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#1 Posted at 2016-04-06 09:34        
     
Intro script provides a way to control the camera and create awesome intros for your missions.
Script MP, JIP and SP compatible.
You can use, adapt and/or modify the script as you see fit.

If you have questions let me know, also if you have a video made using this script send me the link, i'll be happy to feature it :). Thanks!

STEAM link
http://steamcommunity.com/sharedfiles/filedetails/?id=660221885

Direct Download showcase
click here

Video Tutorial


Usage on short

Place this lines in your intro.sqf file and replace variables with according values.
_camera_shot = [position_1_name, position_2_name, target_name, duration, zoom_level1, zoom_level_2, attached, x_rel_coord, y_rel_coord, z_rel_coord] execVM "camera_work.sqf";
waitUntil {scriptdone _camera_shot};

Where
_camera_shot - string, is the name/number of the camera shot, you can have as many as you want see examples from down bellow
position_1_name - string, where camera is created, replace it with the name of the object you want camera to start from
position_2_name - string, the object where you want camera to move, if you don't want to move from initial position put the same name as for position_1_name
target_name - string, name of the object you want the camera to look at
duration - seconds, how long you want the camera to function on current shot
zoom_level_1 - takes values from 0.01 to 2, FOV (field of view) value for initial position
zoom_level_2 - takes values from 0.01 to 2, FOV value for second position, if you don't to change you can give the same value as you did for zoom_level_1
attached - boolean, if you want to attach camera to an moving object its value has to be true, otherwise must be false
in this case position_1_name must have the same value as position_2_name
x_rel_coord - meters, relative position to the attached object on x coordinate
y_rel_coord - meters, relative position to the attached object on y coordinate
z_rel_coord - meters, relative position to the attached object on z coordinate

This post was edited by aliascartoons (2016-04-11 11:16, 555 days ago)


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#2 Posted at 2016-04-06 13:42        
     
Thanks for posting the release here :-)
News is up on the frontpage and you can find our mirror here:



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#3 Posted at 2016-04-10 00:32        
     
Looks very handy :) I wonder if you intend to implement transitions? e.g. "fade to black", "swipe" etc. for moving from shot to shot?


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#4 Posted at 2016-04-11 09:28        
     
Yup, i've also considered title effects, post processing, slide shows and camera effects.
For this version tho i wanted to keep it basic so everyone can use it right away without too much learning.
For advanced users i think i'll make another script, we'll see...

Added 3 hours 24 minutes later:

As you may have noticed, on dedicated you might experience "camera stuttering", this happens when you have fast moving objects (target or attached to) combined with the change of zoom level, adjust your parameters to obtain a fluid shot.

Either make the object move slower or have the zoom level the same for the entire shot depending on your server performance or player count.
On SP this shouldn't be an issue, but if it is do the same as above.

Added 4 hours 26 minutes later:

Update to 1.01

Changelog:
fixed: when on MP/dedicated with many players camera would jump between player view and camera shot, now should work fine. Tested on dedicated but not in MP. Any feedback would be greatly appreciated. Thanks!

v10.01 Direct Download click here

Also thanks to Olivier now there is a tutorial in french too:
Video tutorial en francaise

This post was edited by aliascartoons (2016-04-11 17:45, 555 days ago)


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#5 Posted at 2016-04-11 19:18        
     
Thanks for the update :-)
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#6 Posted at 2016-04-13 01:54        
     
Excellent - thanks :)


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#7 Posted at 2016-04-14 08:36        
     
Welcome and have fun with it! :)


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#8 Posted at 2016-04-14 10:44        
     
Thank you so much for that!

Will definitely give it a try!!

*THUMBS UP* *BRAVO*


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#9 Posted at 2016-04-19 09:30        
     
Update to v1.02

Changelog:
- changed variables type to control intro progress to prevent players to get stuck in camera view
- changed condition for script to run to avoid launching it on HC

Direct download
here

Special thanks to Distinct and Grim_2o0o for providing constructive feedback.

This post was edited by aliascartoons (2016-04-19 16:15, 547 days ago)


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#10 Posted at 2016-04-19 11:03        
     
Thanks for the update mate :-)
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#11 Posted at 2017-09-15 13:25        
     
Script updated.
You can grab the latest version from STEAM until direct download is updated:
http://steamcommunity.com/sharedfiles/filedetails/?id=660221885

If you use this script for SP missions you don't need to update, you can still use the older version.
You can use the older version for MP missions but is a hassle to deal with JIP.

Changelog:
v1.03
- changed the script structure
- added a new boolean parameter in camera shot for better control and simpler way to test the intro on the fly
- added a new parameter which provides options to deal with JIP players and makes it MP friendly in a simpler way than suggested before

More ifo

nul = [JIP] execVM "intro.sqf";

JIP - number, time in seconds
- if negative the intro will be played for all JIP players regardless the time they join
- if is bigger than 0, players joining after the amount of seconds specified will not see the intro

Examples
> INTRO will be played for all JIP players regardless of joining time
nul = [-1] execVM "AL_intro\intro.sqf";

> INTRO will be played for all JIP players if they join in the first 10 seconds after mission starts
nul = [10] execVM "AL_intro\intro.sqf";


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#12 Posted at 2017-09-15 18:01        
     
Thanks for the update mate :-)
News is up on the frontpage and you can find our mirror here:



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#13 Posted at 2017-09-16 07:57        
     
@ aliascartoons,

Got your update (1.03) & transferred my intro camera work into it. It ran the video flawlessly. All timings were correctly maintained. This script is right on the mark for beginners like myself.

But at the end of the video, after the good luck message, I still have the same problem. The camera will not return control to the game to continue the mission. It just locks up, showing the back of the player units head. Cannot regain mouse &/or keyoard control. It is as if the camera is not being destroyed.

I tried an experiment & pressed "play intro" without calling any script. All I saw was the back of the player units head with the same lockup. I did notice the unit in the intro mission walk past the player unit & perform as he was supposed to.

Noticed both intro scripts were made in the scenario phase of the editor. When playing the camera in the scenario phase both versions (1.02 & 1.03) of the script return control to the player.

So, I copied all the mission data (1.03) into the intro phase. Deleted all the data from the scenario phase except the player unit. Left him in the same position.
When I executed the play intro button, it loaded the graphic, Upon entering the intro, it immediately locked up, just showing the back of the player units head.

When the BIS camera is destroyed in the intro phase of the editor, I remember a page where in the lower right corner you pressed the continue button & continued on into the mission.

Is your script supposed to behave in the same way? Did BIS make changes that I am unaware of??

Any help will be greatly appreciated.....


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#14 Posted at 2017-09-18 10:20        
     
You have the same issue with the demo mission? Would be weird since i've tested it on dedicated with a bunch of friends and we had no problems.
Make sure you have TRUE in the last camera shot otherwise you will have exactly the problem you described, like here:
_thirdshot = [cam4, cam4, target3, 15, 1, 1, true, 0, -6, 3,TRUE] execVM "AL_intro\camera_work.sqf";

Put your mission somewhere online and will have a look to see if is something else wrong.

This post was edited by aliascartoons (2017-09-18 10:33, 30 days ago)


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#15 Posted at 2017-09-19 03:50        
     
Yes, the last camera shot was set to true & is not attached.

_fourthshot = [cam6, cam7, Thief, 24.5, 0.4, 0.3, false, 0, 0, 0, TRUE] execVM "AL_intro\camera_work.sqf";
waitUntil {scriptdone _fourthshot};

Just so you know I am running this as a SP mission. It is not finished yet. There is enough to put it into a *.pbo format.

When I started the scenario, the intro ran as programmed in ver 1.02. At the end of the intro it locked up, just showing the back of the player units head. The only way to continue into the mission was to press the skip video button.

It seems like it is just missing the camDestroy command. Will try again with ver 1.03.

I will send you a PM for an online link.

This post was edited by OleGreyGhost (2017-09-19 08:28, 29 days ago)