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Editors Depot - Mission Editing and Scripting => ArmA - Editing/Scripting General => Topic started by: LeeHunt on 06 May 2007, 21:46:41

Title: New Cutscene issues/questions
Post by: LeeHunt on 06 May 2007, 21:46:41
hey folks, I'm making a bunch of cutscenes for my mission and I'm getting tripped up on a couple things that seem new and Armed Assault specific:

1) The Enableradio=false command isn't stopping my squad from shutting up during cutscenes, has anybody else experienced this or found a good solution?

2) Has anyone found out how to use AA's new slate of texts, fonts, and other titlecut type resources?

3) this setunitpos "UP" and disableAI "MOVE" and "autotarget" etc also are not stopping my cutscene actors from moving around too much and messing up scripted scenes, anybody found a better way to keep people still?

Thanks for your help!!
Title: Re: New Cutscene issues/questions
Post by: johnnyboy on 07 May 2007, 00:55:06
1. Use fadeRadio.

Code: [Select]
;-- capture current radio volume in a variable,
;-- then fadeRadio to zero (no sound) immediately
_radio_volume = radioVolume;
0 fadeRadio 0;

...do cutscene stuff in script...

;-- Set radio volume back to what it was
0 fadeRadio _radio_volume;

2. Can't help you with 2.

3. Try this:

Code: [Select]
dostop _man;
_man disableai "target";
_man disableai "move";

Note that disableai "target" prevents a unit from engaging, but the unit can still fire to defend himself.  This seems to work for me.  setBehavior "CARELESS" might also help the unit to ignore other distractions also.
Title: Re: New Cutscene issues/questions
Post by: LeeHunt on 07 May 2007, 04:54:54
ahh thank you very much Johnnyboy!   :) and thanks Ducus Sumus that was pretty silly of me to have put a variable = for the enableradio. ooops!
Title: Re: New Cutscene issues/questions
Post by: DucusSumus on 08 May 2007, 08:37:08
The syntax for enableRadio is:
Code: [Select]
enableRadio false
There is no "=" anywhere.