OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: The-Architect on 15 Apr 2004, 19:55:25
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Ok, I've made an intro (not a cutscene) and when it gets to the fadeout at the end I have some text show up on the screen. After displaying the text for 5 seconds the intro is supposed to end. It doesn't.
I have this at the end,
~10
titlecut ["O P E R A T I O N F R E E D O M","black out",2]
~5
4 Fadesound 0
4 fademusic 0
~4
endcut = true
_cam cameraeffect ["external", "back"]
camdestroy _cam
exit
Do you think it has summit to do with the text I'm displaying? I have tried forceend and still nothing.
Cheers.
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Actually it shows the text for 9 and not 5?
Anywho.. shouldn't external be terminate?
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Artak is right....here's the end sequence of one of my cam sripts:
......
......
......
titlecut [" ", "BLACK OUT", 4]
~5
titlecut [" ", "BLACK IN", 0]
_cam cameraeffect ["terminate", "back"]
camdestroy _cam
enableRadio true
exit
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make a trigger with end #1 or something
then type endcut = true ... schould work
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Is endcut actually a default variable for ending cuts in OFP?
I've always used my own variables, like 'theEnd' or something...
With an end trigger with activation set to the relevant variable, like 'theEnd'...
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OK, I've tried your ideas and while they did cancel all the camera stuff, they didn't end the cutscene. Instead, after the fadeout and the displayed text, the camera cuts back to the player and just stays there. There is no cut to the briefing. I will post the script if you guys want to have a look.
Cheers.
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Well... if it's not the 'non-terminated-camera' error (that one's caught me a few times ;D), then it's probably your end trigger(s).
Check the trigger you're using to fire your ending. Now make sure that it is the only trigger set to that ending.
If you have more than one trigger set to the same ending, they will all need to be activated before that ending will fire ;)
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OK, I've tried your ideas and while they did cancel all the camera stuff, they didn't end the cutscene. Instead, after the fadeout and the displayed text, the camera cuts back to the player and just stays there. There is no cut to the briefing. I will post the script if you guys want to have a look.
Cheers.
My end trigger is always like that : Activation : none, Condition : true, type : End#1, Countdown : X, X, X. Make sure that :
1) X = the length of your script (count the "breaks" -> ~5 and the seconds in the titlecut [..........,5]). In others words, the lenght of the script and the countdown must be "synchronized".
2) Camera is destroyed AFTER the black out ; I had some problems with that until I finish my intro like this :
...
titlecut [" ","BLACK OUT",2]
~2
_cam cameraeffect ["terminate", "back"]
camdestroy _cam
enableRadio true
exit
Hope this helps :)
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Did u manage to fix this in the end cos im having the same trouble, with my intro....... it doesn't go into the briefing it just stays black.
titlecut ["","BLACK OUT",2]
~2
_camera cameraeffect ["terminate", "back"]
camdestroy _camera
exit
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Yeah I'm still getting trouble. Its forcing me to keep my cutscenes short because end triggers don't work for me after 200 seconds. >:(
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Is that the only way i mean i'll use it if there's no other way but its seems a very weird way to end an intro.
So wot do u exactly do, as its my intro do i just activate the intro in a trigger rather than in the players init field than put all that coutdown stuff in it.
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put all that coutdown stuff in it.
I would advise against putting any countdown stuff to end any cutscene. It will only work if your cutscene is exactly the same length every single time. You cannot have any conditions it it:
Example: You want the camera to move to a position, wait for some condition (a tank arrives, maybe), and then move to a different position. Because of the 'Randomness' of OFP, the tank will never arrive at exactly the same time, and so your script will never be exactly the same length. The most simple way to end a cutscene is to do this:
At the end of your script, put
EndIntro = True.
Then in your 'End #1' trigger, put into the condition field:
EndIntro
As soon as your camera script reaches the line 'EndIntro = true', the End#1 trigger's condition will become true, and the intro will end.
That will always end the cutscene at the end, regardless of timing. It means you don't have to go through, counting up all the delays.
-Supr. Cmdr. PsyWarrior
-Psychic Productions
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I would be quite interested to see the whole script/mission-in-making/etc stuff...
Because I just can not understand how you guys manage to have that kind of problem ;D...
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hey
Try this:
~10
titlecut ["O P E R A T I O N F R E E D O M","black out",2]
~5
4 Fadesound 0
4 fademusic 0
~4
end = 1
_cam cameraeffect ["terminate", "back"]
camdestroy _cam
exit
Now I've changed the "endcut = true" into "end = 1". In the game change your trigger with "endcut" in, to "end == 1"
Make sure the type is set to :" End1#"
Hopefuly that should work. ;D
sim
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It won't matter wether you use 1 or true or whatever...
Just remember to set the variable end iniatially to 0 (end = 0) because otherwise end = 1 won't have any effect...
The variable (numeric variables that is) needs to be initialised to an initial value before it 'exists'...