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Offline Zombie

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units stuck
« on: 13 Aug 2004, 16:26:57 »
I have made a new mission and 1 problem is:
after the cutscene, players have no control over there men without hitting the numberpad * twice.
  I have never encountered this before, and it even happens in the editor.  Could it be because of playmoves in the intro cutscene?  Here is my cutscene, and it is called via the init.sqs  If I don't call the cutsceneintro.sqs, this problem doesn't occur.....any ideas?  BTW, text removed so as to not give away my mission yet    :P
Quote
EnableRadio FALSE
_cam = "camera" camcreate [0,0,0]
_cam cameraEffect ["internal","back"]

0 FadeMusic .8
PlayMusic "istmusic"

_cam camSetTarget _pos
_cam camSetRelPos [-1,0,0]
_cam camSetFOV 01.00
_cam camCommit 0

Playsound "istsound"

~6

_cam camSetTarget _pos
_cam camSetRelPos [-10,0,0]
_cam camSetFOV 01.00
_cam camCommit 5

~5

;;DisableUserInput TRUE

_cam camSetTarget Getpos Leader WGroup
_cam camSetRelPos [20,0,15]
_cam camCommit 0

_cam camSetTarget Getpos Leader WGroup
_cam camSetRelPos [10,0,1]
_cam camCommit 5

~5

~5

_cam camSetTarget Getpos Leader WGroup
_cam camSetRelPos [-10,-3,1]
_cam camCommit 3

~5

~10

_pos = [(Getpos Leader WGroup Select 0),(Getpos Leader WGroup Select 1),1.6]

_cam camSetTarget _pos
_cam camSetRelPos [1,0,0]
_cam camSetFOV 01.00
_cam camCommit 3

8 fademusic 0

EnableRadio TRUE

~5

0 fademusic .8
PlayMusic "rtrack9"

Leader WGroup Playmove "EffectStandTalk"
leader WGroup globalchat "chat"
Leader WGroup Playmove "EffectStandTalk"
~6

_pos = [(Getpos (Units WGroup Select 1) Select 0),(Getpos (Units WGroup Select 1) Select 1),1.6]
_cam camSetTarget _pos
_cam camSetRelPos [1,0,0]
_cam camSetFOV 01.00
_cam camCommit 3
~3
Units WGroup Select 1 Playmove "EffectStandTalk"
(Units WGroup Select 1) globalchat "chat"

~5
_pos = [(Getpos Leader WGroup Select 0),(Getpos Leader WGroup Select 1),1.6]
_cam camSetTarget _pos
_cam camSetRelPos [1,0,0]
_cam camSetFOV 01.00
_cam camCommit 3

~5

Leader WGroup globalchat "chat"

~5

_cam camSetTarget Getpos (Units WGroup Select 2)
_cam camSetRelPos [5,0,1]
_cam camCommit 1
~1

Units WGroup Select 2 Playmove "CombattoTreated"
Units WGroup Select 2 globalchat "chat"

~6
_pos = [(Getpos (Units WGroup Select 1) Select 0),(Getpos (Units WGroup Select 1) Select 1),1.6]
_cam camSetTarget _pos
_cam camSetRelPos [0,-2,0]
_cam camCommit 3
Units WGroup Select 1 Playmove "EffectStandTalk"
~3

Units WGroup Select 1 globalchat "chat"

~7
_pos = [(Getpos Leader WGroup Select 0),(Getpos Leader WGroup Select 1),1.6]
_cam camSetTarget _pos
_cam camSetRelPos [0,-3,0]
_cam camCommit 0

Leader WGroup globalchat Format["%1, chat  %2, chat ?", Name (Units WGroup Select 2),Name (Units WGroup Select 1)]
Leader WGroup Playmove ""
Units WGroup Select 1 Playmove ""
~6
_cam camSetTarget Getpos Leader EGroup
_cam camSetRelPos [0,0,1]
_cam camCommit 5

~5
Leader EGroup Playmove "EffectStandTalk"
Leader EGroup globalchat "chat"
DisableUserInput FALSE

_cam cameraeffect ["terminate", "back"]
camdestroy _cam

EnableRadio TRUE
~5
10 FadeMusic 0

Exit

Offline Artak

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Re:units stuck
« Reply #1 on: 13 Aug 2004, 16:57:43 »
Try doing a switchmove "null" or playmove "null" at the end of that cutscene. Some animations don't return the unit to the same position as he was when he began performing the animation, and so the unit 'gets stuck in the animation' so to speak.
Not all is lost.