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Author Topic: How to make cutscenes?  (Read 1670 times)

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Offline Bakab0t

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How to make cutscenes?
« on: 23 Jan 2017, 03:55:38 »
I have tried camera.sqs but i really cant do it , trying since before christ.

Offline h-

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Re: How to make cutscenes?
« Reply #1 on: 23 Jan 2017, 14:08:22 »
Project MCAR   ---   Northern Fronts   ---   Emitter 3Ditor
INFORMATIVE THREAD TITLES PLEASE. "PLEASE HELP" IS NOT ONE..
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Offline Bakab0t

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Re: How to make cutscenes?
« Reply #2 on: 23 Jan 2017, 18:05:02 »
i didnt read the first and i finally made it , tx mate i love you. // Oh no , theres a little problem here , i cant end the cutscene, this is the script i'm using :

_cam = "camera" camcreate [0,0,0]
_cam cameraeffect ["internal", "back"]
_cam camsettarget [-95540.45,14445.98,-21978.23]
_cam camSetPos [1595.15,5471.54,2.00]
_cam camcommit 15
~2
titlecut [" ","BLACK OUT",2]
~2
_cam cameraeffect ["terminate", "back"]
camdestroy _cam
titlecut [" ","BLACK IN",2]

exit
« Last Edit: 23 Jan 2017, 18:31:56 by Bakab0t »

Offline h-

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Re: How to make cutscenes?
« Reply #3 on: 24 Jan 2017, 19:52:28 »
Tested your code and it works just fine for me  :dunno:

How are you executing the code?
Project MCAR   ---   Northern Fronts   ---   Emitter 3Ditor
INFORMATIVE THREAD TITLES PLEASE. "PLEASE HELP" IS NOT ONE..
Chuck Norris can divide by zero.

Offline The-Architect

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Re: How to make cutscenes?
« Reply #4 on: 03 Feb 2017, 20:14:20 »
There's a super easy way to make cutscenes. Make a notepad file called "CameraIntro.sqs"

Paste the following into it:

_camera = "camera" camCreate [12108.70,-97532.18,826.72]
_camera cameraEffect ["internal","back"]
titlecut [" ","BLACK IN",2]

Then go into the editor and create a unit. In his init, write "this exec "Camera.sqs"

Preview the mission and you'll be in camera mode. Click the fire button to save an angle. then Alt+Tab out. Ctrl+V in your CameraIntro.sqs just after the Black In bit. That's that bit done.

Then, after your pasted section write "~5"

Then paste the following at the end:

titlecut [" ","BLACK OUT",2]
~3
_camera cameraeffect ["terminate", "back"]
camdestroy _camera
endmissionintro = true
exit

"endmissionintro = true" is the condition you put in an end trigger. That will end the cutscene. Without it everything will stay black.

Your bit of code, pasted from the game might look something like this:

;=== SecondTank
_camera camPrepareTarget frt5
_camera camPreparePos [3544.65,6742.83,0.28]
_camera camPrepareFOV 0.429
_camera camCommitPrepared 0
@camCommitted _camera

You can see I've named the snippet. That's for future reference if I want to change an angle. Usually it displays the time. Also, "camPrepareTarget" has been changed from a selection of numbers to a unit name (a unit that I named). This means the camera will follow it everywhere from the location it has been started.
"camCommitPrepared" is the transistion time. If I want an immediate cut to another angle it stays at 0. If I want a pan, I change it to the amount of seconds I want the pan to take.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."