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#1 Posted at 2011-06-18 16:11        
     
I beg you, please don't treat this simple request for help with scorn and advise me to search through the many tutorials and threads etc. I have done this for almost ten days - e.g. video tutorials by Keefygeorge, McMurrays's editing guide, Newbie FAQs, every page of the scripting and editing forum (I've found very similar threads but either the answer given was not clear or didn't work, or I was just too dumb to understand it. I don't have much scripting knowledge...)

The problem is this. I click on the "Intro" tab in the editor and make an intro in the usual way (thanks to the help and advice of this website, among others). The intro plays fine. When I switch to the mission and call the intro (using, for example, this exec "intro.sqs" in the init. field of my character), the camera positions of the intro play correctly, but there are no units. Saving the mission as a "user mission" didn't help. Then, I read that you have to save it as a "single player mission" to get everthing to work. So, I did this, but when I play the mission from the scenarios list, my "intro.sqs" file is not found.

Yes, I know that the step I'm missing must be extremely simple - and I know that many people using these forums must regard people like me with contempt. But I have honestly tried to find the answer. It seems it is something to do with calling the intro in a different way or using a "description.ext" file - but I have no idea what to do. Can anyone show some sympathy? After ten days of trying to find the very simple thing I am missing, I am extremely frustrated.

Another issue is a conceptual one. I understand that the intro is not a video and that it plays in real time with units actually on a map - obviously. That's why it's never the same twice. Therefore, I understand that the intro must work on a duplicate map, which is run in parallel by the game engine. Is this correct? And is this the same with cutscenes in the middle of a mission? To be honest, I'm not especially interested in creating an "intro" per se; I just want to be able to create a scene which I can call during a mission - that is, a scene which is "saved" somewhere and doesn't interfere with the actual arrangement of units and positions on the mission map. Any advice or help would be greatly appreciated.

This post was edited by Foxhound (2012-05-22 17:19, ago)


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#2 Posted at 2011-06-18 18:02        
     
You've almost understood it, but I think that reading all of the info from different places has gotten some things messed up.

When you create and intro/outro/scene, it plays on the map where and when it is called. So, as you said, if you call an intro with "this exec "intro.sqs"" in one of your units which is in the intro version of the mission editor, it will play using everything in the intro part of the editor.

If you want a cutscene to play during the middle of the mission, you can do it in the same way.

The script that manipulates the camera does just that, and no more. So, if you want to start a cutscene in the middle of the mission, all the units that have moved from their spawn point since the begging of the mission will be where they are in the mission when the camera was created.

Its hard to explain this without making it confusing :P

You do not need to export as a singleplayer/multiplayer mission to test the camera, it all works fine in the editor.


You say that the issue is that there are no units where you want them to be. The only thing I can say to that is that its because you havent placed any there - you may have placed the units (or the camera) in the wrong version of the map; in the editor you can select intro, mission, outro -win and outro - lose from the menu in the top right. Make sure everything is where it should be.

The game does not create a duplicate map. The camera just moves around the map in which it is made in real-time. So, your player can still get killed when the camera is active.

If you want a cutscene in the middle of a mission, because everything could be in a different place from the start of the mission, it is a good idea to relate the camera to other objects/units so that they are actually in the shot rather than a few km from where they spawned.

Example from one of my missions of a short cutscene
player setCaptive true 
showcinemaborder false

titlecut [" ","BLACK IN",1]
_camera = "camera" camcreate [0,0,0]
_camera cameraeffect ["internal", "back"]


;=== 22:49:20
_camera camPrepareTarget player
_camera camSetrelPos [0,1,0.5]
_camera camPrepareFOV 0.700
_camera camCommitPrepared 0
@camCommitted _camera

;=== 22:49:20
_camera camPrepareTarget player
_camera camSetrelPos [0,1,0.5]
_camera camPrepareFOV 0.700
_camera camCommitPrepared 0
@camCommitted _camera


;=== 22:49:20
_camera camPrepareTarget player
_camera camSetrelPos [0,1,0.5]
_camera camPrepareFOV 1
_camera camCommitPrepared 2
@camCommitted _camera



;=== 22:49:20
_camera camPrepareTarget player
_camera camSetrelPos [1,1,0.5]
_camera camPrepareFOV 0.700
_camera camCommitPrepared 2
@camCommitted _camera



;=== 22:49:20
_camera camPrepareTarget player
_camera camSetrelPos [1,0,0.5]
_camera camPrepareFOV 0.700
_camera camCommitPrepared 2
@camCommitted _camera


;=== 22:49:20
_camera camPrepareTarget player
_camera camSetrelPos [-1,0,0.5]
_camera camPrepareFOV 0.700
_camera camCommitPrepared 2
@camCommitted _camera


;=== 22:49:20
_camera camPrepareTarget player
_camera camSetrelPos [0,-1,0.5]
_camera camPrepareFOV 0.700
_camera camCommitPrepared 2
@camCommitted _camera


;=== 22:49:20
_camera camPrepareTarget player
_camera camSetrelPos [0,-1,3]
_camera camPrepareFOV 0.700
_camera camCommitPrepared 5
@camCommitted _camera


~1


player cameraeffect ["terminate",""back"]
camdestroy _camera
end1=true;
exit;
Note I made the player a captive in the first line of the script, so he is not killed when the camera is active.

I know this is really confusing, if you dont understand this wall of text, PM me and I can walk you through it :P

If life's worth something, sell it :-P

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#3 Posted at 2011-06-18 18:55        
     
Thanks very much for the quick reply and for your willingness to help. Maybe I didn't explain it too well. Just to be 100% clear - I've made a neat intro on the Utes airfield: lots of planes taking off, and the airfield eventually being destroyed. As you say, it works fine when I'm on the "Intro" map of the editor - as expected. Then I switch to the mission tab/map - and the mission is supposed to take place LATER on the deserted destroyed airfield (i.e. everything has changed, and none of the original units, objects etc. are present). Now, if I put - this exec "intro.sqs" - in the init field of my character WHEN I'm on the "mission" map and not the "intro" map, only the camera positions from the "intro" (in their correct sequence) are displayed, i.e. it appears that nothing has been placed on the map. In other words, my intro scene no longer exists, except for the camera angles. If I go back to the "Intro" tab/map and call the intro in the same way, then everything is fine - the entire intro scene works as before. So, my question is, HOW do I get my intro (with all it's original units and movements) to play before the mission starts?

I presume that, when everything is done properly, it's meant to work something like this. You start the mission and the intro is called immediately. Everything required for the intro is loaded, the intro runs and then, when it's finished, all things in the intro are automatically deleted, and all the NEW things needed for the mission are loaded. Then the mission begins... But my problem still remains. I appear to be missing a simple step that will effectively "save" all the units, objects, and positions etc. which I've put on the intro map.

With regard to cutscenes, it's the same problem. I know that I can create a scene that will be triggered at the right time - a scene that will actually take place in real time but in a different part of the map so that it won't interfere with the mission. But, what about if I want to use the same location? I.e. The player reaches the top of the tall hotel on the Chernorussia map (a uniquely identifiable location), which triggers a cut scene - a scene which will take place on the top of the tall hotel...?

THANK YOU AGAIN FOR YOUR REPLY! IF YOU HAVE THE ENERGY, DANY S, COULD YOU TRY TO ENLIGHTEN ME AGAIN! If you make intros for your own missions, what is the step I'm missing? THANKS


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#4 Posted at 2011-06-18 19:46        
     
Ooooh I get it now

Your actually done, there is no step! The intro part of the mission WILL play before your main part of the mission, you dont need to call it inside the main mission. -I see where you got export to singleplayer from.

Just to the intro as normal
Dont call it from inside the "main" part of the mission

And your done :)

If you want to use the same location, you'll have to spawn units using scripts and tell them what to do via scripts, there's not much else you can do.

One of my intros: http://www.youtube.com/watch?v=Zx76dgrKLRY

Dan

If life's worth something, sell it :-P

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#5 Posted at 2011-06-18 23:17        
     
Dan, thanks again for the reply - and nice intro, by the way. (I wish I could show you mine...) Unfortunately I still haven't solved the problem. If I call the intro when I'm on the intro map/tab, the intro plays fine, but when it ends (i.e. the camera is destroyed) I become my player character again on the INTRO map, not the mission map. (I don't want to be on the intro map, but if a player isn't defined, then there is no preview button to press). But my actual mission is supposed to start with my player character on the other side of the island. I mean, I have created two maps - 1) the intro map with me in one place and a bunch of units and objects, and 2) the mission map with me in a different place and with different objects and units. If I press "preview" when the editor is under the Intro tab, only the intro plays and I'm left on the Intro map - i.e. the main mission doesn't start. And if I press "preview" when the editor is under the Mission tab, only the camera positions from the intro play but with all units deleted. In short, I'm still at square one. I can call the intro - no problem. But only when I'm on the intro screen, as it were. I still can't get to the actual mission. So, can we break it down...

Let's say I want to achieve the following:

I want to have a mission saved somewhere, which I can play again and again. The mission will start with an intro which shows a woman standing on the top of the Chernogorsk hotel. It will last for just a few seconds (nothing complicated) and there will be some appropriate text, perhaps. Maybe the hero is remembering his lost love... Then the intro will end and the mission will start immediately, in which I'm in a village (a different place) facing a bunch of enemy soldiers...

At the moment this is what I would do:

1) Open the Utes map.
1a) Click on INTRO tab on left
2) Place a woman on the top of the hotel.
3) Place 'me' on top of the hotel.
4) Write - this exec "camera.sqs" - in my init. box.
5) Press "preview" - I am now the camera. Find appropriate view.
6) Left click on mouse to save camera position and target etc.
7) Paste into a notepad file and save it as "intro.sqs" in my scripts folder in my missions folder.
8) Just to check, write - this exec "intro.sqs" - in my init. box to see that the intro works. Yes, it works!
9) Click on MISSION tab - a new blank map appears.
10) Place 'me' in the village
11) Place enemy soldiers nearby

BUT PLEASE, PLEASE, PLEASE, what do I do NEXT so that everything works? - so that when I finally launch the mission, it plays just as I've described above? As I said, using - this exec "intro.sqs" - only works when I'm on the Intro map and the intro doesn't transfer to the mission. When I'm on the mission map, calling the intro in the same way only calls the camera views from the intro as if no units had been placed.

What are steps
12)
13)
14) etc.?

A BIG THANK YOU, IN ADVANCE.
Matthew


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#6 Posted at 2011-06-22 13:32        
     
Sorry about my slow reply :)

Youve just missed one thing out, you see how at the end of my intro.sqs script I gave as example there is the line "end1=true;"

That means that if you place a trigger in the game and set the condition field to
end1
leave the OnAct field empty and instead select "end1" from the mini drop-down menu just above the condition field, the intro section of the mission will end, and the main part of the mission will start :)

You do not want to call the intro of the mission inside the main mission (otherwise you'll see it twice, and like you said, the second time there will be no units)

PM me if you reply so I know to check this thread :)

Dan

Edit-
You can download and open my mission with PBOview to see how I made my intro and mission ;)

If life's worth something, sell it :-P

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#7 Posted at 2011-07-01 20:29        
     
Thanks very much, Dan. Sorry for not responding earlier but I was away. I'll give it a try. Hopefully, finally, this will do it!


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#8 Posted at 2020-06-01 02:59        
     
# Dany S [CWW] : Sorry about my slow reply :)

Youve just missed one thing out, you see how at the end of my intro.sqs script I gave as example there is the line "end1=true;"

That means that if you place a trigger in the game and set the condition field to
end1
leave the OnAct field empty and instead select "end1" from the mini drop-down menu just above the condition field, the intro section of the mission will end, and the main part of the mission will start :)

You do not want to call the intro of the mission inside the main mission (otherwise you'll see it twice, and like you said, the second time there will be no units)

PM me if you reply so I know to check this thread :)

Dan

Edit-
You can download and open my mission with PBOview to see how I made my intro and mission ;)
Very useful thanks a lot i was breaking my head on how end my intro phase and you gave me a best solution so thanks again






Tags: Intro