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Author Topic: need help w/ cutscene  (Read 571 times)

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Offline dalton

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need help w/ cutscene
« on: 02 Mar 2004, 13:50:21 »
yo, i need help w/ a cutscene. in my cutscene ur supposed 2 kill a civie (mp mission). so that means ne1 that is playing can activate it. so how would i do that to make the person that activated the cutscene be the 1 to shoot the civie?
"freedom aint free"

PaulRPG

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Re:need help w/ cutscene
« Reply #1 on: 02 Mar 2004, 17:36:18 »
im not to sure if u can m8. But you could make it so if any1 who comes within the area to activate it. Mayby you can come up with a script that goes something like this (dunno the actual scripting)
if player is in area set identy XXX
something like that

GrimMonkey

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Re:need help w/ cutscene
« Reply #2 on: 03 Mar 2004, 00:46:33 »
Try this:

Create a trigger this size you want.
Activation: Anybody
On Activation: "_x DoFire Civie" ForEach Thislist

If memory serves, that should do it. I may be wrong, though.


Beware the GrimMonkey

Offline dalton

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Re:need help w/ cutscene
« Reply #3 on: 05 Mar 2004, 13:16:56 »
shud i put that in the script?
"freedom aint free"

GrimMonkey

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Re:need help w/ cutscene
« Reply #4 on: 05 Mar 2004, 15:28:27 »
Create a trigger the size that you want.
In the 'Activation' field of the trigger select: Anybody
In the 'On Activation' field of the trigger put: "_x DoFire Civie" ForEach Thislist

Name the civilian you want dead Civie.
Now, anyone should fire at the civilian when they enter the trigger.

Beware the GrimMonkey

Offline dalton

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Re:need help w/ cutscene
« Reply #5 on: 06 Mar 2004, 02:37:53 »
it didnt work, but i know there is a way. i saw it in da really bad end in da resi campaign. ill depbo it and look at it. thnx 4 ur help
"freedom aint free"

Harkonin

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Re:need help w/ cutscene
« Reply #6 on: 06 Mar 2004, 03:10:09 »
or use an eventhandler in the civies init field


unit addeventhandler [{hit},{_this exec {Cutscene.sqs}}];

and follow with this

Cutscene.sqs

_unit = _this select 0
_shooter = _this select 1

? (side _shooter == side _unit) : exit

? (side _unit == civ) && (side _shooter == thesideyouwant) : goto "play scene"
? (side _unit == civ) && (side _shooter != theoneyouwant):EXIT

#playscene

The rest of your cutscene goes here.