Home   Help Search Login Register  

Author Topic: Need help  (Read 461 times)

0 Members and 1 Guest are viewing this topic.

O Neil

  • Guest
Need help
« on: 24 Nov 2004, 01:19:51 »
Hey

I got a couple of really really annoying problems that are basic, but I dunno why they are doing what they are doing.

Prob. 1:
This is my camera script:

Code: [Select]
_camera camSetTarget pbr
_camera camSetrelPos [-3,10,-2]
_camera camSetFOV 0.500
_camera camCommit 0
@camCommitted _camera

_camera camSetrelPos [-3,40,-2]
_camera camSetFOV 0.500
_camera camCommit 5
@camCommitted _camera

;----------------------Stanza23 up
;Officer talking
;----------------------Stanza24 down

Officer1 switchmove "FXStandShowTable"

Officer2 Playmove "FXCivilFoldOnesArms"

;=== 13:03:15
_camera camSetTarget [11691.10,9589.18,-99996.80]
_camera camSetPos [11723.32,9585.49,3.20]
_camera camSetFOV 0.700
_camera camCommit 0
@camCommitted _camera

;=== 13:03:29
_camera camSetTarget [11719.25,9617.66,-99998.50]
_camera camSetPos [11723.32,9585.49,2.28]
_camera camSetFOV 0.700
_camera camCommit 3
@camCommitted _camera

But the th camera script the playmoves don't work. I've tried switching them to switchmoves, to no avail. It comes up with an INVALID NUMBER error. This has never happened to me before but I haven't changed anything, so I dunno why I get the message.

2nd prob:
I got a dude in the middle of nowhere in the Seb_nam La Drang island, well, he's surrounded by other guys on his side. The closest East dude is waayyy outta range. Anyways, all he's supposed to do is pose, just sit there using this syntax which I've used 24364 times before:

Code: [Select]
this setbehaviour "combat"; this switchmove "combattocrouch"; this setunitpos "up"
But very randomly, and frequently, Every 2-3 time on adverage I play the cut-scene he's standing up ready to fire. Sometimes he's crouching sometimes he's not. IT'S REALLY ANNOYING! Anyone got any ideas to why the **** he's doing this ? I might remind you there's NO enemy around.

(O'Neil

Offline General Barron

  • Former Staff
  • ****
  • Semper Fi!
Re:Need help
« Reply #1 on: 24 Nov 2004, 01:54:30 »
Prob 2:

Try adding this in:

this disableai "move"

IIRC, that will prevent them from standing back up after they crouch. Or try "dostop".
HANDSIGNALS COMMAND SYSTEM-- A realistic squad-control modification for OFP
kexp.org-- The best radio station in the world, right here at home! Listen to John Richards!

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:Need help
« Reply #2 on: 24 Nov 2004, 02:34:43 »
A fundamental part of the OFP game engine is the random element.   Actually its not random, the point is that in a given situation an AI unit will do any of the logically sensible possibilites.    Thus a savegame will be different about 0.6s after the save point, in my experience.    People may have comments on that timing.

There is also a non-twist in that if you order a unit to do something, it may or may not be doing it 0.1s later.    Depending on circumstances and the random element.   This is partly what makes it such a great game, and what makes cutscene-making such a stupid frustrating waste of time.   (In some respects.)

In other words, it is critical that you idendify whether your problem is something to do with the code, or something that happens 0.1s later.    I should emphasise that 0.1s is considerably less than your reaction time, which is one of the reasons it can be hard to figure out what is really going on.   Stuff sometimes changes faster than your brain can detect it.   Which can make debugging a little frustrating.

I have found it helpful, sometimes, to separate the camera script from the "action" script.   One script makes things in the scene happen, the other films it.    I use variables to allow the two scripts to communicate with each other.

I am delighted to say that "No enemy around" is of course utterly irrelevant in OFP mission editing.    (If it wasn't then OFP mission editing would be completely boring and worthless).      What matters of course is whether the unit in question "thinks" there is enemy around.    And, quite rightly, the mission designer has no direct control whatsoever on this point.    He can only set up the circumstances to make a particular outcome more or less likely.     A competant mission designer naturally takes account of all logical possibilities.

Plenty of reviewed ArmA missions for you to play

O Neil

  • Guest
Re:Need help
« Reply #3 on: 24 Nov 2004, 10:27:17 »
. . . well thxs General Barron, I"ll try that later ;)

To macguba, (Just thought I'd say this) I have tried makeing the playmoves in the past in the editor, but it often gets outta time to the cut-scene, since my cut-scenes are precise. I've done the playmoves in a script before like you've said . . . can't remmeber the result & yes have thought about it, if barrons idea doesn't work, I'll try that.

Thxs guys

(O'Neil

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:Need help
« Reply #4 on: 24 Nov 2004, 14:29:51 »
Yes, it is really annoying sometimes that the OFP internal "clock" seems to be so inconsistent.
Plenty of reviewed ArmA missions for you to play