Home   Help Search Login Register  

Author Topic: show player  (Read 976 times)

0 Members and 1 Guest are viewing this topic.

Offline 456820

  • Contributing Member
  • **
show player
« on: 06 Mar 2005, 16:21:54 »
right ive made an intro but i cant get it to stop showing a split second of the player at the end this is the intro.

"titlecut ["Awaiting for the go", "black in", 7]
_cam = "camera" camcreate [0,0,0]
_cam cameraeffect ["internal", "front"]
_cam camsettarget leader1
_cam camsetrelpos [0,-10,1.5]
_cam camcommit 0
~5
[] exec "intro1.sqs"
_cam cameraeffect ["internal", "BACK"]
_cam camsettarget leader1
_cam camsetrelpos [0,5,1]
_cam camcommit 5
~5
_cam cameraeffect ["internal", "BACK"]
_cam camsettarget leader1
_cam camsetrelpos [0,5,1.7]
_cam camcommit 4
~6
_cam cameraeffect ["internal", "BACK"]
_cam camsettarget leader1
_cam camsetrelpos [0,8,2.4]
_cam camcommit 4
~6
_cam cameraeffect ["internal", "front"]
_cam camsettarget leader2
_cam camsetrelpos [0,7,2]
_cam camcommit 8
~9
_cam cameraeffect ["internal", "front"]
_cam camsettarget leader2
_cam camsetrelpos [0,9,3]
_cam camcommit 5
~9
3 fademusic 0
~2.5
obj7=true
_cam cameraeffect ["terminate", "back"]
camdestroy _cam
titlecut [" ","BLACK OUT",1.4]
exit"

where it says obj7=true i have a trigger with
condition obj7
and end#1
but no matter what i do it shows the players unit for about 1 second what can i do

Offline bedges

  • Administrator
  • *****
    • OFPEC The Editing Center
Re:show player
« Reply #1 on: 06 Mar 2005, 16:54:36 »
two possibilities - although i'm not sure i understand your question.

there's that fade-out at the end, lasting 1.4 seconds. your ending is called before that happens, but i'm thinking flashpoint will wait until the script ends before coming to a halt. i could be wrong on that one (highly likely).

have you tried a 'forceend' command in the obj7 trigger?

try putting the obj7=true after the fadeout.

not really sure on any of this as i don't have it in front of me.

and btw, dunno if it really matters, but for tidiness sake you should really be using @camcommited _cam in there...

Offline 456820

  • Contributing Member
  • **
Re:show player
« Reply #2 on: 06 Mar 2005, 18:42:49 »
ok i will try that ive only just learnt about camcomited so im not using it right now

Offline 456820

  • Contributing Member
  • **
Re:show player
« Reply #3 on: 06 Mar 2005, 20:45:15 »
and i will expand on the question what basically happens is when it fades out and ends you see the player for a second then it exits

Offline bedges

  • Administrator
  • *****
    • OFPEC The Editing Center
Re:show player
« Reply #4 on: 07 Mar 2005, 12:11:30 »
okay, just tested this and here's your answer.

the end trigger is being called before the end of the cutscene. this in itself wouldn't be the problem, but i'd say put it after the camera is detroyed.

the fadeout is not being given a chance to complete. you're giving it 1.4 seconds and then immediately destroying the camera. and since the end trigger fires before all that, it jumps.

here's ammended code which works:

Code: [Select]
titlecut [" Waiting for the 'GO!' ", "black in", 7]

_cam = "camera" camcreate [0,0,0]
_cam cameraeffect ["internal", "front"]
_cam camsettarget leader1
_cam camsetrelpos [0,-10,1.5]
_cam camcommit 0
@_cam camcommited
~5

...rest of intro code in here, etc

3 fademusic 0
~3

titlecut [" ","BLACK OUT",1.4]
~2

_cam cameraeffect ["terminate", "back"]
camdestroy _cam

obj7=true

exit

that works fine for me. hope it does with you too :)

Offline 456820

  • Contributing Member
  • **
Re:show player
« Reply #5 on: 07 Mar 2005, 19:13:59 »
right im trying that right now thanks

Offline bedges

  • Administrator
  • *****
    • OFPEC The Editing Center
Re:show player
« Reply #6 on: 07 Mar 2005, 20:01:51 »
just as an aside, you might also want to consider a showcinemaborder true in there somewhere....
« Last Edit: 07 Mar 2005, 20:02:12 by bedges »

Offline 456820

  • Contributing Member
  • **
Re:show player
« Reply #7 on: 07 Mar 2005, 20:11:53 »
doesnt the border show up any way

Offline 456820

  • Contributing Member
  • **
Re:show player
« Reply #8 on: 07 Mar 2005, 22:03:40 »
oh yh and it worked perfectly but i have stumbled across another problem

Code: [Select]
_cam cameraeffect ["internal", "back"]
_cam camsettarget gl3
_cam camsetrelpos [0,27,19]
_cam camcommit 10
16 fademusic 0
~7
_cam camSetTarget [-35611.45,-85371.97,-16576.68]
_cam camSetPos [5570.03,4214.86,6.12]
_cam camSetFOV 0.064
_cam camCommit 6
@camCommitted _cam
~3
titlecut [" ","BLACK OUT",3]
~3
_cam cameraeffect ["terminate", "back"]
camdestroy _cam
obj1=true
exit
i have that as the end of an intro and the music fade's to 0 with in 2 seconds or something i though it was something to do with using camera.sqs to help on the last screen but i dont think that should happen.
so theres about 10 or so seconds witthout music when i want music to play

Offline bedges

  • Administrator
  • *****
    • OFPEC The Editing Center
Re:show player
« Reply #9 on: 07 Mar 2005, 22:45:29 »
i can only think that it may be the music track itself. you're right that it wouldn't be the use of camera.sqs.

the script looks fine to me. check that there are no other conflicting fadesound commands anywhere - in the "intro1.sqs" file for example.

Offline 456820

  • Contributing Member
  • **
Re:show player
« Reply #10 on: 08 Mar 2005, 18:50:58 »
and just now i have stumbled across this new problem the camera doesnt seem to create everything else in the script works like unit1 dowatch flag1 it does that it just shows the player as 3rd person and doesnt allow you to do anything

Code: [Select]
titlecut [" ", "black in", 3]
_cam = "camera" camcreate [0,0,0]
obj1=false
_cam camSetTarget [105147.48,-1577.63,5543.18]
_cam camSetPos [5667.64,7089.19,0.39]
_cam camSetFOV 0.069
_cam camCommit 0
@camCommitted _cam
~3
_cam camSetTarget [104351.14,-8172.63,5543.33]
_cam camSetPos [5667.64,7089.19,0.39]
_cam camSetFOV 0.354
_cam camCommit 4
@camCommitted _cam
~0
_cam camSetTarget [102614.30,-16987.92,4842.85]
_cam camSetPos [5667.64,7089.19,0.39]
_cam camSetFOV 0.063
_cam camCommit 3
@camCommitted _cam
unit1 dowatch flag1
~3
_cam camSetTarget [104791.47,14623.36,11253.52]
_cam camSetPos [5691.51,7082.84,1.53]
_cam camSetFOV 0.329
_cam camCommit 5
@camCommitted _cam
~2
_cam camSetTarget [102200.97,27115.17,17062.70]
_cam camSetPos [5691.76,7080.50,1.53]
_cam camSetFOV 0.090
_cam camCommit 5
@camCommitted _cam
4 fademusic 0
~4
titlecut [" ","BLACK OUT",3]
~3
_cam cameraeffect ["terminate", "back"]
camdestroy _cam
obj1=true
exit

Offline bedges

  • Administrator
  • *****
    • OFPEC The Editing Center
Re:show player
« Reply #11 on: 08 Mar 2005, 19:18:29 »
i believe you may be missing something along the lins of

_camera cameraeffect ["internal", "back"]

just after you create the camera. could this be the problem? and is the music problem fixed?

Offline 456820

  • Contributing Member
  • **
Re:show player
« Reply #12 on: 08 Mar 2005, 19:19:03 »
i found the problem for the 3rd problem  didnt have camera internal back line and i also think ive done the others
thankyou