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;