setDebriefingText: Difference between revisions
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| |game1= arma3 | |game1= arma3 | ||
| |version1= 0.50 | |version1= 0.50 | ||
| |gr1= Briefing | |gr1= Briefing | ||
| |descr= Sets debriefing title, text, subtitle, picture and background for a mission ending. The end type could be the engine defined ("CONTINUE", "KILLED", "LOSER", "END1", "END2", "END3", "END4", "END5", "END6"),  | |descr= Sets debriefing title, text, subtitle, picture and background for a mission ending. | ||
| The end type could be the engine-defined ("CONTINUE", "KILLED", "LOSER", "END1", "END2", "END3", "END4", "END5", "END6"), config-defined (see [[Debriefing#Configuration|CfgDebriefing]]) or, with an alternative syntax of this command, any [[String]]. | |||
| Given texts will be used to replace the corresponding texts on the debriefing screen. | |||
| {{Feature |  | {{Feature|important|In order to benefit from alternative syntax functionality, there will have to be at least '''three''' arguments passed to the command; '''two''' arguments will trigger the old behaviour.}} | ||
| [[ | [[File:endMission.jpg|400px]] [[File:failMission.jpg|400px]] | ||
| |s1= endType [[setDebriefingText]] [title, description] | |s1= endType [[setDebriefingText]] [title, description] | ||
| Line 16: | Line 17: | ||
| |p1= endType: [[String]] - engine type | |p1= endType: [[String]] - engine type | ||
| |p2 | |p2= title: [[String]] - title text on the debriefing screen | ||
| | | |p3= description: [[String]] - description text on the debriefing screen | ||
| |r1= [[Nothing]] | |r1= [[Nothing]] | ||
| |s2= endType [[setDebriefingText]] [title, description, subtitle, picture, background] | |s2= endType [[setDebriefingText]] [title, description, subtitle, picture, background] | ||
| | | |s2since= arma3 2.06 | ||
| | | |p21= endType: [[String]] - any name | ||
| | | |p22= title: [[String]] - title text on the debriefing screen | ||
| | | |p23= description: [[String]] - description text on the debriefing screen | ||
| | | |p24= subtitle: [[String]] - subtitle text on the debriefing screen ('''must''' be defined in order to trigger this syntax of the command) | ||
| | | |p25= picture: [[String]] - (Optional) title picture | ||
| |p27= background  | |p27= background: [[String]] - (Optional) background picture | ||
| |r2= [[Nothing]] | |r2= [[Nothing]] | ||
| |x1= < | |x1= <sqf> | ||
| "endDeath"  | _currentObjective = (taskDescription currentTask player) select 2; | ||
| "endDeath" setDebriefingText ["You Lose", "All of your men were killed while assaulting the " + _currentObjective]; | |||
| </sqf> | |||
| |seealso= [[ | |seealso= [[getDebriefingText]] [[disableDebriefingStats]] [[enableDebriefingStats]] [[endMission]] [[failMission]] [[missionEnd]] | ||
| }} | }} | ||
Latest revision as of 17:31, 25 March 2024
Description
- Description:
- Sets debriefing title, text, subtitle, picture and background for a mission ending.
The end type could be the engine-defined ("CONTINUE", "KILLED", "LOSER", "END1", "END2", "END3", "END4", "END5", "END6"), config-defined (see CfgDebriefing) or, with an alternative syntax of this command, any String.
Given texts will be used to replace the corresponding texts on the debriefing screen.
   
- Groups:
- Briefing
Syntax
- Syntax:
- endType setDebriefingText [title, description]
- Parameters:
- endType: String - engine type
- title: String - title text on the debriefing screen
- description: String - description text on the debriefing screen
- Return Value:
- Nothing
Alternative Syntax
- Syntax:
- endType setDebriefingText [title, description, subtitle, picture, background]
- Parameters:
- endType: String - any name
- title: String - title text on the debriefing screen
- description: String - description text on the debriefing screen
- subtitle: String - subtitle text on the debriefing screen (must be defined in order to trigger this syntax of the command)
- picture: String - (Optional) title picture
- background: String - (Optional) background picture
- Return Value:
- Nothing
Examples
- Example 1:
- _currentObjective = (taskDescription currentTask player) select 2; "endDeath" setDebriefingText ["You Lose", "All of your men were killed while assaulting the " + _currentObjective];
Additional Information
- See also:
- getDebriefingText disableDebriefingStats enableDebriefingStats endMission failMission missionEnd
Notes
- 
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