Home   Help Search Login Register  

Author Topic: MP cutscenes  (Read 1083 times)

0 Members and 1 Guest are viewing this topic.

Pravit

  • Guest
MP cutscenes
« on: 18 Jul 2005, 18:32:18 »
From what I understand, the camcreate, camsettarget, and so on commands are local, so I will have to run a script to do a cutscene on every computer. My concern is about the various "move" commands that I use in the cutscene. If each player runs a script telling the AI to move to a specific place, will he get that order more than once? Can this screw up a cutscene's timing? Or should I instead handle all move commands from a server-side script, and only do camera movement client-side? Thanks.

Offline Terox

  • Former Staff
  • ****
  • Follow the Sappers!
    • zeus-community.net
Re:MP cutscenes
« Reply #1 on: 19 Jul 2005, 20:51:15 »

If the ai is local to the server (eg not having a player as group leader) then issue these move commands on the server

run all camera commands on ?(local player):

if the ai is local to a player then use

if ((local player) && (leader groupname == Player))then{type command here}

or run a piece of code like the following
?(local player):_iamplayer = true
?(_iamplayer): add command here
?(_iamplayer): add command here

or

_iamplayer = false
if ((local player) && (leader groupname == Player))then{_iamplayer = true}
?(_iamplayer): add command here
?(_iamplayer): add command here
?(_iamplayer): add command here



using ?(local player): will allow you to preview when running a clientside test
whereas
?!(local server): will not allow a full preview unless running from a dedicated server and connecting as a client

(Use of (local server) requires the creation of a gamelogic which you would name "server"
Zeus ARMA2 server IP = 77.74.193.124 :2302
Teamspeak IP = 77.74.193.123

Pravit

  • Guest
Re:MP cutscenes
« Reply #2 on: 19 Jul 2005, 21:45:46 »
Right, that works, thanks Terox.