasting. It says i'm missing a "[" or "]" even though I double and triple check. Here this is an example: any=[ [ ["Mission name","%1"], ["Author name","%1"], ["Date","%1"] ] ] spawn BIS_fnc_typeText; It consistently states i'm missing a bracket with all the function scripts. Any ideas? Thanks in advance.
@Feuerex
@Feuerex 8 лет назад
I set up a testing mission. Empty map, one infantry unit (player), one trigger 50x50 around him. Activation Anybody, on Act. - your code, copy pasted from this comment. Works without any problems, Arma 3 current version 1.56, stable branch, no mods. Same results when calling a script with the same copy pasted code. A quick google search also confirms that the syntax works and there's nothing wrong with it. I don't know what you use to try the code or what other commands you use in addition, but I see no problem with the function when it's called in a blank mission space. I'd recommend you to test the function in the environment described above and then try to figure out where is the issue. If your problem still persists, can you specify what exactly the game doesn't like? How are you calling it? Are you using any other commands in conjunction?
@whiskeyactual.
@whiskeyactual. 8 лет назад
Feuerex Thanks for your fast response and I appreciate all of your tutorial videos. I know your code was right, verified it myself several times. Once I'm home I will try to run the code on a example mission like you did above and start trouble shooting my own code. The script I'm using it in conjunction with it is just a couple camera scripts for my intro along with a fade out, fade, and fade in script.., very simple. I will post my whole script file if I don't have any luck.
@Beherenow119
@Beherenow119 8 лет назад
So am I understanding correctly that this only needs to be placed inside a trigger (with my desired text) and that's it? Does the mission file need to call it inside any .sqf files at all? I've been looking for examples for how to put bis_fnc_intro text into my MP mission for hours now and your method seems so much simpler. Just want to make sure I understand the video because I don't recall you specially saying how to call the script.
@Feuerex
@Feuerex 8 лет назад
Yep, as long as you keep it simple you are totally fine with just using triggers. All script files are already in the base game. Of course, you are also absolutely free to write your own little script to call the functions, if you prefer writing bits of code. Not sure what you mean by bis_fnc_intro, such function doesn't exist to my knowledge, but the examples listed below the video do indeed work the same when called from a trigger or a script.
@Beherenow119
@Beherenow119 8 лет назад
Thanks for the quick reply. What do you think would be the best method for a MP mission that has respawn and runs on a dedicated server? I'm thinking I could just put a trigger that runs one time so the players don't see the message every time they die and spawn back on the trigger. Wondering if it would be better to add it to the init.sqf, with the goal of all clients seeing the message no matter which spawn point they choose (I have multiple respawn_west markers). Thoughts?
@Feuerex
@Feuerex 8 лет назад
I tend to avoid the multiplayer related problems as much as possible. Another reason why these videos are strictly singleplayer focused. I think you're better off dealing with that yourself or asking someone on the forums / any other community place. I wish you best luck with your mission.
@Thedrizzle1000
@Thedrizzle1000 9 лет назад
I am having some trouble getting the script to work. I have in my mission folder the script.sqf file and this pasted in the file any= ["Mission Name", "By: Author", "Date] spawn BIS_fnc_infotext; I have a trigger set to Activated by BLUFOR and in the ON ACT section I have any=[] execVM "script.sqf"; Please help thanks.
@Feuerex
@Feuerex 9 лет назад
Allan Hoyle You are missing a " after Date. The code should be any= ["Mission Name", "By: Author", "Date"] spawn BIS_fnc_infotext;
@Thedrizzle1000
@Thedrizzle1000 9 лет назад
Feuerex Thank you that fixed it.
@Jestier
@Jestier 8 лет назад
any= ["Test Mission", "Objective: Clear the Compound", "June 20th, 1939"] spawn BIS_fnc_infoText; cutText ["","black in" ,5]; would this be written correctly? This doesn't seem to be working in my mission
@Feuerex
@Feuerex 8 лет назад
+Jester Tested the code right now, in an empty map, Arma 3 vanilla, stable version. Works without a problem, so yes, the code you provided is written correctly. The second line didn't show complete, it was a bit too long to display, some characters didn't fit on screen. I was testing in windowed and a very small resolution, but still. The compiler also didn't report any errors. If there's something that doesn't work in your mission, it probably isn't this particular piece of code, but something else.
@Jestier
@Jestier 8 лет назад
+Feuerex how exactly did you execute the code???
@Feuerex
@Feuerex 8 лет назад
+Jester I made a player controlled infantry unit, made a trigger around him, set the activation to Anybody: present, and copy pasted the code you provided into the on Act box. Then tested the mission. Quick and direct method for testing simple code.
@Jestier
@Jestier 8 лет назад
+Feuerex works, thanks!
@spikid1
@spikid1 7 лет назад
How to make some of those text to stay longer?
@Feuerex
@Feuerex 7 лет назад
take the function and change the interval to suit your needs. An example can be seen here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-DCUcaapkKUU.html
@itictactical2726
@itictactical2726 9 лет назад
Hey Feurex! Is there a way to force the players' screen to stay black for a few seconds and then fade in? Rather than simply fade in straight away.
@Feuerex
@Feuerex 9 лет назад
There totally is, my friend! I'm going to suppose you're writing a script, okay? You have two options. One, you can use the simple fade technique - just fade very slowly. Fade from black to screen, very slow, leaves you with a black screen for about 5 minutes. Cuttext ["","black in",9999999]; You can wait a couple of seconds and then Cuttext again. CutText ["","black in",6]; this will overwrite the previous time and the screen will fade from black to screen in a reasonable time. cutText ["","black in",999999]; sleep 8; cutText ["","black in",6]; //8 seconds of blackness, then fade to screen in 6 seconds. Or, you can use functions. One for immediate fade screen to black effect, then leave the screen black a couple of seconds, and then smooth fade from black to screen. The first parameter is an ID of the effect, so leave it as is or pay attention to it when changing. ["id101",false] call bis_fnc_blackout; sleep 8; ["id101",true] call bis_fnc_blackin; //8 seconds of blackness, then fade to screen, the duration is pre-defined.
@itictactical2726
@itictactical2726 9 лет назад
Worked a charm! Thanks very much for the advice and thank you for getting back to me so quickly.
@itictactical2726
@itictactical2726 9 лет назад
Sorry Feurex, I forgot to mention something else... How do I go about fading in (and out) music and general sound as well?
@Feuerex
@Feuerex 9 лет назад
Dale260 There are two commands for you, FadeSound and FadeMusic. The syntax is: _time_ FadeSound _level_ , where _time_ is time in seconds for change from current level to new level. _Level_ is the volume, where 0 is silence and 1 full volume (default when you play sounds). FadeMusic controls the volume of default songs and your custom sounds defined under class CfgMusic, FadeSound controls the volume of default sounds, environmental and background in-game sounds, and your custom sounds defined under class CfgSounds.
@itictactical2726
@itictactical2726 9 лет назад
Feuerex Have you used this command in your own missions in the past? I ask this because it doesn't seem to be working at all. Below is the working script for my intro as advised by you: // Create InfoText any= ["'Raven Shield'", "Western Altis", "07.08.2041"] spawn BIS_fnc_infotext; // Create Black Screen With Fade In Effect cutText ["","BLACK IN",999999]; sleep 10; cutText ["","BLACK IN",3]; Now where would the FadeSound command sit in this script? Would it even go in there or in the Description.ext?
@RickOShay
@RickOShay 9 лет назад
Thanks very useful.
@european1992dude
@european1992dude 9 лет назад
how can I make several text with an interval of a few secondes, like a pause between text?
@Feuerex
@Feuerex 9 лет назад
First, copy the code for the text two times. If you are using a script, you can use the command sleep (sleep 6;) between two texts. If you are using triggers, just make two triggers with the same condition, but the second one with the second text will have countdown 6 seconds. That way you have two texts, you can do the same thing for more.
@european1992dude
@european1992dude 9 лет назад
Feuerex Thank you!
@CS321456
@CS321456 10 лет назад
Hey.... I do not know The Where?...Writing Can you tell me?
@Feuerex
@Feuerex 10 лет назад
The code? Put it in a script.sqf and launch with: any=[] execVM "script.sqf"; If that's what you are asking. If not, try to use the google translator or something. We'll get it working!
@Feuerex
@Feuerex 8 лет назад
Dear viewers, let me inform you of my most recent activity - I've taken the function BIS_fnc_InfoText mentioned in the video and expanded it with more options for customization. Transformed into a normal script, it now offers you to change the time delay between individual characters displaying, time for which the text stays on the screen, and if you wish, you can change the position of the text on the screen as well. It's still pretty simple to use, all you need to do is to change a few arguments, much like what the original function requires you to do. The script just needs to be added to your mission file and called with a few arguments, described in the script itself. See this video if you're interested: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-DCUcaapkKUU.html it contains a link to the script download, brief description and a short showcase. Since there have been several discussions about customizing these functions over here, I think some of you might appreciate it.
@AvengerArts
@AvengerArts 7 лет назад
love the accent
@TheBlackdeadLP2
@TheBlackdeadLP2 8 лет назад
This pasted.co site dosn´t work at all....
@Feuerex
@Feuerex 8 лет назад
+TheBlackdead I experience no problems on my side, the link is valid and all needed resources are available there. What exactly is wrong?
@TheBlackdeadLP2
@TheBlackdeadLP2 8 лет назад
+Feuerex "You must first verify that you are human" if you press "Verify" the Page is loading and showes you the same as before "You must first verify that you are human. On every Browser Chrome,Firefox and Opera.
@Feuerex
@Feuerex 8 лет назад
+TheBlackdead That is news to me, it never happened over here. I can't change pretty much anything about the site from my position, so I guess you can just wait a bit and try again, see if it gets better. Here's an alternative link pastebin.com/yB1LwzDX Thanks for the feedback by the way. I will mark the issue and if more people get similar problems, I will have to find alternative site for pasting the code.
@TheBlackdeadLP2
@TheBlackdeadLP2 8 лет назад
+Feuerex The new Link works perfect. Thx for the Support and keep up the god Work. ;D
@AhmetTan47
@AhmetTan47 9 лет назад
I write description.ext but close the my game titletext ["Bir Tek Vatan Geride Kalanlar İçin","plain"]; cutText["","black in",5];
@AhmetTan47
@AhmetTan47 9 лет назад
Ahmet Tan I create text.sqf file and player initialization = _text = [this] execVM "text.sqf"; Work but no cut scene and no text write
@Feuerex
@Feuerex 9 лет назад
Ahmet Tan You can't use description.ext for scripts, that will indeed close your game. In _text = [this] execVM "text.sqf" , I'm not sure why you're passing a parameter to the script that isn't used, also local variables may cause problems. Enable script errors to see what goes wrong.
@AhmetTan47
@AhmetTan47 9 лет назад
Feuerex I use but dont work.No error but dont work
@Feuerex
@Feuerex 9 лет назад
Ahmet Tan I understand the language barrier is the biggest problem here, I'm unable to assist you with such response. Place the two commands in a trigger (F3). I can assure you the commands themselves work, you are calling the script wrong.
@AhmetTan47
@AhmetTan47 9 лет назад
I record video
@user-dw5xx1cu5p
@user-dw5xx1cu5p 4 года назад
This guy's accent is the same accent the FIA and AAF have Xp
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