OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: bedges on 24 Feb 2005, 23:59:09
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is there a way to break out of a script already running, without having a variable checked every second line?
i'd like to avoid this kind of thing -
move camera to player
is it okay to continue?
display text
still okay to continue?
move camera to next character
we're continuing, right?
etc....
any nice and easy ways?
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I'm not sure exactly what you want to achieve. Whether you want the script to quit because of a vast array of actions of just one? Or, how complicated the event that causes the script to quit will be? Or, whether you want this to just cover quitting a cutscene?
I'm going to assume it's to force quit a cutscene and I'm also making the assumption it's a simple event, you could create another smaller script, "scriptend.sqs", for example and run it from the player's init field. And, in it write something like:
; loop begins
#Loop
; wait 0.01 seconds
~0.01
; check if unit is still alive
? not alive unitname : GoTo "Next"
; reread code from loop
GoTo "Loop"
; continue reading code from next
#Next
; terminate the camera to stop cutscene
_cameraname cameraeffect ["terminate", "back"]
camdestroy _cameraname
; exit script
Exit
I'm not sure if that's any help, or if that's anything like what you wanted, though...
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m'kay, well just to clarify, the situation is pretty much as you've guessed: i have a cutscene running, and some other event triggers the end of the mission. the cutscene however keeps going, causing a very messy mess indeed.
i have the sinking feeling this is going to be a case of checking the end-of-mission variable before every command in those last cutscenes. tedious, but at least it'll stay tidy... unless anyone has some bright idea?