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Offline Rytuklis

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Few questions..
« on: 18 Jun 2011, 17:14:07 »
Hello there. I have a few questions i'd like to be answered.
1. I have the cutscene file, everything, now what do i have to to do get it played? I mean i have camera.sqs, then i go to soldier1 and the i put this exec "camera.sqs", but when i press preview nothing happens...
2. Let's say i'm having an animation being played by the actor, how do i make him to play another animation after some time?
3. Lets say i have trigger 1, how do i activate trigger 2 ONLY after trigger 1 was activated?
4. For example, i want to have execution scene. I put Russian soldier and then i put resistance soldier. How do i make Russian soldier to aim for some time and then kill the resistance soldier?
5. I want soldier1 to have Slava's face. I have this code:
Code: [Select]
class CfgIdentities
{
  class MyCharacter
  {
    name = "Slava";
    face = "Face1";
    glasses="None";
    speaker = "Adam";
    pitch = 1.00;
  };
};
I save this file as Description.ext in my mission directory. What do i do next to get Soldier1 face as Slava's face?
6. How do i make Unit appear or to execute a waypoint ONLY after certain trigger is activated?

I'd like to get these questions answered ASAP. Thank you

Walter_E_Kurtz

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Re: Few questions..
« Reply #1 on: 18 Jun 2011, 18:04:35 »
1.   Don't call the cutscene file camera.sqs as that's reserved for something else: rename it. And you're not running it on that particular unit, so 'this' is unnecessary. The following would be sufficient:
         [] exec "cutscene.sqs"


2.   By having a script file and using a delay in it. If it's part of the cutscene, then cutscene.sqs would do:
         dude playmove "..."
         ~5
         dude playmove "..."
but you have to remember that it might affect the timing of your camera movements.


3.   By setting a variable true in the On Activation of the first trigger, and checking for it in the condition of the second.
      First - On Activation: whatever; phaseOne = true
      Second - Condition: whateverelse AND phaseOne


4.   A script would be easier, but if we're using the triggers from number 3 then you merely give Trigger 2 a TimeOut delay of a few seconds; so:
      First - On Activation: easty setCombatMode "BLUE"; easty doTarget resy; phaseOne = true
      Second - Condition: phaseOne
                  TimeOut: Min 3   Max 5   Mid 4
                  On Act: easty setCombatMode "RED"; easty doFire resy


5.   Soldier1 setIdentity MyCharacter


6.   Press F5 'Synchronize'. Then you can draw lines that connect triggers to waypoints. Units will not move from waypoints until the trigger is activated.

Offline Rytuklis

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Re: Few questions..
« Reply #2 on: 18 Jun 2011, 18:56:39 »
Thanks, i'll let you know if it helped
EDIT:
DANG IT! It didn't help. I do this:
Code: [Select]
titleText ["Well.. It's already about time...", "PLAIN DOWN"]
_camera camSetTarget Slava
_camera camSetPos [9713.20,4831.63,2.33]
_camera camSetFOV 0.740
_camera camCommit 11
@camCommitted _camera

and then in  Slava i write [] exec "cutscene.sqs"

The text appears, but cutscene doesnt.. .Why does this happen ? :(
« Last Edit: 18 Jun 2011, 19:27:26 by Rytuklis »

Offline Aldo15

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Re: Few questions..
« Reply #3 on: 18 Jun 2011, 21:41:54 »
Maybe You must put the time for example

~1,2,4,5 or 15. Try this  :)
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If in the high school or university, Teachers add a new subject about how to make scripts, missions, for ofp. I'd be number one of my classroom

Walter_E_Kurtz

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Re: Few questions..
« Reply #4 on: 19 Jun 2011, 00:42:02 »
Is that cutscene.sqs in its entireity?

You need to create the lens at the beginning:
   _camera = "camera" camcreate [0,0,0]
   _camera cameraeffect ["internal", "back"]

and also destroy it at the end:
   _camera cameraeffect ["terminate", "back"]
   camdestroy _camera

Have a look again at snypir's tutorial, the final script should look something like:
Code: (cutscene.sqs) [Select]
; create camera
_camera = "camera" camcreate [0,0,0]
_camera cameraeffect ["internal", "back"]

_camera camSetTarget Slava
_camera camSetPos [9713.20,4831.63,2.33]
_camera camCommit 0

; fade in from black over 2 seconds
titlecut [" ","BLACK IN",2]

; wait for 2 seconds for the fade to complete
~2

;a camera movement for the sake of it
_camera camsetrelpos [-2,-5,0.5]


titleText ["Well.. It's already about time...", "PLAIN DOWN"]
_camera camSetFOV 0.740
_camera camCommit 11
@camCommitted _camera


~2

; fade out to black over 2 seconds
titlecut [" ","BLACK OUT",2]

; wait for 2 seconds for the fade to complete
~2

; end cutscene
_camera cameraeffect ["terminate", "back"]
camdestroy _camera

; fade back in over 2 seconds
titlecut [" ","BLACK IN",2]

exit

Offline Rytuklis

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Re: Few questions..
« Reply #5 on: 19 Jun 2011, 09:27:35 »
Thank you so much! It worked! Now i have another question:
How do i make soldier spawn with his gun on his back , not in hands?
and
How do i get the position for camera to move. Same way as i get the main cords?

Offline Denz

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Re: Few questions..
« Reply #6 on: 19 Jun 2011, 10:56:30 »
I answered your pm but thought I should post here also.
Putting the unit in safe mode will make him have his weapon on his back.
so for example
Code: [Select]
"SoldierWB" createunit [getpos spawnpoint, "soldier1 = this", "SAFE", "PRIVATE"];In this example I have named the soldier soldier1 just in case you need to refer to that unit later on.
That section is the init line of a spawned unit.
Hope that helps - it's a better example than the one I gave you in the pm.

2) Just follow the same steps of positioning the camera where you want it, click the mouse and pasting the coordinates into your camera script like you did originally. Do that for every camera position.
« Last Edit: 19 Jun 2011, 11:01:53 by Denz »
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Offline Rytuklis

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Re: Few questions..
« Reply #7 on: 19 Jun 2011, 11:38:50 »
Ok! Thank you very much!