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Author Topic: A tough problem (maybe)  (Read 435 times)

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KoniaX

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A tough problem (maybe)
« on: 07 Aug 2004, 03:54:52 »
What I want to happen in an intro I'm making is show a group of Resistance soldiers walking around a town. Then it fades to black. A second after that  want it to fade from black into the exact same town, but have an entire soviet base there without the Resistance soldiers. The whole point of the cutscene is to show that the Resistance lose the town to the Soviets. Anyone have an idea of how to do this? Does it require alot of "getpos _this" logics or something? I'm probably not making this clear enough.  :-\

***Anyone seen the movie "The Patriot"? I want it to be exactly like when the British invade that town at the start of the movie. You see the American flag flying about, then it slowly changes to a British flag.***


Offline Mud_Spike

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Re:A tough problem (maybe)
« Reply #1 on: 07 Aug 2004, 11:19:09 »

You could do something like:

Code: [Select]
_resunits = [r_unit_0, r_unit_1, r_jeep_0, ..]
or
_resunits = units r_grp_0 + units r_grp_1 ... + [r_jeep_0]..

then do the same thing with eastern units, and have them in the same order, type-wise, i.e., first four soldiers, then a jeep, bla bla, in both arrays.

Code: [Select]
_eastunits = [e_unit_0, e_unit_1, e_jeep_0, ...]
(or the group thing).

Then go ahead and place all your resistance units with the editor around the city, and the east units out of sight somewhere else on the island.

And when you have faded out to black, do something like:

Code: [Select]
_i = 0
#loop
_ru = _resunits select _i
_eu = _eastunits select _i

_p = GetPos _ru
_ru SetPos GetMarkerPos "mrk_somewhereelse"
_eu SetPos _p

_i = _i + 1
? (_i < count _resunits): goto "loop"

This would effectively swap all resistance units for eastern ones in blink of an eye.

Waypoint/move-wise you'll have to come up with something.
You could assign one waypoint each for your resistance units and then
have the eastern counterpart walk there (inside the loop above) with
something like:
Code: [Select]
_eu Move GetWpPos [_ru, 1]
(Syntax might be slightly off)


Offline Tyger

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Re:A tough problem (maybe)
« Reply #2 on: 19 Aug 2004, 02:04:12 »
set up ur resistance twn, then place a triggr covering the whole twn. Now type in the 'cond' box true and in da 'activation' box resArray = thislist. then fade out the scene, and in ur script put :

Code: [Select]
_totalUnits = count units resArray
_start = 0

#delete
deleteVehicle (resArray select _start)
_start = _start + 1
? _start > _totalUnits : goto "next"
goto "delete"

then in the #next loop you just setPos getMarkerPos the ruskies to marker poses.

i might have a little of this wrong, but for the mostpart it wrks  :-\
i just cant rember if varibles inside da mission are global; if they arnt this doesnt wrk :o :P

any1 kno?

« Last Edit: 19 Aug 2004, 02:05:48 by Tyger »
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Offline The-Architect

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Re:A tough problem (maybe)
« Reply #3 on: 25 Aug 2004, 10:52:15 »
Write a script which kills every unit and then use a delete unit script with a time of 1 second or summit.

That way it'll fade out, kill everyone, delete their bodies and then fade in again.

 ;D
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."