Hello, which presents a mission at the beginning, she said simply "embellished" is a comprehensive and information-rich briefing (briefing) that at the beginning of a mission demonstrates the operation and especially a certain Akrebie to work. 's nothing worse than a missing , or "half a heart" created "entrance." It is also important the player also to be dismissed from a good mission as it was received, and with a debriefing, the debriefing. often forgotten and neglected, the lasting impression, which times now justified by the last seen. , I'm not talking about einducksvollen outros, no, that simple "end tool", which unfortunately also informs us of the derived, in part fulfilled mission, or defeat. Here, Bohemia in the alpha version of the arma3 title the possibilities marginal, but powerful, in terms of visualization, refinished. Exactly this, I speak here aware of image splendor, because none existed before, showing the ending sequence makes me now wonder. Why? Bohemia learning course from the feedback and wishes the user, as well as the creative developers "being", the idea adds and so "brought" to be able to make the end just nicer us with opportunities. - Well done and thank you - Three variants for a nice end to the mission let's relative choice, but have it in them, as I would like to show you.
Debriefing:
By way of example, I would like you to explain the options that are so simple and yet so effective . The old "Briefing.html" is obsolete and is no longer supported in his place now takes the Description, the the "new" met and that makes sense, but where all the "effects" united here and are ready for retrieval. Tell us has the file extension "ext." That here the extensions into place. , but more later. Turning to practice, we speak of the end of each mission that are to be compiled now so effective, how it is . always wanted in connection with the BIS - Function "call bis_fnc_endmission" is any end to child's play. Z ur e rkl ä tion: The function a: ["end1, true"] call BIS_fnc_endMission; allows without any defined end an animated end sequence to create. In the above form titled as BIS, "closing shot" (final recording) which, like a TV picture in white noise and, ultimately, to "scan lines" stagnant. Shown here with the "Boolwert true", default it visualizes the success of the mission , the function b: ["end1, false"] call BIS_fnc_endMission, as described above, but is represented by the "Boolwert false" the failure of the mission. The function c: ["end1, true, 2"] call BIS_fnc_endMission, as before, However, extended with an extra numerical value 2, which is a "black-fading" results and success can look again. The function d: ["end1, false, 2"] call BIS_fnc_endMission, as before, but reported as failed. The function expanded through the creation of "endings" in the "description.ext". A ll B eispieleaufeinem B lick: The examples and speaks for the diversity are to be divided into 3 categories 1 End sequences without BIS_function and Description 2 End sequences with Bis_function, but without Description 3 End sequences with Description Description - Example:
Copy and paste, for all who want to make it easy:
(only adjust)
example:
/ / Debriefing
/ / ===========>
class CfgDebriefing
{
class End1
{
title = "MISSION ACCOMPLISHED",
subtitle = "You did to outstanding job!";
description = "You successfully cleaned the area and . Neutralized the armored car ";
background picture = "A3.jpg",
picture = "B_INF",
picture color [] = {0.0,0.3,0.6,1};
};
class End2: End1
{
title = "MISSION COMPLETED";
subtitle = "Your first command soldier?";
description = "Better than nothing, the half is done";
background picture = "A3.jpg",
picture = "";
picture color [] = {0.0,0.3,0.6,1};
} ,
class End3: End1
{
; title = "MISSION FAILED"
? subtitle = What the hell ..
! "Everything went wrong, report to the colonel in no time" description =;
background picture = "A3.jpg",
picture = " ";
picture color [] = {0.0,0.3,0.6,1};
};
class end4: End1
{
title = "MISSION TOTALLY FAILED";
! subtitle = GOD damn
. description = "The worst case Became reality - you are KIA" ,
background picture = "A3.jpg",
picture = "";
picture color [] = {0.0,0.3,0.6,1};
};
};
For all examples, we need a "playable unit" [F1] and a "trigger" [F1], the "grouped" with the game unit [F2] is to guarantee a trip.
everything exemplary and adjust the missions
The settings of " Triggers "and" array "are shown in the following image examples.
To1. : Mission successful - end sequence trigger Zu1a. : Mission failed - Trigger end sequence ZU2. closing shot "mission accomplished," Trigger - end sequence
. Zu2a mission successfully, "fade to black" trigger - end sequence . Zu2b mission failed, "closing shot" trigger - end sequence
Zu2c. failed mission, "fade to black" trigger and end sequence Re 3. successful mission "End1" trigger and end sequence
. Zu3a
part mission success "End2"
trigger and end sequence . Zu3b mission failed "End3" trigger and end sequence Zu3c. completely failed mission trigger and end sequence debriefing - BIS Wiki:
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I hope that you have to get through this tutorial a little insight into the innovation and flows into a mission with. lot of fun! Greeting McLupo