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Kydoimos

Cuttext Issue

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Hi all,

A few people are reporting that they are left with a black screen on a mission I have created - though I can't replicate the issue my end - I wondered if anyone might have any theories? Here's the script:

_Coleridge = Coleridge;
_Galanos = Galanos;
_Nicolau = Nicolau;
_Kollias = Kollias;
_Sewer_Sound = Sewer_Sound;
_Route_A = Route_A;
_Gorgon = AAF_Gorgon_Patrol;
_Trigger_Exit = Trigger_Exit;
_Orca = Orca_Loiter;

_AAF_A = AAF_Garage_A;
_AAF_B = AAF_Garage_B;
_AAF_C = AAF_Garage_C;
_AAF_D = AAF_Garage_D;
// AAF Garage
_AAF_A hideObject false; 
_AAF_A enableSimulation true;
_AAF_B hideObject false; 
_AAF_B enableSimulation true;
_AAF_C hideObject false; 
_AAF_C enableSimulation true;
_AAF_D hideObject false; 
_AAF_D enableSimulation true;
// Gorgon Patrol
_Gorgon enableSimulation true;
_Gorgon hideObject false;
// Delete Route A Trigger
deleteVehicle _Route_A;
// Reveal FIA Group
_Nicolau hideObject false;
_Kollias hideObject false;
_Galanos hideObject false;
// Loitering Orca
_Orca hideObject false;
_Orca enableSimulation true;
// Fade Sound
3 fadeSound 0;
// Fade to Black
clearRadio;
enableRadio true;
_fadeSpeed = 2; 
Sleep 1;
cuttext ["","black out",_fadeSpeed]; 
Sleep _fadeSpeed;
// Disable Environment
enableEnvironment false;
_Coleridge enableSimulation false;
// Disable Navigation
showWatch true; 
showMap true; 
showCompass true; 
showHUD true;
showGPS true;
[group player, currentWaypoint (group player)] setWaypointVisible true;

skipTime -24;  
// Move Coleridge into Sewer
player AttachTo [sewer_Entrance_Attachment_B, [-5,-3.35,-0.5]]; 
player setDir 50; 
player AttachTo [sewer_Entrance_Attachment_B, [-5,-3.35,-0.5]]; 
player setDir 50; 
["IP_OnEachFrameEH", "onEachFrame"] call BIS_fnc_removeStackedEventHandler;
_Galanos doWatch player;
detach player;
// Reverse Time
skipTime -4.30;
0 = [] spawn {sleep 0.1; simulWeatherSync;};
-84600 setOvercast 0.85;
-84600 setFog 0.25;  
-84600 setRain 0;
-84600 setLightnings 0; 
-84600 setWaves 0; 
// Quotation
["Sewer_Exit.ogv", ""] call BIS_fnc_quotations;
waitUntil {BIS_fnc_quotations_playing || !(isNil "BIS_fnc_quotations_skip")};
waitUntil {BIS_fnc_quotations_sound || !(isNil "BIS_fnc_quotations_skip")};
private ["_time"];
_time = time + 9;
deleteVehicle _Sewer_Sound;
Sleep 10;
_Galanos switchMove "Acts_NATOCommanderArrival_Larkin_1";
_Nicolau selectWeapon "Binocular";
_Coleridge enableSimulation true;
// Fade In
cuttext ["","black in",_fadeSpeed * 3]; 
Sleep 1;
3 fadeSound 1;
_Coleridge enableSimulation true;
Sleep 1;
_Galanos kbAddTopic ["conv", "Sentences.bikb", "", ""];
_Galanos kbTell [_Coleridge, "conv", "AT_00_Galanos_05"];
enableSentences false;
Sleep 2;
_Galanos kbAddTopic ["conv", "Sentences.bikb", "", ""];
_Galanos kbTell [_Coleridge, "conv", "AT_00_Galanos_06"];
enableSentences false;
Sleep 4;
_Galanos kbAddTopic ["conv", "Sentences.bikb", "", ""];
_Galanos kbTell [_Coleridge, "conv", "AT_00_Galanos_07"];
enableSentences false;
Sleep 6;
// Reveal Marker 

"AAF_Ambush" setMarkerAlpha 1;

deleteVehicle _Trigger_Exit;
Sleep 20;
Galanos enableAI "MOVE";
Sleep 10;
saveGame; 
10 setRain 0.25;

Sleep 5;

nul = [] execVM "Scripts\FIA_Support.sqf";
Sleep 15;
10 setRain 0;

From what I hear, the conversation is taking place and everything in the script is running fine - except for the 'black in' part... very odd.

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You could probably try assigning a layer ID. I have had it happen a few times but it is hard to reproduce.

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Hi Tonic, thanks for the response - I know nothing about layer IDs! How would I go about doing something like that? Thanks for the response!

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Oh I see! Thanks Iceman77 - I'll try and see if that makes a difference! Though I can't reproduce the problem, I'll give it a go!

---------- Post added at 11:48 ---------- Previous post was at 11:44 ----------

I don't want to show any text though? Is there a command or some way to check if the screen is black? Perhaps I could try an 'if' based command as a sort of fail safe?

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I use the BIS functions for creating blackscreens, never heard of or had any problems.

Create a blackscreen:

["IP_BlackScreen", false] call BIS_fnc_blackOut;

Remove a blackscreen:

["IP_BlackScreen"] call BIS_fnc_blackIn;

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Thanks Indeed, perhaps that's the way to go - sort of tough nailing bugs that you can't replicate though! I swear it might be the work of some sort of mod, but a couple of players swear blind they have none running! I'll try the BIS_fnc_blackin/out and see if anyone notes a difference! Cheers!

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I don't want to show any text though?

Use empty strings. I just posted that as an example of how to create a layer ID ( 0 in the example )

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Ah, I see - that makes sense - thanks Iceman! I'll give it a whirl! Cheers! Fingers crossed!

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