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#1 Posted at 2007-05-31 20:50        
     
I was just curious as to what people thought about ways of ending a mission.

I`m just looking for something pretty simple to kick-in once either one of the two sides has been wiped. I can obviously get a simple`you win` message to come up but then people just mill about until someone quits out etc.

I have never made a game movie so wouldn`t know where to start and while it would probably look cool, perhaps that isn`t a good way to go anyway.

Any suggestions?

Thanks

DbD


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#2 Posted at 2007-05-31 22:32        
     
An outro can be very nice indeed. But I personally dont like lonngggggg outro's. Just a quick one to show what we have achieved or something :)

You could also (which is much easier, keep in mind this is your first, dont mkae it to difficult for yourself) just make some triggers with radio messages from HQ telling the players they did well and have deserved a holiday.
Make a chopper or choppers come in to pick them up.......fade out to black once the choppers are airborn again with the players, and show plain white text with "mission accomplished" or something ;)

This is a very nice addition and wont require you to learn how to make intro's. :thumb

Its not how difficult you make something, pay attention to details. making some kind of extraction is always much more apreciated than just ending the mission (to me that seems like the mission maker was lazy, not willing to spend time at an ending).

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#3 Posted at 2007-06-01 00:18        
     
DeadbyDawn : I have never made a game movie so wouldn`t know where to start and while it would probably look cool, perhaps that isn`t a good way to go anyway.

Any suggestions?
Hi,
Not sure if this is what you were asking for or not but this is the easiest way i found to understand how to do a cut scene (similiar things listed all over the place :))

First go to your mission folder in your documents/mission and open it. Right click and create a notepad doc called init
Open it and type this in player exec "camera.sqs"
Then click save as and where it says "save as type" press down and select "all files" and save the file again as init.sqs
Then load up which ever mission you placed the "init.sqs" in and you should appear as a camera (starting at the player) you move it around and tilt it with the num pad keys.

When you have found a position you want left click the mouse. Now alt-tab out and load up init.sqs and select paste under the player exec "camera.sqs" line. Those are the directions for the position you wanted the camera in. Alt-tab again back into the game and choose more positions in the same way.

So your init.sqs should look something like this


player exec "camera.sqs"
;===18:11:01
_camera camprepareTarget [-78010.0,-21313.66,127485.56]
_camera camPreparePos [13242.25,8963.63,3.84]
_camera camPrePareFOV 0.700
_camera CamcommitPrepared 0
@camCommited _camera

;===18:09:01
_camera camprepareTarget [-57843.0,-21313.66,127485.56]
_camera camPreparePos [13242.25,8963.63,3.84]
_camera camPrePareFOV 0.700
_camera CamcommitPrepared 0
@camCommited _camera

;===18:07:01
_camera camprepareTarget [-55785.0,-21313.66,127485.56]
_camera camPreparePos [13242.25,8963.63,3.84]
_camera camPrePareFOV 0.700
_camera CamcommitPrepared 0
@camCommited _camera


Now open init.sqs and delete the player exec "camera.sqs" line and replace it with this

_camera="camera" CamCreate [0,0,0]
_camera cameraeffect ["internal","back"]

This is just us creating the camera with a basic effect (for more effects see the scripting sticky)

Now we choose how long a camera stays at a certain position and how long before it goes to the next position.

;===18:11:01
_camera camprepareTarget [-78010.0,-21313.66,127485.56]
_camera camPreparePos [13242.25,8963.63,3.84]
_camera camPrePareFOV 0.700
_camera CamcommitPrepared 0
@camCommited _camera

Ok the important lines are
_camera camPrePareFOV 0.700
This is the field of view of the camera, if say you made it 0.300 the camera would be zoomed in alot more.
_camera CamCommitPrepared 0
This is how long it takes to get to this camera from the previous one, if you want the camera to instantly move to this position keep it at 0. If however you want the camera to move between the last placed camera position and this one in 5 seconds make it 5. 10 for ten seconds ect :D
Now if you want the camera to wait at the position not moving for a set time you place
~5
after
@camCommited _camera 
. 5 being the time in seconds before it continues moving to the next position. So this is what it should look like if you want it to wait 8 seconds at this position
;===18:11:01
_camera camprepareTarget [-78010.0,-21313.66,127485.56]
_camera camPreparePos [13242.25,8963.63,3.84]
_camera camPrePareFOV 0.700
_camera CamcommitPrepared 0
@camCommited _camera
~8

So if you followed all that your init.sqs should look something like this

_camera="camera" CamCreate [0,0,0]
_camera cameraeffect ["internal","back"]

;===18:11:01
_camera camprepareTarget [-78010.0,-21313.66,127485.56]
_camera camPreparePos [13242.25,8963.63,3.84]
_camera camPrePareFOV 0.700
_camera CamcommitPrepared 0
@camCommited _camera
~6

;===18:09:01
_camera camprepareTarget [-57843.0,-21313.66,127485.56]
_camera camPreparePos [13242.25,8963.63,3.84]
_camera camPrePareFOV 0.700
_camera CamcommitPrepared 8
@camCommited _camera
~1

;===18:07:01
_camera camprepareTarget [-55785.0,-21313.66,127485.56]
_camera camPreparePos [13242.25,8963.63,3.84]
_camera camPrePareFOV 0.700
_camera CamcommitPrepared 4
@camCommited _camera
~1

So this will start at the first position, wait for 6 seconds (~6) then take eight seconds travelling between the first and second position (_camera CamcommitPrepared 8) Then wait there for 1 second. Then take four seconds (_camera CamcommitPrepared 4) to reach the last position which it waits at for 1 second.

To end the cutsceen and go back into been able to use the player put this at the end
_camera cameraeffect ["terminate","back"]
Camdestroy _camera

But yeah this is just the most basic way to do it i think. Probably not even what you wanted but I had a moment so i thought i might as well jot down the little that on know on the subject :)


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#4 Posted at 2007-06-01 02:25        
     
Woah...that was seriously good stuff ). Tried and it worked really well. Thanks for the help and the examples made it easy to follow.

Couple of questions if you have time....

What I`ve done obviously is make a movie that kicks in at the start of play. Very useful indeed, but what would I do if I wanted to say make the movie (or another one) start up at the end of say a given time when maybe the players have won? Would be nice to play a short movie and have it fade out and end etc. I tried not including the script that lets you go back to playing and you obviously sit there looking at the last frames of the movie...but no `end` to speak of. Hope that makes sense.

I also had a couple of issues with camera control. How do you control elevation? I zoomed about along the ground really well but was wondering how I`d get a shot of perhaps looking down on something?

Thanks again for the help. I do admit to struggling a bit with this scripting business but am learning slowly and it`s making the game much more enjoyable.

DbD


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#5 Posted at 2007-06-01 03:06        
     
Just got round to trying it today, so for anyone that reads this in the future all you do is, do the same thing exept call it something else (not init) like cutsceen.sqs or outro.sqs. Then you got to put this in a trigger or units init in the editor
[] exec "name.sqs"
where name, is the name of your sqs file :)


About the camera, using the num pad numbers you can tilt and raise the camera.

This post was edited by Bracks (2007-06-04 07:14, ago)


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#6 Posted at 2007-06-01 10:30        
     
Many thanks for the help. I seem to have it sorted now ).

DbD


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#7 Posted at 2008-03-28 11:47        
     
That was the best intro help i have read on the web Bracks many thanks truly easy to follow for the newbie many thanks again

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#8 Posted at 2009-12-24 12:20        
     
this is very good material! Thanks!

Only have one problem (as it seems)... I can't find the "deletActors.sqs" script anywhere... can someone point me in the right direction to that script or one which is similar that can delete via sqs file activation?

Thank you and I hope someone can end my nightmares over this!


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#9 Posted at 2010-01-25 20:00        
     
Thank you for this. This will be useful.


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#10 Posted at 2012-08-17 13:17        
     
Thank you, and it all worked great up until this Part:

# Bracks :
So this will start at the first position, wait for 6 seconds (~6) then take eight seconds travelling between the first and second position (_camera CamcommitPrepared 8) Then wait there for 1 second. Then take four seconds (_camera CamcommitPrepared 4) to reach the last position which it waits at for 1 second.



All it did for me was start me off with a static camera in some desert location where I could see nothing. The Perspectives did not switch either. anyone got the same problem?


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#11 Posted at 2017-02-13 16:08        
     
Wow that's some excellent answers. My question would be:
Is this information still valid? Just asking because the dates on these posts are very old.
Would be awesome if this technique works on the current build. Unless they have made it easier.
I have been working on a project for the past 6 days and it has come time to pretty it up a bit. If this information is irrelevant could someone please point me in the right direction. I do not get much time to work on these scenarios much so I would not want to be running around in circles trying to find relevant documentation. Apologies if that sounds a bit rude, I have found an EXTENSIVE amount of information here without much trouble at all.

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#12 Posted at 2017-09-14 20:38        
     
# Dr Reaper : Wow that's some excellent answers. My question would be:
Is this information still valid? Just asking because the dates on these posts are very old.

i am not sure, i try too use it. and used this code for my last project few months ago . but now i can not get it working. when using it, it looks like i am still using the ( exec "camera.sqs" ) , witch i am not :

;comment "22:24:16";
_camera camPrepareTarget [54821.87,94797.29,21.49];
_camera camPreparePos [2494.21,9568.15,8.00];
_camera camPrepareFOV 0.700;
_camera camCommitPrepared 5
~2

;comment "22:25:03";
_camera camPrepareTarget [54821.87,94797.29,21.49];
_camera camPreparePos [2664.85,9846.22,18.88];
_camera camPrepareFOV 0.700;
_camera camCommitPrepared 5
~2

_camera cameraeffect ["terminate","back"]
Camdestroy _camera

for example i use. Is there something changed ?