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Author Topic: Intro Problems  (Read 4639 times)

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Alex

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Intro Problems
« on: 22 Jan 2006, 12:47:08 »
Hi all, I am having problems with my intro, this is it so far...

Code: [Select]
titlecut [" ","BLACK IN",3]

enableradio false

_cam = "camera" camcreate [0,0,0]
_cam cameraeffect ["internal", "back"]


; and ... action!

_cam camsettarget logic1
_cam camsetrelpos [-80,100,7]
_cam camcommit 0
@camcommitted _cam

~2

titlecut ["RFK Assassination Project","plain down",2]

~2

; start the camera moving

_cam camsettarget logic1
_cam camsetrelpos [-35,-25,5]
_cam camcommit 10
@camcommitted _cam


titlecut ["Created By Alex","plain down",2]

_cam camsettarget logic1
_cam camsetrelpos [0,-10,3]
_cam camcommit 15
@camcommitted _cam


titlecut ["","plain down",2]

_cam camsettarget logic1
_cam camsetrelpos [7,-7,3]
_cam camcommit 6
@camcommitted _cam

~4


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

~5

; tidy up and exit

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

enableRadio true

exit

Ok, now with this i have a boat come in and land, just as it hits shore the fade kicks in, this is what i want. I now want to delete the boat some how and have troops running up the beach, but i do not want to be able to see the spot where the boat landed becasues it will look stupid.. How can i do this anyone?
Thanks,
Alex

Offline XCess

  • Former Staff
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Re:Intro Problems
« Reply #1 on: 22 Jan 2006, 12:56:39 »
Try this.

Create a gamlogic, where you want the camera to look, call it g1

;============================
_cam setTarget boatName
_cam setRelpos [0,2,0]
_cam camCommit 0

_cam camSetTarget g1
_cam camCommit 0
deleteVehicle boatName

;============================

Really don't get why you want to delete the boat though.
Remember, you don't have to use the camCommited command, in fact, i never ever use it. Waits (~) are much more useful
« Last Edit: 22 Jan 2006, 12:57:00 by XCess »

Alex

  • Guest
Re:Intro Problems
« Reply #2 on: 22 Jan 2006, 12:59:25 »
Thanks dude, I have now put the group of men inside the boat with the command - "_x moveincargo logic1" foreach units group this; troop = group this;
But how can i get the men to disembark just as the boat lands and starts to fade? Then getting the men to run up the beach...
« Last Edit: 22 Jan 2006, 13:08:45 by Alex »

Offline XCess

  • Former Staff
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Re:Intro Problems
« Reply #3 on: 22 Jan 2006, 13:34:34 »
You could use a transport unload waypoint on the boat and a move waypoint on the group, or you could script it like this:

;=======================================
{unAssignVehicle _X} forEach units troop
{_x action ["eject",boatName} forEach units troop
~3

(leader troop) goto (getPos g1)
;=======================================

not sure on the forEach's so you might have to do the unassign and ejects for each unit, but you could use an eject script (find one in the editors depot, or make it yourself, pretty easy to do) which you would execute from the camera script. Script would look like this:


;=======================================
_boat = this select 0
_leader = _this select 1

_grp = group _leader
_gUnit = units _grp

_units = count _gUnit
_counter = 0


#loop
_p = _gUnit select _counter

unnasignVehicle  _p
_p action ["eject", _boat]

? (counter > _units) : goto "end"
~1

goto"loop"

#end
_leader goto g1
allOut = true

;=================================

that should work, but I haven't tested it so I'm not positive.

Alex

  • Guest
Re:Intro Problems
« Reply #4 on: 22 Jan 2006, 13:42:25 »
Again thanks loads dude, I will tell back

Alex

  • Guest
Re:Intro Problems
« Reply #5 on: 22 Jan 2006, 14:16:56 »
Oh, where does the {unAssignVehicle _X} forEach units troop
{_x action ["eject",boatName} forEach units troop
~3

(leader troop) goto (getPos g1)

go?

Offline XCess

  • Former Staff
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Re:Intro Problems
« Reply #6 on: 22 Jan 2006, 14:21:40 »
Put that just when the boat reaches the shore.

Alex

  • Guest
Re:Intro Problems
« Reply #7 on: 22 Jan 2006, 14:31:04 »
as a trigger?

Offline XCess

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Re:Intro Problems
« Reply #8 on: 22 Jan 2006, 14:41:19 »
in the script, just after delteVehicle boatName

Alex

  • Guest
Re:Intro Problems
« Reply #9 on: 22 Jan 2006, 14:42:09 »
and what out of

{unAssignVehicle _X} forEach units troop
{_x action ["eject",boatName} forEach units troop
~3

(leader troop) goto (getPos g1)

do i change to the names of units etc

Offline XCess

  • Former Staff
  • ****
Re:Intro Problems
« Reply #10 on: 22 Jan 2006, 14:48:07 »
If you're going to do it one by one, yes. But I have used your group name (troop) so it should work as is. But I think the eject script executed from the camera script is a better option.

Alex

  • Guest
Re:Intro Problems
« Reply #11 on: 22 Jan 2006, 14:54:07 »
lol sorry dude, I dont really understand, how come my group is called troop
« Last Edit: 22 Jan 2006, 14:59:42 by Alex »

Alex

  • Guest
Re:Intro Problems
« Reply #12 on: 22 Jan 2006, 15:10:50 »
sorry mate i just dont understand :P

Offline XCess

  • Former Staff
  • ****
Re:Intro Problems
« Reply #13 on: 22 Jan 2006, 15:12:33 »
Thanks dude, I have now put the group of men inside the boat with the command - "_x moveincargo logic1" foreach units group this; troop = group this;
But how can i get the men to disembark just as the boat lands and starts to fade? Then getting the men to run up the beach...

when stating troop = group this you are defining the name of your group. troop now becomes a global variable and can be used in any script or trigger.

Alex

  • Guest
Re:Intro Problems
« Reply #14 on: 22 Jan 2006, 15:33:57 »
OK, lets start again, I want my men to get out of the boat at fade, then run up the beach, can u help plz?
Alex