OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: O Neil on 08 Jul 2003, 05:45:43
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Hey
Just got a bunch of Q's that are concerning my cut-scene that are really starting to piss me off. (I have 1.91)
1- 5 fadesound 0 should make the sound fade to nothing in 5 sexonds right? Well, when I do that, it does that, in about .1 sexonds...WTF ?! (I've also tried it the other way round)
2- Got me a prob with the bino vision, I put this in:
cutrsc ["binocular","BLACK IN",0] but it fades in with the bino vision, then fades out, then fades in again without the bino vision...WTF !?
3- How do I shove a custom face onto someone? (this setface "Face.jpg" ?)
4- Using cool edit, I add in custom music & Sounds, but when I go to call them up using: playSound "Soundname" or playmusic ["musicname",0] , it comes up saying Cannot find 'Musicname' ...WTF !?
5- I'm looking for a really good scripter, prefebly in Playmoves etc ;) (Not relaly a vacency, just to get to know ;) )
6- Forgot ;)
7- Just saw this, tank = "M1Abrams" CreateVehicle [9777,4080,0]
Presuming this worked (Haven't tried it out yet) , where it says: [9777,4080,0] , does that man I can put: [GameLogic1] ? (Gamelogic being the name of the gamelogic)
If this works, is there a list of unitnames I could put in ? Such as a plane flying up in the air ?
Where it says Tank, is that the name of the tank ?
Cheers guys
O'Neil
PS: Just put the number then the answer to the question number ;) Thxs
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Well, I can answer number 7 for you anyway.
This works just like setpos.
You can either use the numbers, or this.
tank = "M1Abrams" CreateVehicle [getpos Gamelogic select 0, getpos gamelogic select 1, 0]
I'm pretty sure tank means the name of the unit you create.
And you can create other units my putting there name in where the "M1Abram" is.
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OK, thxs, but where will the tank be created ?
O'Neil
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It will be created wherever the thing called gamlogic is.
You know how you setpos a units, or chair or something like that in a building.
This setpos[getpos this select 0, getpos this select 1, 0]
Well, 'this' is the name of where you want it at.
Just create a gamelogic, call it want you want, and place it in where this would be.
tank = "M1Abrams" CreateVehicle [getpos Gamelogicname select 0, getpos gamelogicname select 1, 0]
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Oh, yea, ok sorry, I knew that, just went completely out of my mind, that's question 7 lined out ;)
O'Neik
PS: Thxs man
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Hey
Just got a bunch of Q's
1.)
"5 fadesound 0" should make the sound fade... when I do that, it does that, in about .1 sexonds...WTF ?!
2.)
Got me a prob with the bino vision...WTF !?
3.)
How do I shove a custom face onto someone?
4.)
Using cool edit, I add in custom music & Sounds...WTF !?
5.)
'm looking for a really good scripter...
Cheers guys
O'Neil
========================================
:hmm: Right.... that's a hole lotta Q's there, matey! ::) ;)
(http://www.gamers-forums.com/smilies/cwm/3dlil/idea.gif) hmm, let's see...
1.)
The game engine doest like real-world clockworks, so I'd suggest using some 25 fadesound 0.0
And then: 30 fadeSound 1.0 :-* That should solve the fading prob.
PS. You could also choose to fade the sound a BIT (like 0.3), and then totally out after some 5 seconds. :)
2.)
Wanna use binocs in a cutScene, oy?! :thumbsup: well, do it like this...in an external script.sqs :
-----------------------------------------------------------
#BinoPlayer
~1
Player SwitchMove "CombatRunFToLying"
~1.5
Player SelectWeapon "Binocular"
-----------------------------------------------------------
Save the script as "BinoPlayer.sqs" and put
it in the SAME folder as your mission, and
then in the player's INIT field, put:
[ ] exec "BinoPlayer.sqs"
================================
AI USING BINOCS :
Command to make AI use Binoc: Guy PlayMove "StandToBinocStand"
put it in a script like this:
----------------------------------
#BinocScript
? pocketBinocs : goto "end"
~0.005
Guy Playmove "LyingToBinocLying" (or StandToBinocStand)
goto "BinocScript"
#end
~0.005
Guy SetBehaviour "AWARE"
EXIT
----------------------------------
And then in a Timed trigger's "on Activation" field, put:
pocketBinocs=true
(he will then return to normal stance)
And if you wanna make him LYING DOWN BINOCING,
simply change the script command "StandToBinocStand" to:
"LyingToBinocLying" 8)
So much for the external glitter...
:D Yeah, and to see it "for real" (in the the camera view), do...
===================
*woops* the doorbell is ringing, and its 2 AM in my home! ??? ::)
Hold on, I'll extnd the rep. when I've found out wtf is going on around here... :P ;D
[edit]:
::) aah, 'twas nothing... just some local biker friends looking for a party (why my house ??? ;D )
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Any'ho - check this out, matey:
cutrsc ["binocular","plain",10]
~10
CutRSC ["Default","Plain",0]
exit
And then try another scroll, using the line:
titlecut ["", "black in", 12]
and fire the scrolls at the same time... dunno it might work, m8 :-\ ;)
=========================================================
3.)
Custom Faces.... well you have it right:
Bob setFace "MyFace.jpg"
jus remember to put the "face.jpg" inage in the correct mission-folder :o :)
4.)
Screw cool edit, do it the tuff way, like the rest of us do! 8) check out the "sound & cutScenes" board. :-*
its about writing a very simple "Description.ext" file.... pretty much like a script. neah biggy!
5.)
Well, thats why we have the "Intelligence Depot", right HERE (http://www.ofpec.com/intel/) :thumbsup: ;)
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Hey
1- It works, but not in my cut-scene, I have absolutly no idea why the f*** it ain't >:(
2- Thjxs, I'll try it out
3- Damnit,. it doesn't work >:(
4- Hmm......... :P
5- Not quite what I wanted ;)
Thxs anyhoo for the help ;)
O'Neil