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unecesary waiting after the cutscene
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Topic: unecesary waiting after the cutscene (Read 911 times)
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bardosy
Honoured Contributor
campaign designer
unecesary waiting after the cutscene
«
on:
19 Sep 2005, 07:29:11 »
I usually used cam script in intro/outro. In the last line of cam script I use a variable to send the OFP engine the end:
Code:
[Select]
vege=true
And in the OFP editor I put a trigger (End#1) with condition: vege
It's work!
But now I use a cutscene in the end of the
mission
. And this happen: after the cutscene deley 4-5 seconds and then end of mission.
There is no ~4 in the cutscene script after the vege=end. And there is no delay in the END#1 trigger.
Why this unnecesary delay in the mission's cutscene?
And how can I fix it?
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Fix bayonet!
THobson
OFPEC Patron
Former Staff
Re:unecesary waiting after the cutscene
«
Reply #1 on:
19 Sep 2005, 10:41:07 »
Just a thought. Do you have any text on the screen (from a titleCut, titleRsc or titleText) at the time? OFP might be waiting for it to clear before exiting.
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Kyle Sarnik
Guest
Re:unecesary waiting after the cutscene
«
Reply #2 on:
19 Sep 2005, 20:56:48 »
No the problem is the trigger, in a mission, end triggers have a built in delay, so try activating it sooner or try using the forceend command.
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bardosy
Honoured Contributor
campaign designer
Re:unecesary waiting after the cutscene
«
Reply #3 on:
20 Sep 2005, 09:03:34 »
Thank you Kyle Sarnik!!!
THobson, there is no text on sceen. This is the problem. The player see a very black screen for 4 sec. He/she think it's freez.
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Last Edit: 20 Sep 2005, 09:06:19 by bardosy
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unecesary waiting after the cutscene
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