befubo 10 Posted March 22, 2014 Hello everybody I had some experience in my past with the ArmA Editors, but now I want to get a little more into it... I've created a short cutscene on the start of the map. The script of it looks like this: ;===========OPERATION FALLEN ANGEL==================== p1 allowDamage false; p1 switchMove "AinjPpneMrunSnonWnonDb_still"; showcinemaborder true cutText ["", "BLACK FADED"]; ~1.5 cutText ["Fallen Angel", "BLACK FADED"]; ~1.8 cutText ["Fallen Angel", "BLACK IN", 10]; _camera = "camera" camcreate [26790.2,21808.5,6.06181]; _camera cameraeffect ["internal", "back"] ;comment "Start Pos"; _camera camPrepareTarget [26856.1,21794,3.57231]; _camera camPreparePos [26790.2,21808.5,6.06181]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 4 @camCommitted _camera ;comment "Over Plane"; _camera camPrepareTarget [26856.1,21794,3.57231]; _camera camPreparePos [26709.5,21784.9,1.82839]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 10 @camCommitted _camera ;comment "To House"; _camera camPrepareTarget [26748.8,21807.4,0]; _camera camPreparePos [26726.8,21804.7,1.78566]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 10 @camCommitted _camera ;comment "Over House"; _camera camPrepareTarget [26748.8,21807.4,0]; _camera camPreparePos [26751.8,21827.6,2.32682]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 10 @camCommitted _camera ;comment "Over House"; _camera camPrepareTarget [26748.8,21807.4,0]; _camera camPreparePos [26751.8,21827.6,400]; _camera camPrepareFOV 1.000; _camera camCommitPrepared 4 @camCommitted _camera showcinemaborder false player cameraEffect ["terminate","back"] camDestroy _camera spawn BIS_fnc_titlecard; waitUntil {!(isNil "BIS_fnc_titlecard_finished")}; [[26748.8,21807.4,0],"Angel 2-1 crashed!"] spawn BIS_fnc_establishingShot; titlecut ["","BLACK in",3] ~3 introover=true exit So far so good, it works without problems. Now what I want to do: This Mission is a coop mission for two players. The players are starting on different locations on the island. My problem is now, that i want just one player see this cutscene. The other should just spawn in a village and dont see this cutscene... Is there a possibility to do that? Thanks a lot and many greetings from switzerland. befubo Share this post Link to post Share on other sites
cobra4v320 27 Posted March 22, 2014 Dont use sqs use sqf. //OPERATION FALLEN ANGEL p1 allowDamage false; p1 switchMove "AinjPpneMrunSnonWnonDb_still"; showcinemaborder true; cutText ["", "BLACK FADED"]; sleep 1.5; cutText ["Fallen Angel", "BLACK FADED"]; sleep 1.8; cutText ["Fallen Angel", "BLACK IN", 10]; _camera = "camera" camcreate [26790.2,21808.5,6.06181]; _camera cameraeffect ["internal", "back"]; //Start Pos _camera camPrepareTarget [26856.1,21794,3.57231]; _camera camPreparePos [26790.2,21808.5,6.06181]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 4; waitUntil {camCommitted _camera}; //Over Plane _camera camPrepareTarget [26856.1,21794,3.57231]; _camera camPreparePos [26709.5,21784.9,1.82839]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 10; waitUntil {camCommitted _camera}; //To House; _camera camPrepareTarget [26748.8,21807.4,0]; _camera camPreparePos [26726.8,21804.7,1.78566]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 10; waitUntil {camCommitted _camera}; //Over House _camera camPrepareTarget [26748.8,21807.4,0]; _camera camPreparePos [26751.8,21827.6,2.32682]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 10; waituntil {camCommitted _camera}; //Over House _camera camPrepareTarget [26748.8,21807.4,0]; _camera camPreparePos [26751.8,21827.6,400]; _camera camPrepareFOV 1.000; _camera camCommitPrepared 4; waitUntil {camCommitted _camera}; showcinemaborder false; player cameraEffect ["terminate","back"]; camDestroy _camera; spawn BIS_fnc_titlecard; waitUntil {!(isNil "BIS_fnc_titlecard_finished")}; [[26748.8,21807.4,0],"Angel 2-1 crashed!"] spawn BIS_fnc_establishingShot; titlecut ["","BLACK in",3]; sleep 3; introover = true; Share this post Link to post Share on other sites
befubo 10 Posted March 22, 2014 (edited) Dont use sqs use sqf. Hey cobra, thx for your answer! Whats the difference? And how can I define, wich player will see it? Thank you! Edited March 22, 2014 by befubo Share this post Link to post Share on other sites
fight9 14 Posted March 22, 2014 How are you calling the script? You should be able to put the whole thing in an if/then bracket. if (player == p1) then { //your code above }; Share this post Link to post Share on other sites
befubo 10 Posted March 22, 2014 Hmm: I got the init.sqf. in this, there is a []exec "seq.sqf". In this is now following code: if (player == p1) then { hint "Player ist p1!" p1 allowDamage false; p1 switchMove "AinjPpneMrunSnonWnonDb_still"; showcinemaborder true cutText ["", "BLACK FADED"]; ~1.5 cutText ["Fallen Angel", "BLACK FADED"]; ~1.8 cutText ["Fallen Angel", "BLACK IN", 10]; _camera = "camera" camcreate [26790.2,21808.5,6.06181]; _camera cameraeffect ["internal", "back"] ;comment "Start Pos"; _camera camPrepareTarget [26856.1,21794,3.57231]; _camera camPreparePos [26790.2,21808.5,6.06181]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 4 @camCommitted _camera ;comment "Over Plane"; _camera camPrepareTarget [26856.1,21794,3.57231]; _camera camPreparePos [26709.5,21784.9,1.82839]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 10 @camCommitted _camera ;comment "To House"; _camera camPrepareTarget [26748.8,21807.4,0]; _camera camPreparePos [26726.8,21804.7,1.78566]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 10 @camCommitted _camera ;comment "Over House"; _camera camPrepareTarget [26748.8,21807.4,0]; _camera camPreparePos [26751.8,21827.6,2.32682]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 10 @camCommitted _camera ;comment "Over House"; _camera camPrepareTarget [26748.8,21807.4,0]; _camera camPreparePos [26751.8,21827.6,400]; _camera camPrepareFOV 1.000; _camera camCommitPrepared 4 @camCommitted _camera showcinemaborder false player cameraEffect ["terminate","back"] camDestroy _camera spawn BIS_fnc_titlecard; waitUntil {!(isNil "BIS_fnc_titlecard_finished")}; [[26748.8,21807.4,0],"Angel 2-1 crashed!"] spawn BIS_fnc_establishingShot; titlecut ["","BLACK in",3] ~3 introover=true exit }; But its starting even when I dont take "p1" as player... Also when I delete p1, it starts... Share this post Link to post Share on other sites
IndeedPete 1038 Posted March 23, 2014 Try execVM instead of exec for .sqf files. Share this post Link to post Share on other sites