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Author Topic: unecesary waiting after the cutscene  (Read 1027 times)

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Offline bardosy

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unecesary waiting after the cutscene
« on: 19 Sep 2005, 07:29:11 »
I usually used cam script in intro/outro. In the last line of cam script I use a variable to send the OFP engine the end:  
Code: [Select]
vege=trueAnd in the OFP editor I put a trigger (End#1) with condition: vege

It's work!

But now I use a cutscene in the end of the mission. And this happen: after the cutscene deley 4-5 seconds and then end of mission.
There is no ~4 in the cutscene script after the vege=end. And there is no delay in the END#1 trigger.

Why this unnecesary delay in the mission's cutscene?
And how can I fix it?
Fix bayonet!

Offline THobson

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Re:unecesary waiting after the cutscene
« Reply #1 on: 19 Sep 2005, 10:41:07 »
Just a thought.  Do you have any text on the screen (from a titleCut, titleRsc or titleText) at the time?  OFP might be waiting for it to clear before exiting.

Kyle Sarnik

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Re:unecesary waiting after the cutscene
« Reply #2 on: 19 Sep 2005, 20:56:48 »
No the problem is the trigger, in a mission, end triggers have a built in delay, so try activating it sooner or try using the forceend command.

Offline bardosy

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Re:unecesary waiting after the cutscene
« Reply #3 on: 20 Sep 2005, 09:03:34 »
Thank you Kyle Sarnik!!!

THobson, there is no text on sceen. This is the problem. The player see a very black screen for 4 sec. He/she think it's freez.
« Last Edit: 20 Sep 2005, 09:06:19 by bardosy »
Fix bayonet!