From Bohemia Interactive Community
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Description
- Description:
- Plays the Animated Briefings. Basically, it is a wrap function for the eventTimeline function.
- Execution:
- spawn
- Groups:
- Uncategorised
Syntax
- Syntax:
- [timeline, indexEvent, markersHide, markersShow, endPosition] call BIS_fnc_animatedBriefing
- Parameters:
- timeline: Array - Array in format:
- time: Number - Time the code is executed
- code: Code - Coded which is executed when time is reached
- indexEvent: Number - Index of the event to play
- markersHide: Array - (Optional, default []) Array of markers which should be hidden when briefing starts
- markersShow: Array - (Optional, default []) Array of markers which should be shown when the briefing is done
- endPosition: String - (Optional, default "") Marker to focus when the briefing is done
- codeEnd: Code - (Optional, default {}) Code executed when briefing is done
- Return Value:
- Nothing
Examples
- Example 1:
_timeline =
[
[0.0, { hint "Start of the Timeline" } ],
[1.0, { hint "Event 1" } ],
[3.0, { hint "End of the timeline" } ]
];
private _showMarkers = (getMissionLayerEntities "showAtEnd") select 1;
[_timeline, 0, nil, allMapMarkers, _showMarkers, "marker_rect_1"] spawn BIS_fnc_animatedBriefing;
// Wait until timeline is over
waitUntil { !(missionNamespace getVariable "BIS_fnc_eventTimeline_playing"); };
Additional Information
- See also:
- See also needed
Notes
-
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