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Author Topic: Intro cutscene for MP  (Read 682 times)

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Mr.BoDean

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Intro cutscene for MP
« on: 30 May 2003, 14:05:53 »
I have looked at many tutorials  ,including the camera scripting ones , but can't figure this out. I gave up on scripting the scene and just used the editor to get it close to my liking. I created and saved it as an INTRO.  I also have my mission saved as a separate mission file.

Since this is for a MultiPlayer mission:
  Do I now combine the 2 files using the MERGE button in the Editor? Or do I put both  .sqm files in the main mission folder so they will combine into one  .pbo file??   ???   ???

I have tried merging 2 missions together before with near disastrous results. My intro is based almost entirely on time-delayed and Side-activated Triggers , since that was the only way I could figure out how to make it work.  (I just wanna finish the mission and not spend 2 months learning how to camera script.)

Any help appreciated, because it seems the Intro process would be different from SP missions.
  Also, should I use a switch trigger with Terminate or End1  as the last trigger to end the scene before beginning the mission?

I wasn't sure if Snypir's rules applied ,since the only script I use is at the beginning for 1 second of BLACK that I couldn't  get rid of normally.  ::)

Thanks!  :)
« Last Edit: 30 May 2003, 14:07:32 by Mr.BoDean »

Offline macguba

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Re:Intro cutscene for MP
« Reply #1 on: 30 May 2003, 14:42:23 »
I have a feeling you can't have an Intro in MP, though not being an expert I'm not sure.    You can have a cutscene at the start of the mission but they are not popular, so it should be short and informative.

Anyway, if you have an intro in one mission file and the mission in another here's how to combine them without using merge.

Select the mission file.    Click on the drop down box to get the Intro open.    Drag and drop a box over the whole map.    Press Ctrl x.    This will clear the map of any stray units.    Save.

Open the Intro mission and open Intro.    Drag and drop a box over the whole map.      Press Ctrl c.     Zoom right in, and find a unit that is positioned on an easy to remember place.... I actually position a dummy unit on a grid square cross so that there is no doubt.

Go back to the mission file and open the Intro again.  Press Ctrl v, which is paste.      Click and hold on your reference unit which will allow you to move all the units, and move him into the correct place.    Bingo.    Save.    Preview and adjust if necessary.

But, Merge should work just fine and is easier.    It just adds one mission to another.

Lastly, yes you need to end the Intro with a trigger type End#1 or whatever.
Plenty of reviewed ArmA missions for you to play

Mr.BoDean

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Re:Intro cutscene for MP
« Reply #2 on: 30 May 2003, 14:59:42 »
Mac to the rescue again!
   Yes, I know all about the whiners in Gamespy MP-land, since that's primarily what I play!  ;D  Because of them, I've been designing my "Intro" to partially replace my briefing, knowing most of the impatient 14-year olds won't read it. :P I  dare say none of them would sit through some of the EPIC mini-feature cutscenes I've seen in some of the SP missions on here!  :o
But when GS is slow , you take whoever you can get for a co-op.  :-\

At any rate , it seems you would paste the "intro" cutscene  onto the main mission, yes?  I did also try this before, but it seems like the cameras will see things in the intro that they shouldn't.  

i.e., the events that happen in the beginning of the cutscene take place days prior to the mission.

  I will try it again and see. Great idea about the dummy-locator.  ;)   Thanks.  :D

Offline macguba

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Re:Intro cutscene for MP
« Reply #3 on: 30 May 2003, 16:21:37 »
If you have a cutscene at the start of the mission which could show things in the mission that shouldn't be seen in the cutscene (or vice versa) there are several things you can do.

You could use setpos and deletevehicle.    However, an easier solution is to find another location on the island for your cutscene.    You can often find somewhere that looks sufficiently similar to the main location to fool people.

And yes, you can cut/copy and paste freely between missions, intros, outros etc.
« Last Edit: 30 May 2003, 16:22:30 by macguba »
Plenty of reviewed ArmA missions for you to play

Mr.BoDean

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Re:Intro cutscene for MP
« Reply #4 on: 30 May 2003, 22:25:43 »
AH! So ... having just read SnYpir's tute on MP client/server issues (only partly understanding it) and wanting to keep most things in triggers , could all of this deletevehicle /setpos business take place in switch triggers?

 If I use the deletevehicle command, would I use it in a unit's Init. field and then use createvehicle in a switch trigger somehow connected to the End#1 trigger later?

If I use setpos , I assume I'd have to use getpos to know where to reset the vehicle? How would either of these methods affect the vehicles'/units' WP's and what kind of syntax are we talking about here?

Thanks again  -Mr.B
« Last Edit: 30 May 2003, 22:26:54 by Mr.BoDean »

Offline macguba

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Re:Intro cutscene for MP
« Reply #5 on: 31 May 2003, 14:10:51 »
At the beginning of the mission the location is set up for the cutscene.     The cutscene happens, and at the end of it you get a black out and perhaps a couple of seconds pause with some white text.    During the blackout the cutscene units are removed with deleteVehicle.

The mission units that are not required for the cutscene are placed somewhere out of sight.   During the blackout they are setPossed into postition.    The easist way is probably to have an invisible marker for each unit, then you can have

loon1 setPos getMarkerPos "marker_loon1"

You might as well delete the markers once everything has been done.   You could use gamelogics instead of markers if you like.

Unit's init fields are only for things you want the unit to be doing when the mission starts.      The provenance of the init field ends about 0.5 seconds into the mission, so never use an init field for anything you want to happen after that.

Waypoints would be set up as usual.   You may have to use hold waypoints to keep some of the mission units out of the way, in which case the setpos command would be accompanied by a switch trigger to complete the hold waypoint.  (Otherwise the loon might try to go back there.)

In general, any OFP command can go in a script, a waypoint, an init line or a trigger.   Which is best depends on the particular circumstances.    If this was SP the best way for this whole thing would be a script, but I don't know if that's true in MP.   It might be better to use gamelogics with waypoints.    Triggers are almost certainly the worst option.

I haven't read that particular tute of snYpir's, but I do know very well the standard of his work and his style.    In my experience the best thing to do with a tute you don't fully understand is get into the mission editor and experiment, try to make it work.    Usually you quickly get a better grasp of the basics, and once you understand the principles of what's going on the details fall into place quite quickly.     If you get stuck post a question in the MP board:  don't IM snYpir directly, there are plenty of other folk who will know the answer and he is a very busy bunny running OFPEC.
Plenty of reviewed ArmA missions for you to play

Mr.BoDean

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Re:Intro cutscene for MP
« Reply #6 on: 31 May 2003, 20:28:52 »
Righto, Mac ...thanks for all of your time on my problems and all the great information!   :thumbsup:

 If this was SP the best way for this whole thing would be a script, but I don't know if that's true in MP.   It might be better to use gamelogics with waypoints.    Triggers are almost certainly the worst option.

I haven't read that particular tute of snYpir's, but I do know very well the standard of his work and his style.


Definitely! The gist of that MP tute (OFPEC Guide:Multiplayer Editing -http://www.ofpec.com/editors/browse.php?category=1_4) was that actions in triggers and WP's are SERVER-controlled (synchronized) already which helps control lag.  
However , certain scripted actions need to be server-based and some need to be called by each client.
  Also, this: "So, in summary: triggers and waypoints are multiplayer friendly. Scripting is not, however the publicvariable command is your best ally and make sure you test your MP mission in a multiplayer environment before distributing."

   
Quote
If you get stuck post a question in the MP board:  don't IM snYpir directly, there are plenty of other folk who will know the answer and he is a very busy bunny running OFPEC.
AMEN!   :P  8)

BTW, I have combined the intro with the mission,using the dummies to line things up exactly as before. However, it seemed to change the timing on all of the shots, which I thought was weird. Oh well ...just another 6 hours of tweaking, right? !   :noo:   :joystick:    ;D

Offline macguba

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Re:Intro cutscene for MP
« Reply #7 on: 01 Jun 2003, 00:57:17 »
lol if it's only 6 you'll be lucky  :P

Using timing in a cutscene can be dodgy and fail to work .... it even happens in official cutscenes.    Everybody's comp runs at a different speed which can screw things up.
Plenty of reviewed ArmA missions for you to play