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Revision as of 12:21, 18 January 2021
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, type, speed, showInMap]
- Parameters:
- [class, type, speed, showInMap]: Array
- class: String - the class name of the resource. ("Default" will remove the current resource.)
- type: 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 (Optional, default -1): Number - Time in seconds to fade in resource.
- showInMap (Optional, default true): Boolean - false to hide the text when the map is opened.
- Return Value:
- Nothing
Alternative Syntax
- Syntax:
- layer cutRsc [class, type, speed, showInMap]
- Parameters:
- layer: Number or String
- Number - layer number on which the effect is shown, where 0 is the back most. Layer number is rounded to the nearest integer and also cannot be negative. Layer 99.5 will be treated as layer 100
- String - layer name on which the effect is shown. Layer names are CaSe SeNsItIvE Template:Since
- class: String - the class name of the resource. ("Default" will remove the current resource.)
- type: 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.
- 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:
_layer = "layer1" cutRsc ["binocular", "PLAIN", 2];
- 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
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 30 Jun, 2008
- Dr_Eyeball
-
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.
- having the HUD automatically hide itself when you access the map and redisplay itself after closing the map.
- Posted on 17 Oct, 2013
- Killzone_Kid
-
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:
cutRsc ["myRsc", "PLAIN"]; // show cutText ["", "PLAIN"]; // remove
10 cutRsc ["myRsc", "PLAIN"]; // show 10 cutText ["", "PLAIN"]; // remove
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"]; // remove
You can also immediately remove resource with cutFadeOut command:
123 cutFadeOut 0;
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: GUI Control
- Scripting Commands: Local Effect
- Scripting Commands OFP 1.46
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.99
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 3: Scripting Commands
- Take On Helicopters: Scripting Commands