OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: GodHatesUsAll on 26 Jun 2003, 08:03:00
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Hehe.
Hey fellas.
In my description.ext i have defined a custom resource overlay, and it works.
It makes a 512x512 .jpg pop up on-screen when i activate a certain trigger.
Now, everything works fine, BUT one thing is an annoyance.
The picture is a suicide note, and when it pops up on screen, it only stays on for about 5 seconds. Which gives the player basically no time to read it.
Is there any way at all to make it stay up for as long as i want? Can i define a time limit that it is displayed for?
Another Question:
Can i have more than one custom resource defined in the description.ext?
Because i have multiple pictures that i would like to be displayed throughout the mission.
I tried copying the syntax i used for the first picture, and then pasted it in the description.ext, but it says it has already been defined...
That is basically all i need to know for now.
If i could get an answer ASAP it would be great.
Cheers. ;D
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This works for me, I "lifted" from a map and I use it as a base for myself, but let's give credit to the USI map studio!
class RscStdText
{
type=0;
idc=-1;
style=2;
colorBackground[]={0,0,0,0};
colorText[]={1,1,1,1};
font="font-type";
size=3;
};
class RscTitles
{
titles[]={starttext1,starttext2,starttext3,starttext4,};
class starttext1
{
idd=-1;
movingEnable=0;
duration=6;
fadein=2;
fadeout=2;
name="starttext1";
controls[]={"Screen","Titel1",};
class Screen : RscStdText
{
style=48;
text="whatever you want to say";
x=0.1;
y=0.2;
w=0.4;
h=0.1;
};
class Titel1 : RscStdText
{
text="more stuff to say";
colorText[]={0.0,0.0,0,0.9};
font="TahomaB48";
size=1.5;
x=0.1;
y=0.50;
w=0.8;
h=0.05;
};
};
class starttext2
{
idd=-1;
movingEnable=0;
duration=6;
fadein=2;
fadeout=2;
name="starttext";
controls[]={"Titel2",};
class Titel2 : RscStdText
{
text=" still more ";
colorText[]={0.0,0.0,0,0.9};
font="TahomaB48";
size=1.8;
x=0.1;
y=0.50;
w=0.8;
h=0.05;
};
};
class starttext3
{
idd=-1;
movingEnable=0;
duration=6;
fadein=2;
fadeout=2;
name="starttext";
controls[]={"Titel3",};
class Titel3 : RscStdText
{
text="still more";
colorText[]={0.8,0.8,0,0.8};
font="TahomaB48";
size=0.5;
x=0.1;
y=0.50;
w=0.8;
h=0.05;
};
};
class starttext4
{
idd=-1;
movingEnable=0;
duration=140;
fadein=2;
fadeout=2;
name="starttext4";
controls[]={"Screen"};
class Screen : RscStdText
{
style=48;
text="picture name";
colorBackground[]={0,0,0,1};
// across screen
x=0;
// up screen
y=0;
// pic width
w=1;
// pic height
h=1;
};
};
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Cheers Mate ;)
BTW, can i have more than one graphic on screen at once?
I mean, can i have 2 pictures on the screen at the same time?
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Dunno about that, never tried it, but seems to me it should be possible
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It didn't work for me ! is it for resistance? since, due to some problems, I am using 1.0 version and when I tried these, it said something like this, you know; "error in variable expression"...
so there should be expression problems as far as I am concerned
:(
also maybe I am doing wrong so can you lucidly explain what should I do in order to set a colorful text appear in game? for example a green text like in spy movies... or to show a picture in game?
I tried these with description.ext and sqs formats and called them via command
[] exec "name.ext"
so can you more comprehensibly explain?
thanks......
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Do you want the texts to show at some point in the game, or during the loadup/cutscene?
For text to appear at mission start, put this in your description.ext:
onLoadMission="Your Text Here" and it will show at the very start of the mission, I never tried to adjust the color or time here/
During a cutscene or intro use:
titleCut ["Your text here","BLACK IN",6] black in means it will fade in and the 6 is the amount of time the fade in will take to complete
And to be honest, the text work in the example above I don't completely understand I just modify the words to what I want and go from there