BIS fnc eventTimeline: Difference between revisions
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{{Function | {{Function | ||
| arma3 | |game1= arma3 | ||
|1.78| | |version1= 1.78 | ||
|eff= local | |||
|gr1 = Timeline |GROUP1= | |gr1 = Timeline |GROUP1= | ||
Line 9: | Line 11: | ||
|gr2 = Systems |GROUP2= | |gr2 = Systems |GROUP2= | ||
|descr= Universal system for playing sequential events defined by time. {{Informative|''codeInterrupt'' and ''codeEnd'' are [[call]]ed while the code in the timeline is [[spawn]]ed.}} | |||
| | |s1= [timeline, index, music, codeInterrupt, codeEnd] [[call]] [[BIS_fnc_eventTimeline]] | ||
|p1= timeline: [[Array]] - Timeline in format [ [1.0, {code} ], [2.0, {code} ], [2.3, {code} ], [4.7, {code} ] ] | |||
|p2= index: [[Number]] - (Optional, default 0) Index of the vent to play | |||
|p3= music: [[String]] - (Optional, default "") Music to be played which will provide the sync time for the timeline | |||
|p4= codeInterrupt: [[Code]] - (Optional, default<br> | |||
{{Inline code|[[params]] ["_pointer", "_baseTime", "_evenTime"];}}<br> | |||
{{Inline code|["Timeline interrupted while playing event nr.: %1 (%2)", _pointer, _baseTime + _eventTime] [[call]] [[BIS_fnc_logFormat]];}})<br>Code to be executed if the timeline is interrupted with | |||
{{Inline code|[[missionNamespace]] [[setVariable]] ["BIS_fnc_eventTimeline_playing", [[false]]]}} | |||
|p5= codeEnd: [[Array]] or [[Code]] - (Optional, default [[nil]]) [[Code]] or [[Array]] of codes to be executed once the timeline is finished. The codes are [[call]]ed one after the other. | |||
| | |r1= [[Nothing]] | ||
| | |x1 = | ||
<code>[[private]] _timeline = | |||
[ | |||
[0.0, { [[hint]] "Start of the Timeline" } ], | |||
[1.0, { [[hint]] "Event 1" } ], | |||
[3.0, { [[hint]] "End of the timeline" } ] | |||
]; | |||
[_timeline, 0, "", {[[hint]] "Interrupted"}, {[[hint]] "Timeline done"}] [[spawn]] [[BIS_fnc_eventTimeline]];</code> | |||
| | |exec= spawn | ||
| | |seealso= [[BIS_fnc_animatedBriefing]] | ||
}} | }} | ||
Revision as of 10:55, 21 October 2020
Description
- Description:
- Universal system for playing sequential events defined by time.
- Execution:
- spawn
- Groups:
- TimelineSystems
Syntax
- Syntax:
- [timeline, index, music, codeInterrupt, codeEnd] call BIS_fnc_eventTimeline
- Parameters:
- timeline: Array - Timeline in format [ [1.0, {code} ], [2.0, {code} ], [2.3, {code} ], [4.7, {code} ] ]
- index: Number - (Optional, default 0) Index of the vent to play
- music: String - (Optional, default "") Music to be played which will provide the sync time for the timeline
- codeInterrupt: Code - (Optional, default
params ["_pointer", "_baseTime", "_evenTime"];
["Timeline interrupted while playing event nr.: %1 (%2)", _pointer, _baseTime + _eventTime] call BIS_fnc_logFormat;
)
Code to be executed if the timeline is interrupted withmissionNamespace setVariable ["BIS_fnc_eventTimeline_playing", false]
- codeEnd: Array or Code - (Optional, default nil) Code or Array of codes to be executed once the timeline is finished. The codes are called one after the other.
- Return Value:
- Nothing
Examples
- Example 1:
private _timeline = [ [0.0, { hint "Start of the Timeline" } ], [1.0, { hint "Event 1" } ], [3.0, { hint "End of the timeline" } ] ]; [_timeline, 0, "", {hint "Interrupted"}, {hint "Timeline done"}] spawn BIS_fnc_eventTimeline;
Additional Information
- See also:
- BIS_fnc_animatedBriefing
Notes
-
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