Main Menu – Arma 3
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{{TOC|side}} | {{TOC|side}} | ||
[[Arma 3 Apex]] introduces a new main menu defined in the {{hl|RscDisplayMain}} ressource. | |||
[[ | [[File:a3 mainMenu.jpg|512px]] | ||
== World Scene == | == World Scene == | ||
World scene is a scenario shown behind main menu when a specific terrain is loaded and [[ | |||
World scene is a scenario shown behind main menu when a specific terrain is loaded and [[Arma 3: Startup Parameters#Game Loading Speedup|-skipIntro]] is not used. | |||
If you're playing on Altis and leave to main menu, Altis scene will be used. | |||
The scene must be defined in an addon either in the terrain configuration or later by overwriting the existing configurations. | The scene must be defined in an addon either in the terrain configuration or later by overwriting the existing configurations. | ||
=== Guidelines === | === Guidelines === | ||
By default, the scene uses a camera but any scriptable system can be used, such as OGV videos. | By default, the scene uses a camera but any scriptable system can be used, such as OGV videos. | ||
* All content of the scenario should be placed in the ''Intro'' [[Eden_Editor:_Scenario_Phases|phase]]. | * All content of the scenario should be placed in the ''Intro'' [[Eden_Editor:_Scenario_Phases|phase]]. | ||
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* Avoid Bad weather (hides shadows). | * Avoid Bad weather (hides shadows). | ||
=== Configuration for Stratis | === Configuration for Stratis Terrain === | ||
config.cpp (must be binarized) | config.cpp (must be binarized) | ||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
class CfgPatches { | class CfgPatches | ||
class mainmenu { | { | ||
class mainmenu | |||
{ | |||
units[] = {}; | units[] = {}; | ||
weapons[] = {}; | weapons[] = {}; | ||
requiredVersion = 0.1; | requiredVersion = 0.1; | ||
requiredAddons[] = {"A3_Data_F_Enoch_Loadorder"}; | requiredAddons[] = { "A3_Data_F_Enoch_Loadorder" }; | ||
}; | }; | ||
}; | }; | ||
class CfgWorlds | class CfgWorlds | ||
{ | { | ||
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class Stratis : CAWorld | class Stratis : CAWorld | ||
{ | { | ||
cutscenes[] = {"MyWorldScene"}; // Class names of used scenes. When more than one is present, the system will pick one randomly. | cutscenes[] = { "MyWorldScene" }; // Class names of used scenes. When more than one is present, the system will pick one randomly. | ||
}; | }; | ||
initWorld = "Stratis"; | initWorld = "Stratis"; | ||
demoWorld = "Stratis"; | demoWorld = "Stratis"; | ||
}; | }; | ||
class CfgMissions | class CfgMissions | ||
{ | { | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
=== Default Scenario with | === Default Scenario with Camera === | ||
# Open [[:Category:Eden Editor|Eden Editor]] on the desired terrain | |||
# Switch to ''Intro'' [[Eden_Editor:_Scenario_Phases|phase]] and place a player character (the system will not work without a player!) | |||
# Save the scenario using the name defined by ''directory'' property in config (''MyScene.MyWorld'' in our example) | |||
# Open scenario folder (''Scenario > Open Scenario Folder'') | |||
# Create '''initIntro.sqf''' file, it will be run automatically at the scene start | |||
# Copy the code below to the file<sqf> | |||
< | |||
[ | [ | ||
//--- Underwater plane | //--- Underwater plane | ||
{ | { | ||
["InitDummy",["Stratis",[1445.92,4802.16,-4.05235],140.191,0.27,[-9.09091,-10.4773],2.74605,0,1049.08,0.00329716,1,1.10852,-0.157568,1.23792]] call | ["InitDummy", ["Stratis", [1445.92,4802.16,-4.05235], 140.191, 0.27, [-9.09091,-10.4773], 2.74605, 0, 1049.08, 0.00329716, 1, 1.10852, -0.157568, 1.23792]] call BIS_fnc_camera; | ||
setViewDistance 200; | |||
}, | }, | ||
//--- Aegis | //--- Aegis | ||
{ | { | ||
["InitDummy",["Stratis",[2622.76,580.76,16.5994],25.2349,0.53,[-44.4346,0],0,0,526.374,0.00669019,1,1,0,1]] call | ["InitDummy", ["Stratis", [2622.76,580.76,16.5994], 25.2349, 0.53, [-44.4346,0], 0, 0, 526.374, 0.00669019, 1, 1, 0, 1]] call BIS_fnc_camera; | ||
} | } | ||
] call BIS_fnc_initWorldScene;</ | ] call BIS_fnc_initWorldScene;</sqf>The script will automatically add a subtle vignette and play main menu theme repeatedly. | ||
The script will automatically add a subtle vignette and play main menu theme repeatedly. | # Replace scenes in the [[Array|array]] with your scenes captured by [[Arma 3: Splendid Camera]]. Make sure to use "InitDummy" [[String|string]] at the beginning. The example currently uses two Stratis scenes, you replace them with as many scenes as you wish. | ||
#* Optionally, add assets to the scene in the editor if needed (e.g., soldiers walking around, parked vehicles, etc.) | |||
# Move the scenario folder to your addon folder (as defined by ''directory'' property in config; ''MyAddon\MyScene.Stratis'' in our example) | |||
* Optionally, add assets to the scene in the editor if needed (e.g., soldiers walking around, parked vehicles, etc.) | |||
== Spotlight == | == Spotlight == | ||
Three large square buttons in the middle of the main menu are spotlight buttons. While the left and right ones are hard-coded, the middle one can be used by any mod-maker. | Three large square buttons in the middle of the main menu are spotlight buttons. While the left and right ones are hard-coded, the middle one can be used by any mod-maker. | ||
It | It is possible to define a list of spotlights, with the system picking randomly from them every time the menu refreshes (i.e. startup or returning from sub-menu). | ||
=== Configuration === | === Configuration === | ||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
class CfgMainMenuSpotlight // RscDisplayMain >> Spotlight works but is considered obsolete since SPOTREP #00064 | class CfgMainMenuSpotlight // RscDisplayMain >> Spotlight works but is considered obsolete since SPOTREP #00064 | ||
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video = "\a3\Ui_f\Video\spotlight_1_Apex.ogv"; // Video played on mouse hover | video = "\a3\Ui_f\Video\spotlight_1_Apex.ogv"; // Video played on mouse hover | ||
action = "ctrlactivate ((ctrlparent (_this select 0)) displayctrl 101);"; // Code called upon clicking, passed arguments are [<button:Control>] | action = "ctrlactivate ((ctrlparent (_this select 0)) displayctrl 101);"; // Code called upon clicking, passed arguments are [<button:Control>] | ||
actionText = $STR_A3_RscDisplayMain_Spotlight_Play; // Text displayed in top left corner of on-hover white frame | actionText = "$STR_A3_RscDisplayMain_Spotlight_Play"; // Text displayed in top left corner of on-hover white frame | ||
condition = "true"; // Condition for showing the spotlight | condition = "true"; // Condition for showing the spotlight | ||
}; | }; | ||
class AnotherCoopCampaign | class AnotherCoopCampaign | ||
{ | { | ||
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picture = "\a3\Ui_f\Data\GUI\Rsc\RscDisplayMain\spotlight_1_eastwind_ca.paa"; | picture = "\a3\Ui_f\Data\GUI\Rsc\RscDisplayMain\spotlight_1_eastwind_ca.paa"; | ||
action = "ctrlactivate ((ctrlparent (_this select 0)) displayctrl 149);"; | action = "ctrlactivate ((ctrlparent (_this select 0)) displayctrl 149);"; | ||
actionText = $STR_A3_RscDisplayMain_Spotlight_Play; | actionText = "$STR_A3_RscDisplayMain_Spotlight_Play"; | ||
condition = "isKeyActive 'FinishedCoopCampaign';"; | condition = "isKeyActive 'FinishedCoopCampaign';"; | ||
}; | }; | ||
class JoinServer | class JoinServer | ||
{ | { |
Latest revision as of 13:26, 9 July 2023
Arma 3 Apex introduces a new main menu defined in the RscDisplayMain ressource.
World Scene
World scene is a scenario shown behind main menu when a specific terrain is loaded and -skipIntro is not used. If you're playing on Altis and leave to main menu, Altis scene will be used.
The scene must be defined in an addon either in the terrain configuration or later by overwriting the existing configurations.
Guidelines
By default, the scene uses a camera but any scriptable system can be used, such as OGV videos.
- All content of the scenario should be placed in the Intro phase.
- The scene should work on 16:9 screen. Multiple monitors doesn't need to be considered, as the main menu shows a grey background there.
For a better player experience, the scene should meet following criteria:
- Lower performance makes navigating the menu uncomfortable.
- Low view distance (~200 m) is recommended.
- Avoid Camera looking down or towards sloped terrain, so the view distance is not as apparent.
- Avoid Unlit night scenes (dark menus on dark scene don't look well).
- Avoid Bad weather (hides shadows).
Configuration for Stratis Terrain
config.cpp (must be binarized)
class CfgPatches
{
class mainmenu
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = { "A3_Data_F_Enoch_Loadorder" };
};
};
class CfgWorlds
{
class CAWorld;
class Stratis : CAWorld
{
cutscenes[] = { "MyWorldScene" }; // Class names of used scenes. When more than one is present, the system will pick one randomly.
};
initWorld = "Stratis";
demoWorld = "Stratis";
};
class CfgMissions
{
class Cutscenes
{
class MyWorldScene // Class referenced in 'cutscenes' property in CfgWorlds
{
directory = "MyAddon\MyScene.Stratis"; // Path to scenario with the scene
};
};
};
Default Scenario with Camera
- Open Eden Editor on the desired terrain
- Switch to Intro phase and place a player character (the system will not work without a player!)
- Save the scenario using the name defined by directory property in config (MyScene.MyWorld in our example)
- Open scenario folder (Scenario > Open Scenario Folder)
- Create initIntro.sqf file, it will be run automatically at the scene start
- Copy the code below to the fileThe script will automatically add a subtle vignette and play main menu theme repeatedly.[ //--- Underwater plane { ["InitDummy", ["Stratis", [1445.92,4802.16,-4.05235], 140.191, 0.27, [-9.09091,-10.4773], 2.74605, 0, 1049.08, 0.00329716, 1, 1.10852, -0.157568, 1.23792]] call BIS_fnc_camera; setViewDistance 200; }, //--- Aegis { ["InitDummy", ["Stratis", [2622.76,580.76,16.5994], 25.2349, 0.53, [-44.4346,0], 0, 0, 526.374, 0.00669019, 1, 1, 0, 1]] call BIS_fnc_camera; } ] call BIS_fnc_initWorldScene;
- Replace scenes in the array with your scenes captured by Arma 3: Splendid Camera. Make sure to use "InitDummy" string at the beginning. The example currently uses two Stratis scenes, you replace them with as many scenes as you wish.
- Optionally, add assets to the scene in the editor if needed (e.g., soldiers walking around, parked vehicles, etc.)
- Move the scenario folder to your addon folder (as defined by directory property in config; MyAddon\MyScene.Stratis in our example)
Spotlight
Three large square buttons in the middle of the main menu are spotlight buttons. While the left and right ones are hard-coded, the middle one can be used by any mod-maker.
It is possible to define a list of spotlights, with the system picking randomly from them every time the menu refreshes (i.e. startup or returning from sub-menu).
Configuration
class CfgMainMenuSpotlight // RscDisplayMain >> Spotlight works but is considered obsolete since SPOTREP #00064
{
class CoopCampaign
{
text = "Coop Campaign"; // Text displayed on the square button, converted to upper-case
textIsQuote = 1; // 1 to add quotation marks around the text
picture = "\a3\Ui_f\Data\GUI\Rsc\RscDisplayMain\spotlight_1_apex_ca.paa"; // Square picture, ideally 512x512
video = "\a3\Ui_f\Video\spotlight_1_Apex.ogv"; // Video played on mouse hover
action = "ctrlactivate ((ctrlparent (_this select 0)) displayctrl 101);"; // Code called upon clicking, passed arguments are [<button:Control>]
actionText = "$STR_A3_RscDisplayMain_Spotlight_Play"; // Text displayed in top left corner of on-hover white frame
condition = "true"; // Condition for showing the spotlight
};
class AnotherCoopCampaign
{
text = "Another Coop Campaign";
picture = "\a3\Ui_f\Data\GUI\Rsc\RscDisplayMain\spotlight_1_eastwind_ca.paa";
action = "ctrlactivate ((ctrlparent (_this select 0)) displayctrl 149);";
actionText = "$STR_A3_RscDisplayMain_Spotlight_Play";
condition = "isKeyActive 'FinishedCoopCampaign';";
};
class JoinServer
{
text = "Splendid Server";
picture = "my_mod\data\spotlight.paa";
action = "connectToServer ['127.0.0.1', 2302, '']";
actionText = "Join the Splendid Server";
condition = "true";
};
};