BIS fnc eventTimeline: Difference between revisions
Jump to navigation
Jump to search
Lou Montana (talk | contribs) m (Text replacement - " {2,}\}\}" to " }}") |
Lou Montana (talk | contribs) m (Text replacement - "{{Function " to "{{RV|type=function ") |
||
Line 1: | Line 1: | ||
{{ | {{RV|type=function | ||
|game1= arma3 | |game1= arma3 |
Revision as of 10:24, 23 January 2021
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 event 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
-
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