Home   Help Search Login Register  

Author Topic: Intro problem  (Read 552 times)

0 Members and 1 Guest are viewing this topic.

veston pants

  • Guest
Intro problem
« on: 31 Aug 2004, 16:57:41 »
The intro I'm working on at the mo involves a camera positioned on a hill overlooking an occupied port, the camera is supposed to move forward over the port and focus on a speedboat thats aproaching, then fade, then reappear with the boat tidily moored in the dock and the driver out of the boat, where he gets arrested.
Now the probs I have encountered are how to keep the camera facing toward the direction it travels as it moves over the port, how to target the boat instead of empty water where the boat started, and how to work away around the transition from boat on the water to the driver bein on land (as he tends to leave the boat miles off-shore and just appears on the sand)
I've also had probs with the placing of units, from the intro I copied the position of the units but when I switch from intro to mission and paste the units in, they're never where they should be (allways a few 100m to the right of their original position, which is open water btw) Anyone got any tips about copying units positions from intro to mission?
Anyhelp on the cutscene or unit positioning would be appreciated.

Cheers :)

ocnick

  • Guest
Re:Intro problem
« Reply #1 on: 31 Aug 2004, 19:07:52 »
Ok I'm gonna see if I can help out on this one (which is rare  ;D).

Do you mean you want to be able to see where the boat is heading?  If so, it'd be best to have the camera behind the boat.  I'm not sure how the port is set up either, but if you come down from the hill to the port and see the boat coming into port, you could use camcommit 0 to change the camera position behind the boat immediately and use camsettarget to target the boat, rather than whatever is behind the boat.

As for the transition, you can cheat here  ;D.  Since you black out, nobody can see what is really happening, so you can do it pretty much any way.  The easiest way that I can think of to do this, is to deletevehicle your first boat (once the screen is black of course) and create a new empty boat and use setpos to put it exactly where you want.  You can place a new dude wherever you want by doing this too.

Copying units to the right place is very important when you want the intro to reflect the mission.  An easy way to do this is to drag over everything you want copied, and before you switch over to paste it, focus on one unit and notice exactly where it is on the map (use a tree or bush as a reference or something that is on the blank map).  When you paste it, everything is still selected, so you can move it as one thing, and you can click back and forth from mission to intro without deselecting it.  This way you can switch back and forth until it matches up just right.

Hope this helped!

Captain Winters

  • Guest
Re:Intro problem
« Reply #2 on: 01 Sep 2004, 04:19:50 »
hey,


lets c if i rmeber this
yup you have to use the command "_cam setTarget " command., if you chekc out the refence tables its there. whew 6 months away fomr OFp is too much ineed to brush up lol

abou the units. ez one. thye always do that- just with our clikcin on anybut th unit, clikc o-n it and you can drag then together anywhere u want, the position them individually

Offline dmakatra

  • Members
  • *
  • Better known as Armsty
Re:Intro problem
« Reply #3 on: 01 Sep 2004, 10:59:11 »
He-eey! Cap'n! How ya doin m8y? Tanks! ;D

:beat: *Gets Tanksed* :beat:

Offline The-Architect

  • Former Staff
  • ****
  • Bite my shiny metal...
    • Bob's Un-official Flashpoint Page
Re:Intro problem
« Reply #4 on: 02 Sep 2004, 03:01:20 »
Armsty u dik.  :P
« Last Edit: 02 Sep 2004, 03:02:00 by The-Architect »
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

veston pants

  • Guest
Re:Intro problem
« Reply #5 on: 02 Sep 2004, 15:19:54 »
Ahh the setpos command, I've been looking at that and trying to use it to position troops ontop of buildings, still aint quite fathomed it but I'll get there eventually I hope :)

I've gotten the intro up and running and generated the script using the (this exec "camera.sqs") command but have some alarming results with it, back to the drawing board I think :-[

Another thing is whilst I was dickin' around with the actual mission, changing the date caused the port to be partially submerged under water, is there anyway to prevent this from happening?

Cheers for all the info. :)



veston pants

  • Guest
Re:Intro problem
« Reply #6 on: 09 Sep 2004, 14:30:56 »
Holy toledoe.
This is proving more difficult than I thought. :-X
So far I've got a nice smooth camera view sailing over the port to see the approaching boat,  the screen then fades and I've deleted the boat and got the passenger on shore, all the necessary closeups for the following dialogue between the passenger and arresting soldiers aswell.
The problem I'm havin is recreating and positioning the deleted boat, aswell as playmove commands. A close up of the soldier asking "where do you think your going?"
The passenger "Home".
The soldier "Heh...wrong answer...your coming with us"..
At this point I need the soldier to point his gun at passenger, and passenger to raise his arms above his head. I know the playmove commands but I dunno how to correctly time em and implement em into the script so that the soldier points his gun whilst saying "Heh..wrong answer..etc.."

Anyhelp plz.
Tanks.

veston pants

  • Guest
Re:Intro problem
« Reply #7 on: 09 Sep 2004, 14:36:39 »
Ooops!
Also the positioning of units in intros, sometimes the passenger and soldier are positioned correctl;y facing each other, other times the passenger is stood behind the soldier, is this a common problem with intros or what?

Cheers.

veston pants

  • Guest
Re:Intro problem
« Reply #8 on: 14 Sep 2004, 21:16:51 »
Its OK...this is pretty much sorted now