Home   Help Search Login Register  

Author Topic: push ups  (Read 590 times)

0 Members and 1 Guest are viewing this topic.

Flapje

  • Guest
push ups
« on: 28 Feb 2003, 12:36:51 »
Okay, I got this command [Unitname switchMove "FXStandDip"] from some tutorial, but it won't work. the exact thing that's in the tutorial says:      *Push Ups*
1st set the unit to safe
2nd in a trigger type in:
Unitname switchMove "FXStandDip"

And I also need to know how to let someone use binocs, but that's not so high priority, and I can probably find it in some tute.

Hope I get some answers

Offline dmakatra

  • Members
  • *
  • Better known as Armsty
Re:push ups
« Reply #1 on: 28 Feb 2003, 16:41:31 »
For some reason I can only use switchmoves/playmoves in script. Try it u too.

Flapje

  • Guest
Re:push ups
« Reply #2 on: 01 Mar 2003, 13:02:34 »
ok thnx

Flapje

  • Guest
Re:push ups
« Reply #3 on: 02 Mar 2003, 13:30:38 »
Okay, so here's another problem :/ the 2 guys doing push-ups are in a cutscene... so I have no idea where to put the command. I've attached my cutscene.sqs file, so you can take a look... the 2 guys are named opdruk1 and opdruk2, and the camera only shows them in a corner because he's looking at an other guy. dunno, if you can get to any solutions by looking at the sqs file only  :-\


Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:push ups
« Reply #4 on: 02 Mar 2003, 13:36:16 »
just insert the commend into your script when you want the guys to start doing the push ups ... so if you wanted them to be working out when the cutscene starts, put it at the very beginning.

alternatively, put it in the on activation field of a waypoint or trigger

the only difference between cutscene and normal play is the camera ... everything else is just as usual
Plenty of reviewed ArmA missions for you to play

Flapje

  • Guest
Re:push ups
« Reply #5 on: 02 Mar 2003, 21:24:10 »
okay, sorry, but I still got probs with this   :-[ this is what I did:

titlecut ["text","BLACK OUT",1]
~1

_cam camsettarget unit4
_cam camsetrelpos [7,3,1]
_cam camcommit 0
@camcommitted _cam
~12

opdruk1 playmove "FXStandToDip"
~10

opdruk2 playmove "fxstandtodip"
~10

titlecut ["","BLACK IN",2]
~1

Okay, here's the prob: if I remove the ~10's after the playmove thing, the screen just stays black (probably because it'll wait 10 secs), and if I don't the soldiers just push-up 2 times and then they stand up again. Also, they won't start pushing up until the camera is black in which looks kind of silly  :o

srry to bother you  ;) but I would appreciate the help

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:push ups
« Reply #6 on: 02 Mar 2003, 23:25:44 »
to get them to keep push upping you may have to use a little loop

_counter=0
#loop
opdruk1 playmove "FXStandToDip"
~1
_counter=_counter+1
?_counter=10:next
goto "loop"
#next

I suggest you get your script working correctly without the pushups (ie the loons just standing there) then try to slot them in.

I'm no guru on camera scripts, but it seems to me that the black in and black out are the wrong way round, at least for the most ordinary type of cutscene.  you normally find something like this.  apologies if this is a cunning effect on your part.  start the playmove as early as you like.


titlecut [" ","BLACK IN",3]

opdruk1 playmove "FXStandToDip"

enableradio false
_cam = "camera" camcreate [0,0,0]
_cam cameraeffect ["internal", "back"]

_cam camsettarget target1
_cam camsetrelpos [-80,100,7]
_cam camcommit 0
@camcommitted _cam

~2

blah blah blah insert the rest of the script here

~2

titlecut ["","BLACK OUT",2]

~2

_cam cameraeffect ["terminate", "back"]
camdestroy _cam
enableRadio true
exit
Plenty of reviewed ArmA missions for you to play

Flapje

  • Guest
Re:push ups
« Reply #7 on: 03 Mar 2003, 18:16:10 »
 :-\ okay, I have been playing around a little more, and it just doesn't work properly  :-\ so I decided not to let them make push-ups

thnx for your efforts to help me