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befubo

Cutscene for just one player in coop

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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

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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;

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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 by befubo

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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

};

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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...

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Try execVM instead of exec for .sqf files.

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