Hi guys, I`m using WAI mission system and I want to change the information about the mission from middle screen to right top corner side (Like a debug monitor)
Lets take one mission for an example:
here is the line with the information about the mission:
[nil,nil,rTitleText,"Bandits have disabled an armed vehicle with lots of chain gun ammo in the gear! Check your map for the location!", "PLAIN",10] call RE;
If I change the rTitleText to rHINT then I get all the message in the debug monitor in the right top side of the screen and it`s working, but I want to customise the look of the debug a bit...
I tryed something like this..
Setup a new private array _hint
_hint = parseText format["<t align='center' color='#FFFF66' shadow='2' size='1.75'>Armored Vehicle</t><br/><t align='center' color='#ffffff'>Bandits have disabled an armed vehicle with lots of chain gun ammo in the gear! Check your map for the location!</t>"];
But seems that it`s not working, the message does not popup.
Could somebody with more experience in scripting could help me to make a format which does work?
I`m also adding whole original mission file in the end of the topic, if somebody need it to help me :)
I have also tryed to ask this question in main WAI mission topic, but nobody did answer, so I`m making a new topic in this section!
Thx!
P.S Sorry for such primitive grammer!
//Armed Vehicle
private ["_playerPresent","_cleanmission","_currenttime","_starttime","_missiontimeout","_vehname","_veh","_position","_vehclass","_vehdir","_objPosition"];
_vehclass = armed_vehicle call BIS_fnc_selectRandom;
_vehname = getText (configFile >> "CfgVehicles" >> _vehclass >> "displayName");
_position = [getMarkerPos "center",0,5500,10,0,2000,0] call BIS_fnc_findSafePos;
diag_log format["WAI: Mission Armed Vehicle Started At %1",_position];
//Chain Bullet Box
_box = createVehicle ["USBasicWeaponsBox",[(_position select 0),(_position select 1) + 5,0], [], 0, "CAN_COLLIDE"];
[_box] call Chain_Bullet_Box;
//Armed Land Vehicle
_veh = createVehicle [_vehclass,_position, [], 0, "CAN_COLLIDE"];
_vehdir = round(random 360);
_veh setDir _vehdir;
_veh setVariable ["ObjectID","1",true];
PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_veh];
diag_log format["WAI: Mission Armed Vehicle spawned a %1",_vehname];
_objPosition = getPosATL _veh;
//[_veh,[_vehdir,_objPosition],_vehclass,true,"0"] call custom_publish;
//Troops
_rndnum = round (random 3) + 3;
[[_position select 0, _position select 1, 0], //position
_rndnum, //Number Of units
1, //Skill level 0-1. Has no effect if using custom skills
"Random", //Primary gun set number. "Random" for random weapon set.
4, //Number of magazines
"", //Backpack "" for random or classname here.
"Ins_Soldier_Sapper", //Skin "" for random or classname here.
"Random", //Gearset number. "Random" for random gear set.
true // Mission true or false
] call spawn_group;
[[_position select 0, _position select 1, 0], //position
4, //Number Of units
1, //Skill level 0-1. Has no effect if using custom skills
"Random", //Primary gun set number. "Random" for random weapon set.
4, //Number of magazines
"", //Backpack "" for random or classname here.
"Ins_Soldier_Sapper", //Skin "" for random or classname here.
"Random", //Gearset number. "Random" for random gear set.
true // Mission true or false
] call spawn_group;
[[_position select 0, _position select 1, 0], //position
4, //Number Of units
1, //Skill level 0-1. Has no effect if using custom skills
"Random", //Primary gun set number. "Random" for random weapon set.
4, //Number of magazines
"", //Backpack "" for random or classname here.
"Ins_Soldier_Sapper", //Skin "" for random or classname here.
"Random", //Gearset number. "Random" for random gear set.
true // mission true
] call spawn_group;
[[_position select 0, _position select 1, 0], //position
4, //Number Of units
1, //Skill level 0-1. Has no effect if using custom skills
"Random", //Primary gun set number. "Random" for random weapon set.
4, //Number of magazines
"", //Backpack "" for random or classname here.
"Ins_Soldier_Sapper", //Skin "" for random or classname here.
"Random", //Gearset number. "Random" for random gear set.
true // mission true
] call spawn_group;
//Turrets
[[[(_position select 0), (_position select 1) + 10, 0]], //position(s) (can be multiple).
"M2StaticMG", //Classname of turret
0.8, //Skill level 0-1. Has no effect if using custom skills
"Ins_Soldier_Sapper", //Skin "" for random or classname here.
1, //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False)
2, //Number of magazines. (not needed if ai_static_useweapon = False)
"", //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False)
"Random", //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False)
True // Mission true or false
] call spawn_static;
[_position,_vehname] execVM "\z\addons\dayz_server\WAI\missions\compile\markers.sqf";
[nil,nil,rTitleText,"Bandits have disabled an armed vehicle with lots of chain gun ammo in the gear! Check your map for the location!", "PLAIN",10] call RE;
//rHINT
_missiontimeout = true;
_cleanmission = false;
_playerPresent = false;
_starttime = floor(time);
while {_missiontimeout} do {
sleep 5;
_currenttime = floor(time);
{if((isPlayer _x) AND (_x distance _position <= 150)) then {_playerPresent = true};}forEach playableUnits;
if (_currenttime - _starttime >= wai_mission_timeout) then {_cleanmission = true;};
if ((_playerPresent) OR (_cleanmission)) then {_missiontimeout = false;};
};
if (_playerPresent) then {
[_veh,[_vehdir,_objPosition],_vehclass,true,"0"] call custom_publish;
waitUntil
{
sleep 5;
_playerPresent = false;
{if((isPlayer _x) AND (_x distance _position <= 30)) then {_playerPresent = true};}forEach playableUnits;
(_playerPresent)
};
diag_log format["WAI: Mission Armed vehicle Ended At %1",_position];
[nil,nil,rTitleText,"Survivors have secured the armed vehicle!", "PLAIN",10] call RE;
} else {
clean_running_mission = True;
deleteVehicle _veh;
deleteVehicle _box;
{_cleanunits = _x getVariable "missionclean";
if (!isNil "_cleanunits") then {
switch (_cleanunits) do {
case "ground" : {ai_ground_units = (ai_ground_units -1);};
case "air" : {ai_air_units = (ai_air_units -1);};
case "vehicle" : {ai_vehicle_units = (ai_vehicle_units -1);};
case "static" : {ai_emplacement_units = (ai_emplacement_units -1);};
};
deleteVehicle _x;
sleep 0.05;
};
} forEach allUnits;
diag_log format["WAI: Mission Armed vehicle Timed Out At %1",_position];
[nil,nil,rTitleText,"Survivors did not secure the armed vehicle in time!", "PLAIN",10] call RE;
};
missionrunning = false;

