sariel 11 Posted November 25, 2013 Hey, im searching for a way to spawn a dead soldier. i want to spawn in a group of dead guys and wrecks (and no - i'm not a psychopath^^), but i dont know how to make the men spawn dead. if i deal damage to them or set their health to 0 on spawn i hear and see them dying, but i want them already to be dead when i spawn. or is there a way to spawn the playable characters a few seconds after nonplayable ones/buildings/etc...? thanks for any help! sariel Share this post Link to post Share on other sites
RegEdit 10 Posted November 25, 2013 You can add a smooth fade at the start of a mission. [1,"BLACK",5] call BIS_fnc_fadeEffect; Share this post Link to post Share on other sites
sariel 11 Posted November 25, 2013 thanks alot! can you tell me how i can make the fade last longer? :) ---------- Post added at 19:23 ---------- Previous post was at 19:20 ---------- thanks alot! can you tell me how i can make the fade last longer? :) EDIT: just repeated the code ... but is there a more elegant way? Share this post Link to post Share on other sites
RegEdit 10 Posted November 25, 2013 You don’t have to repeat it. There is a description of this command in functions viewer: /* Author: Thomas Ryan Description: Easily carry out complex fading. Default values will be used if parameters aren't defined or set to nil. Parameter(s): _this select 0 (Optional): NUMBER - 0: fade out, 1: fade in _this select 1 (Optional): STRING - "BLACK": black fade, "WHITE": white fade _this select 2 (Optional): NUMBER - Duration of the fade in seconds _this select 3 (Optional): NUMBER - 1: blur while fading, 0: don't use blur _this select 4 (Optional): STRING - String of the music track you wish to play (will only work with fading in) _this select 5 (Optional): STRING - Ending you wish to use (will only work with fading out) _this select 6 (Optional): NUMBER - Use 0: failMission, 1: endMission Returns: Nothing. */ So edit third parameter to change fade duration. Share this post Link to post Share on other sites