OFPEC Forum
Editors Depot - Mission Editing and Scripting => ArmA - Editing/Scripting General => Topic started by: X75TIGER75X on 24 Dec 2008, 15:37:39
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Hi,
I'm making fun zombie mission. I'm considering release it on web but its still not finished. Now I'm struggling on looking tutorials for advanced camscripting, Intro-Outro, and effects. I'm frustrated because I can't find a right and easy to understand tutorials with lot of great example. I can't find them in Mr.Murray's Arma Editing Guide. I can't find good one on internet. Most of them is too basic and didn't exactly answer my questions.
So here's my list of questions. I'll try make questions very clear enough for if people need know this information, they'll find it through google or OFPEC search.
1. How do you add ANN TV overlay in Arma? (SOLVED)
2. How do you remove fading to start when you start the mission? (If you start mission, game will pause controls, scripting, etc until black is faded away.) (If you still don't understand, take a look at my example mission down here) (SOLVED)
3. How change time of day in the script? (SOLVED)
4. How create an area that protects side from another side (Like Blufor in Blufor's safe area, Zombies or other side cannot enter or attack.)(SOLVED)
5. How do you put picture on screen during the game?(SOLVED)
UPDATE - 6. How do you hide markers in script?(SOLVED)
UPDATE - 7. Is there possible to make the game look grayish?(SOLVED)
UPDATE1 - 8. How can you enable GPS on soldier or civilians so they can use it?
UPDATE2 - 9. How do make trigger that only activated when units goes above specific height? ( like going up second floor in the building.)(SOLVED)
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1 - Using titleRsc or cutRsc with the corresponding name of the TV resource. You can create your own TV picture as well. Create a targa image setting as alpha chanel what is inside of the TV frame. Then use BIS TexView2 to convert it to paa, and then define it into your description.ext file as a title.
2 - The question is not clear for me.
3 - You can use skipTime or setDate commands.
4 - You may use triggers detecting the presence of the undesired side. If an undesired unit is detected inside, you can use setPos to change its position to somewhere else.
5 - Same as case 1, description.ext with a title class definition.
// description.ext
#define CT_STATIC 0
#define ST_LEFT 0
#define ST_CENTER 2
#define ST_SHADOW 256
#define ST_PICTURE 48
class RscText
{
type = CT_STATIC;
idc = -1;
style = ST_LEFT;
h = 0.04;
colorBackground[] = {0, 0, 0, 0};
colorText[] = {1, 1, 1, 1};
font = "Bitstream";
sizeEx = 0.02;
};
class RscPicture
{
type = CT_STATIC;
idc = -1;
style = ST_PICTURE;
colorBackground[] = {0, 0, 0, 0};
colorText[] = {1, 1, 1, 1};
font = "Bitstream";
sizeEx = 0.04;
};
class RscTitles
{
class ofpec
{
idd=-1;
movingEnable=true;
style = ST_CENTER + ST_PICTURE;
duration=14;
name="ofpec";
controls[]={"ofpec"};
class ofpec : RscPicture
{
idc = 801;
x = 0.5;
y = 0.5;
w = 0.25;
h = 0.25;
sizeEx = 0.04;
text = "ofpec.jpg";
};
};
};
Then, in to show ofpec.jpg:
titleRsc["ofpec", "PLAIN"];
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Mando, please take a look at example mission if you don't understand question 2. You'll see there was short pause in fading then camscript starts. I want to remove that
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Try with
titleText["", "BLACK FADED"];
as very first command in your init.sqs or init.sqf. You will have an immediate blackscreen, then you setup your camera, etc
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It works on Mission really well, Thanks
but what about Intro, Its not working on intro. What script I need put code in?
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initIntro.sqf instead of init.sqf
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Ok thanks Mando. so let me guess if i want do that in outro, so its initoutro1.sqf?
EDIT: I have some new questions for everybody to answer.
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6 - "markername" setMarkerTypeLocal "Empty"
7 - setAperture 0.065 (use setAperture -1 to set it to auto again).
8 - showGPS true
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6 - "markername" setMarkerTypeLocal "Empty"
How you turn them back on?
P.S. I added new questions.
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"markername" setMarkerTypeLocal "ItsOriginalType"
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thanks Mandoble for your wonderful help, but don't forget my newest question, I need it most.
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Try
"markername" setMarkerTypeLocal "dot"
Or any of the others here (http://www.ofpec.com/COMREF/index.php?action=details&id=309)
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Heights have little value inside buildings as all the heights there will be 0 no matter which floor you are, but you may place gamelogics in building indexed positions and then use the distance between a unit an a gamelogic to determine (more or less) if the unit is in the correct floor.
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I didnt understand what I should do with Gamelogic. I tried google it. I don't understand what Gamelogic does. Can you explain it for me and what I should do with it?
UPDATED- I found my building's indexed room, its postion 27, FactoryFloor2
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A gamelogic is a "invisible" unit of side logic without any AI, but you can setPos it as anyother unit, or create it with "logic" createVehicle position, etc.
When you place a unit just on a building in the map editor, you may set the building position (which in a script is returned by buildingPos command). So you can place gamelogics in the building that way, and then with a script or triggers checking the distance between the desired unit and these gamelogics.
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Okay, My brain cramps for a bit. You mean I could put game logic in building, make it function as trigger and detect unit entering from floor or room.
So, how can I make game logic sends message to the trigger and give it a "go" as Unit is inside the # radius?
What should I put trigger condition as? and How make Game Logic function like "trigger" with # detecting radius?
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No, he means that you could put a logic inside a building and use it as a point to measure distances from.
So a standard way of using distance with triggers applies:
Condition: unit1 distance logic1 < 5
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I tried to use yours, I don't think its working properly. I tried tweak the number. Didn't work. Tried do changing < to > didn't work, tried =, it says something is missing.
:(
EDIT: IT WORKS! I found out what's causing this problem. I put gamelogic init field as
this MOVE (b1 buildingPos 27)
now I changed it to
this setpos (b1 buildingPos 27)
now it works! Thanks Everyone!
EDIT1: By the way, How do you make unit as general unit not specific?
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Sorry for bumping this thread. I still got some questions.
How do you change unit1 like this
unit1 distance logic1 < 5
to generic, could be any unit
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list of specified units, if one of them appears to be true, trigger exec. How do I do that?
How do you make everything to freeze so camera script can start without doing nothing? Setacctime=0 did not work, it just freeze/slow camera too. Would be nice if you tell me how to freeze specified side and units too if that is possible.
How do you temporarily make side or unit disappear in script? Then enable them back to same location they disappeared.
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About the freeze question:
I stumbled across the Time Paradox thread (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST&f=71&t=71567&hl=setacctime) yesterday. It might be worth a look.
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*bump*
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Worldeater already answered to your stop-time question.
To make a unit/units disappear you might move them to a different position. For example, a script that, using a trigger, gets the list of units of side X, then this script, using a tight look, places everything in that list at its current position but with a Z = 4000 + unit current height meters. When a condition is met, the loop exits and places all the units at its current X,Z and a Z = current height - 4000.