Notification – Arma 3

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[[Category:Arma_3:_Editing]]
[[File:A3_notification.jpg|thumb|Notification preview]]
[[File:A3_notification.jpg|thumb|Notification preview]]


In Arma 3, you can show mission or system notification using [[BIS_fnc_showNotification]] function.
In Arma 3, you can show mission or system notification using [[BIS_fnc_showNotification]] function.
  ["TaskSucceeded",["Disable the nuke"]] call bis_fnc_showNotification;
  ["TaskSucceeded", ["Disable the nuke"]] [[call]] [[BIS_fnc_showNotification]];
  ["ScoreAdded",["Disabled the nuke without triggering an alarm.",5]] call bis_fnc_showNotification;
  ["ScoreAdded", ["Disabled the nuke without triggering an alarm.", 5]] [[call]] [[BIS_fnc_showNotification]];
 
Instead of defining every single param over and over again in multiple missions, you can simply point to a template defined in ''CfgNotifications'' class either in [[Description.ext|mission]] / [[Campaign Description.ext|campaign]] ''Description.ext'' or in global ''config.cpp''.
 
You can send additional arguments into the template, where they are applied to title, icon or description using the [[format]] command.
<syntaxhighlight lang="cpp">
class CfgNotifications
{
class Default
{
title = ""; // Title displayed as text on black background. Filled by arguments.
iconPicture = ""; // Small icon displayed in left part. Colored by "color", filled by arguments.
iconText = ""; // Short text displayed over the icon. Colored by "color", filled by arguments.
description = ""; // Brief description displayed as structured text. Colored by "color", filled by arguments.
color[] = {1,1,1,1}; // Icon and text color
duration = 5; // How many seconds will the notification be displayed
priority = 0; // Priority; higher number = more important; tasks in queue are selected by priority
difficulty[] = {}; // Required difficulty settings. All listed difficulties has to be enabled
};
 
// Example 1
class TaskAssigned
{
title = "TASK ASSIGNED";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa";
description = "%1";
priority = 7;
};
 
// Example 2
class ScoreAdded
{
title = "Score bonus";
iconText = "+%2";
description = "%1";
color[] = {0.5,1,1,1};
priority = 0;
difficulty[] = {"netStats"};
};
};
</syntaxhighlight>


Instead of defining every single param over and over again in multiple missions, you can simply point to a template defined in ''CfgNotifications'' class either in mission / campaign ''description.ext'' or in global ''config.cpp''.


You can send additional arguments into the template, where they are applied to title, icon or description using format command.
[[Category:Arma 3: Editing]]
class CfgNotifications
{
class Default
{
title = ""; {{codecomment|// Title displayed as text on black background. Filled by arguments.}}
iconPicture = ""; {{codecomment|// Small icon displayed in left part. Colored by "color", filled by arguments.}}
iconText = ""; {{codecomment|// Short text displayed over the icon. Colored by "color", filled by arguments.}}
description = ""; {{codecomment|// Brief description displayed as structured text. Colored by "color", filled by arguments.}}
color[] = {1,1,1,1}; {{codecomment|// Icon and text color}}
duration = 5; {{codecomment|// How many seconds will the notification be displayed}}
priority = 0; {{codecomment|// Priority; higher number <nowiki>=</nowiki> more important; tasks in queue are selected by priority}}
difficulty[] = {}; {{codecomment|// Required difficulty settings. All listed difficulties has to be enabled}}
};
 
{{codecomment|// Examples}}
class TaskAssigned
{
title = "TASK ASSIGNED";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa";
description = "%1";
priority = 7;
};
class ScoreAdded
{
title = "Score bonus";
iconText = "+%2";
description = "%1";
color[] = {0.5,1,1,1};
priority = 0;
difficulty[] = {"netStats"};
};
};

Revision as of 23:10, 30 August 2019

Notification preview

In Arma 3, you can show mission or system notification using BIS_fnc_showNotification function.

["TaskSucceeded", ["Disable the nuke"]] call BIS_fnc_showNotification;
["ScoreAdded", ["Disabled the nuke without triggering an alarm.", 5]] call BIS_fnc_showNotification;

Instead of defining every single param over and over again in multiple missions, you can simply point to a template defined in CfgNotifications class either in mission / campaign Description.ext or in global config.cpp.

You can send additional arguments into the template, where they are applied to title, icon or description using the format command.

class CfgNotifications
{
	class Default
	{
		title = "";				// Title displayed as text on black background. Filled by arguments.
		iconPicture = "";		// Small icon displayed in left part. Colored by "color", filled by arguments.
		iconText = "";			// Short text displayed over the icon. Colored by "color", filled by arguments.
		description = "";		// Brief description displayed as structured text. Colored by "color", filled by arguments.
		color[] = {1,1,1,1};	// Icon and text color
		duration = 5;			// How many seconds will the notification be displayed
		priority = 0;			// Priority; higher number = more important; tasks in queue are selected by priority
		difficulty[] = {};		// Required difficulty settings. All listed difficulties has to be enabled
	};

	// Example 1
	class TaskAssigned
	{
		title = "TASK ASSIGNED";
		iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa";
		description = "%1";
		priority = 7;
	};

	// Example 2
	class ScoreAdded
	{
		title = "Score bonus";
		iconText = "+%2";
		description = "%1";
		color[] = {0.5,1,1,1};
		priority = 0;
		difficulty[] = {"netStats"};
	};
};