Advanced Hints (Field Manual) – Arma 3
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(Created page with "==Summary== Advanced hints are system of educative/informative hints. There are two ways how to look at these hints: * Field Manual - list of all advanced hints, you can open it ...") |
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==Summary== | ==Summary== | ||
Advanced hints are system of educative/informative hints. There are two | Advanced hints are system of educative/informative hints. There are two place where you can see these hints: | ||
* Field Manual - list of all advanced hints, you can open it from main menu or pause menu | * Field Manual - list of all advanced hints, you can open it from main menu or pause menu | ||
* In Game - mission designer can call any advanced hint by function [[BIS_fnc_advHint]] | * In Game - mission designer can call any advanced hint by function [[BIS_fnc_advHint]] |
Revision as of 22:53, 8 January 2014
Summary
Advanced hints are system of educative/informative hints. There are two place where you can see these hints:
- Field Manual - list of all advanced hints, you can open it from main menu or pause menu
- In Game - mission designer can call any advanced hint by function BIS_fnc_advHint
Specifications:
- There is a set of default advanced hints in the game. Players are able to add own hints.
- Hints can be related only to a mission, campaign or the whole game. Hints related to any mission/campaign are not accessible in other missions/campaigns.
- Showing of advanced hints in mission can be disabled by player in game options.
Calling of hint in mission
- Simple function triggered by the designer at any needed point in the mission flow
- Syntax:
[classes, duration1, condition1, duration2, condition2, showing, onlyFullHint, onlyOnce] call BIS_fnc_advHint;
where:- Classes - [Array] in format [main class, class]. Main class and class are classes in a config (see Config definition part) that includes title, image, description text possibly including keybinds (html formatted); required parameter
- Duration1 - [Number] An amount of time the SHORT version of hint is shown; optional - default 30 s
- Condition1 - [String] A condition that hide the SHORT version of hint when becomes true; optional - default nothing
- Duration2 - [Number] An amount of time the FULL version of hint is shown; optional - default 30 s
- Condition2 - [String] A condition that hide the FULL version of hint when becomes true; optional - default nothing
- Showing - [Bool] true show hint even if tutorial hints are disabled via game settings; optional - default false
- OnlyFullHint - [Bool] true show directly the full hint without using of the short hint, optional - default false
- OnlyOnce - [Bool] show the hint in a mission only once (true) or multiple times (false), optional - default false
Note: Grey paremeters aren't implemented yet.
Config
- System can read definitions from configFile, campaignConfigFile and missionConfigFile (so mission/campaign specific hints are possible).
- Hint must by defined in class CfgHints.
Definition:
class CfgHints { class InfantryMovement { // Topic title (displayed only in topic listbox in Field Manual) displayName = "Infantry Controls"; class SteppingOver { // Hint title, filled by arguments from 'arguments' param displayName = "Stepping over obstacles"; // Optional hint subtitle, filled by arguments from 'arguments' param displayNameShort = "Stepping over obstacles"; // Structured text, filled by arguments from 'arguments' param description = "Press %11 to step over low obstacle. Your %13 is %14"; // Optional structured text, filled by arguments from 'arguments' param (first argument // is %11, see notes bellow), grey color of text tip = "The free look represents turning the head sideways and up or down."; arguments[] = { {{"getOver"}}, // Double nested array means assigned key (will be specially formatted) {"name"}, // Nested array means element (specially formatted part of text) "name player" // Simple string will be simply compiled and called // String is used as a link to localization database in case it starts by str_ }; // Optional image image = "\path\image_ca.paa"; // Hint scope, values as everywhere else in game. 2 means displayed, 0 and 1 not.) scope = 2; }; }; };
Definition notes:
- First item from arguments field in config is inserted in text via variable %11, second item via %12, etc.
- Variables %1 - %10 are hardcoded:
- %1 - small empty line
- %2 - bullet (for item in list)
- %3 - highlight start
- %4 - highlight end
- %5 - warning color formated for using in structured text tag
- %6 - civilian color formated for using in structured text tag (configfile >> 'CfgInGameUI' >> 'IslandMap' >> 'colorCivilian')
- %7 - enemy color formated for using in structured text tag (configfile >> 'CfgInGameUI' >> 'IslandMap' >> 'colorEnemy')
- %8 - friendly color formated for using in structured text tag (configfile >> 'CfgInGameUI' >> 'IslandMap' >> 'colorFriendly')
- %9 - neutral color formated for using in structured text tag (configfile >> 'CfgInGameUI' >> 'IslandMap' >> 'colorNeutral')
- %10 - unknown color formated for using in structured text tag (configfile >> 'CfgInGameUI' >> 'IslandMap' >> 'colorUnknown')
- color formated for using in structured text is string: "color = 'given_color'"