Notification – Arma 3
Category: Arma 3: Editing
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color[] = {1,1,1,1}; {{codecomment|// Icon and text color}} | color[] = {1,1,1,1}; {{codecomment|// Icon and text color}} | ||
duration = 5; {{codecomment|// How many seconds will the notification be displayed}} | duration = 5; {{codecomment|// How many seconds will the notification be displayed}} | ||
priority = 0; {{codecomment|// Priority; higher number = more important; tasks in queue are selected by priority}} | priority = 0; {{codecomment|// Priority; higher number <nowiki>=</nowiki> more important; tasks in queue are selected by priority}} | ||
difficulty[] = {}; {{codecomment|// Required difficulty settings. All listed difficulties has to be enabled}} | difficulty[] = {}; {{codecomment|// Required difficulty settings. All listed difficulties has to be enabled}} | ||
}; | }; | ||
Revision as of 15:52, 7 April 2013
In Arma 3, you can show mission or system notification using BIS_fnc_showNotification function.
["TaskSucceeded",["Disable the nuke"]] call bis_fnc_showNotification; ["ScoreAdded",["Disabled the nuke without triggering an alarm.",5]] call bis_fnc_showNotification;
Instead of defining every single param over and over again in multiple missions, you can simply point to a template defined in CfgNotifications class either in mission / campaign description.ext or in global config.cpp.
You can send additional arguments into the template, where they are applied to title, icon or description using format command.
class CfgNotifications
{
class Default
{
title = ""; // Tile displayed as text on black background. Filled by arguments.
iconPicture = ""; // Small icon displayed in left part. Colored by "color", filled by arguments.
iconText = ""; // Short text displayed over the icon. Colored by "color", filled by arguments.
description = ""; // Brief description displayed as structured text. Colored by "color", filled by arguments.
color[] = {1,1,1,1}; // Icon and text color
duration = 5; // How many seconds will the notification be displayed
priority = 0; // Priority; higher number = more important; tasks in queue are selected by priority
difficulty[] = {}; // Required difficulty settings. All listed difficulties has to be enabled
};
// Examples
class TaskAssigned
{
title = "TASK ASSIGNED";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa";
description = "%1";
priority = 7;
};
class ScoreAdded
{
title = "Score bonus";
iconText = "+%2";
description = "%1";
color[] = {0.5,1,1,1};
priority = 0;
difficulty[] = {"netStats"};
};
};