cutRsc
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Description
- Description:
- Display a resource defined in RscTitles of the mission's Description.ext, the campaign's description.ext or the global config.
- Groups:
- GUI Control
Syntax
- Syntax:
- cutRsc [class, effect, speed, showInMap, drawOverHUD]
- Parameters:
- class: String - the class name of the resource. ("Default" will remove the current resource.)
- effect: String - one of "PLAIN", "PLAIN DOWN", "BLACK", "BLACK FADED", "BLACK OUT", "BLACK IN", "WHITE OUT" and "WHITE IN". See Title Effect Types for more information about these values.
- speed: Number - (Optional, default -1) time in seconds to fade in resource.
- showInMap: Boolean - (Optional, default true) false to hide the text when the map is opened.
- since 2.16
- drawOverHUD: Boolean - (Optional, default true) false to show the resource under in-game HUD
- Return Value:
- Nothing
Alternative Syntax
- Syntax:
- layer cutRsc [class, effect, speed, showInMap, drawOverHUD]
- Parameters:
- layer: Number or String
- class: String - the class name of the resource. ("Default" will remove the current resource.)
- effect: String - one of "PLAIN", "PLAIN DOWN", "BLACK", "BLACK FADED", "BLACK OUT", "BLACK IN", "WHITE OUT" and "WHITE IN". See Title Effect Types for more information about these values.
- speed: Number - (Optional, default -1) time in seconds to fade in resource.
- showInMap: Boolean - (Optional, default true) false to hide the text when the map is opened.
- since 2.16
- drawOverHUD: Boolean - (Optional, default true) false to show the resource under in-game HUD
- Return Value:
- Nothing
Examples
- Example 1:
- cutRsc ["binocular", "PLAIN"]; cutRsc ["binocular", "PLAIN", 2]; cutRsc ["binocular", "PLAIN", 2, false];
- Example 2:
- 2 cutRsc ["binocular", "PLAIN", 2];
- Example 3:
- Example 4:
- // create IGUI display // such display can be closed with closeDisplay command or by overwriting the same cut layer with another output. // note that "Unload" EH for some reason does not work with such display. "someLayer" cutRsc ["RscTitleDisplayEmpty", "PLAIN"]; private _display = uiNamespace getVariable "RscTitleDisplayEmpty";
Additional Information
- See also:
- allCutLayers titleRsc cutText cutObj cutFadeOut setTitleEffect allActiveTitleEffects activeTitleEffectParams
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on Jun 30, 2008 - 08:44 (UTC)
-
Using cutRsc (instead of titleRsc) for a HUD has the benefits of:
- having the HUD automatically hide itself when you access the map and redisplay itself after closing the map.
- using the 'Direct communication' chat channel messages will not interfere with the HUD by hiding it.
- Posted on Oct 17, 2013 - 16:30 (UTC)
-
Regarding removing current resource with cutRsc ["Default", "PLAIN"]. If it does't work and it gives you error message that "Default" is not found, add it by yourself to RscTitles in description.ext so it looks like this:
class RscTitles { class Default { idd = -1; fadein = 0; fadeout = 0; duration = 0; }; };
Alternatively, you can use cutText, yes cutText command to cancel your resources. As Karel Moricky explains: "All 'cut' commands are in the same layer, the same as all 'title' commands are in another one." So to remove cutRsc resource execute cutText on the same layer:
Also if you use layers would be a good idea to register them with BIS_fnc_rscLayer to avoid possible clashes with other layers:
("myLayerName" call BIS_fnc_rscLayer) cutRsc ["myRsc", "PLAIN"]; // show ("myLayerName" call BIS_fnc_rscLayer) cutText ["", "PLAIN"]; // removeYou can also immediately remove resource with cutFadeOut command:
- Posted on Apr 13, 2023 - 08:19 (UTC)
- Layer display time seems to be display's "duration" parameter divided by "speed" provided into this command, which also acts as effect time. So to make sure your display doesn't close after a bit, have your ""duration"" at a very high number like duration = 1e11;
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: GUI Control
- Scripting Commands: Local Effect