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Author Topic: intro/outro's  (Read 1656 times)

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Sol Fire

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intro/outro's
« on: 26 Jan 2003, 10:31:16 »
is it possible to use intro's and outro's in a multiplayer mission? and if so how? all mine work but when i test them in multiplayer they dont it skips them and goes straight to the mission instead and back to the MP menu instead of playing the outro's

i like using the Intro and outros they make a better way of telling everyone whats going on rather then using breifing and outro's make a better ending to all missions then just a lousy overveiw that says

"Good Work" or some dumb sounding thing like that
« Last Edit: 26 Jan 2003, 11:17:41 by Sol Fire »

Foo

  • Guest
Re:intro/outro's
« Reply #1 on: 31 Jan 2003, 13:09:07 »
no, they dont work...if you have played a multi player mission with what seems to be in intro, then its simply an ingame cutscene...thats the way its done ::)

It works fine though, and no one has control when in an ingame cutscene, so they have 2 sit and watch anyway ;D

Pope_Zog

  • Guest
Re:intro/outro's
« Reply #2 on: 03 Feb 2003, 15:14:27 »
Ooh! Ooh! If you do add a cutscene to e.g. a deathmatch or flagfight and you allow AI to take the place of unfilled slots, make sure everyone is frozen before running it, and unfreeze them afterwards.

By "freezing" I mean forcing them to stop, e.g.

Code: [Select]
Player1 stop true
Player2 stop true
Player3 stop true
etc.

And "unfreezing" meaning:

Code: [Select]
Player1 stop false
Player2 stop false
Player3 stop false
etc.

Otherwise the AI will run around and score easy frags while the humans are busy watching the cutscene.

Pope Zog

Offline Chris Death

  • Former Staff
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  • Finally Death's gonna get ya
    • OFPEC
Re:intro/outro's
« Reply #3 on: 04 Feb 2003, 07:56:01 »
 :o huh

Don't do it that way, or they won't start moving anymore  ;)

Code: [Select]
unit stop stop
Operand types:
    unit: Object
    stop: Boolean
Type of returned value:
    Nothing
Description:
    Stop AI unit. This function is obsolete. Use disableAI to get better control on stopping unit.

Example:
    soldierOne stop true


~S~ CD
« Last Edit: 04 Feb 2003, 07:56:15 by Chris Death »
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted

Pope_Zog

  • Guest
Re:intro/outro's
« Reply #4 on: 04 Feb 2003, 17:12:33 »
Very well... then someone could perhaps enlighten me as to how I let the AI move again after using:

Code: [Select]
AIUnit disableAi "MOVE";
Pope Zog

Offline dmakatra

  • Members
  • *
  • Better known as Armsty
Re:intro/outro's
« Reply #5 on: 04 Feb 2003, 17:27:12 »
And donÂ't forget to setcaptive em!

Offline Chris Death

  • Former Staff
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  • Finally Death's gonna get ya
    • OFPEC
Re:intro/outro's
« Reply #6 on: 05 Feb 2003, 10:29:35 »
Well Pope Zog, seems i understood the STOP
command description in the wrong way  :-X

It just means, that the unit will do nothing as long as
STOP is true, and will do all, once STOP is false.

You're right, no way to enableAI "move" again.

Armstrong - by using the STOP command, you don't need
to setcaptive 'em.

~S~ CD
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted