Jump to content
Sign in to follow this  
Taxen0

adding a intro

Recommended Posts

Hi, I recently made a intro video for the first time in arma 3 and the video looks good when i review it in the editor. however when I export the mission and try to play it in MP the intro sequence never launches.

 

I use the initIntro.sqf file to start the camera script but it seems that it simply won't fire at all. Am I missing something? I was under the impression that anything you build in the Intro part of the editor would start first automatically but clearly thats not how it works =)

Share this post


Link to post
Share on other sites

anyone have any tip? I pretty much just need to fix this to complete the mission so I am eager ^^

Share this post


Link to post
Share on other sites

Post your code, otherwise we'll be searching the needle in a haystack

Share this post


Link to post
Share on other sites

ah, will do that once I come home.

 

But judging by your reply the intro "map" should at least start automagically? I figured that this was something general that I had missed on how to fire the intro map section and not related to the camera script which seems to work fine in preview. that's why I didn't post the code.

 

thanks!

Share this post


Link to post
Share on other sites
0 setFog [0.5, 0.05, 0];

_camera = "camera" camCreate [0,0,0];
_camera cameraEffect ["Internal","back"];

CutText ["","Black in",1];

_camera camPrepareTarget [-84456.72,9913.67,-17325.08];
_camera camPreparePos [13759.18,2688.92,312.16];
_camera camPrepareFOV 0.700;
_camera camCommitPrepared 0;

waituntil {camCommitted _camera};
sleep 0.5;

[] spawn {
	sleep 4;
	playMusic ["LeadTrack02_F_EXP", 0];
	sleep 25.5;
	playMusic "";
	playMusic ["LeadTrack03_F_EXP", 27.5];
};

_camera camPrepareTarget [-84456.72,9913.67,-17325.21];
_camera camPreparePos [13759.18,2688.92,28.50];
_camera camPrepareFOV 0.700;
_camera camCommitPrepared 30;

sleep 1;
#define DELAY_CHARACTER	0.03;
#define DELAY_CURSOR	0.02;
[
	[
		["Near the city of Lijnhaven.", "<t align = 'top' shadow = '1' size = '0.7' font='PuristaBold'>%1</t><br/>", 2],
		["03:58.", "<t align = 'top' shadow = '1' size = '0.5' font='PuristaBold'>%1</t><br/><br/>", 10],
		["TODO","<t align = 'center' shadow = '1' size = '1.0'>%1</t>", 20]
	]
] spawn BIS_fnc_typeText;

waituntil {camCommitted _camera};

[] spawn { 
	sleep 12;
	["ALPHA", "todo"] spawn BIS_fnc_showSubtitle;
	sleep 7;
	["PAPABEAR", "todo"] spawn BIS_fnc_showSubtitle;
	sleep 18;
	["PAPABEAR", "todo"] spawn BIS_fnc_showSubtitle;
	sleep 10;
	["BRAVO", "todo"] spawn BIS_fnc_showSubtitle;
	sleep 5;
	["PAPABEAR", "Roger that Bravo-1."] spawn BIS_fnc_showSubtitle;
};

_camera camPrepareTarget [-53454.25,-67114.38,-24972.43];
_camera camPreparePos [13416.28,2875.72,84.21];
_camera camPrepareFOV 0.700;
_camera camCommitPrepared 12;

waituntil {camCommitted _camera};
_camera camPrepareTarget [-38170.95,-72126.70,-41232.13];
_camera camPreparePos [13358.02,2932.67,91.26];
_camera camPrepareFOV 0.700;
_camera camCommitPrepared 4;

waituntil {camCommitted _camera};
_camera camPrepareTarget [-35169.57,-74082.28,-11227.09];
_camera camPreparePos [13319.12,2983.42,43.89];
_camera camPrepareFOV 0.700;
_camera camCommitPrepared 6;

waituntil {camCommitted _camera};
_camera camPrepareTarget [-71631.39,-44969.54,-21371.84];
_camera camPreparePos [13363.52,3143.84,90.49];
_camera camPrepareFOV 0.700;
_camera camCommitPrepared 7;

waituntil {camCommitted _camera};
_camera camPrepareTarget [-85541.27,14669.76,-8742.03];
_camera camPreparePos [13416.24,3281.39,73.74];
_camera camPrepareFOV 0.700;
_camera camCommitPrepared 7;

waituntil {camCommitted _camera};
_camera camPrepareTarget cameratarget;
_camera camPreparePos [13325.61,3457.12,13.54];
_camera camPrepareFOV 0.700;
_camera camCommitPrepared 12;

waituntil {camCommitted _camera};
_camera camPrepareTarget cameratarget;
_camera camPreparePos [13376.75,3482.89,7.15];
_camera camPrepareFOV 0.700;
_camera camCommitPrepared 7;

waituntil {camCommitted _camera};
_camera camPrepareTarget cameratarget;
_camera camPreparePos [13375.01,3510.34,6.57];
_camera camPrepareFOV 0.700;
_camera camCommitPrepared 6;

waituntil {camCommitted _camera};
_camera camPrepareTarget [-64078.03,-58835.33,-9800.94];
_camera camPreparePos [13425.62,3554.27,20.37];
_camera camPrepareFOV 0.700;
_camera camCommitPrepared 16;
sleep 6;
[parseText format [ "<t align='top' font='PuristaBold'><t size='4'>""%1""<br></t>
<t size='1'>%2</t></t>", toUpper "MISSION NAME", "              by Taxen0"], [0,-0.12, 1, 0.2], [10, 2], 15, 1.5, 0] spawn BIS_fnc_textTiles;

waituntil {camCommitted _camera};

sleep 2;
CutText ["","Black out",3];
sleep 5;
2 fadeMusic 0;
sleep 3;
playMusic ["", 0];

_camera cameraEffect ["Terminate","back"];
EndIntro = true;

this script is called in the intros init file and the intro map in the editor is filled with some AI units only that follow waypoints. A trigger is waiting for EndIntro = true and end the mission (end1), not sure if that is correct but it seems to work in the editor at least.

Share this post


Link to post
Share on other sites

I don't believe initIntro is ever called in multiplayer. At least in Arma 2, you had to put the intro into the mission itself (AFAIK). I use initIntro in SP all the time and it definitely gets called (in SP).

You might consider moving the intro scene into the mission. If not, a possible alternative is to record it as a video and use https://community.bistudio.com/wiki/BIS_fnc_playVideoto play it, although that could increase mission size considerably.

Share this post


Link to post
Share on other sites

oh, so the whole intro section (the one you can change to at the top of the editor) is for sp only? that would sure explain a lot. I might be able to make the intro on the scenario map instead, just have to move some units and things around.

Share this post


Link to post
Share on other sites

I got the intro working now after moving it to the regular mission. Thanks!

However now I have another issue, when I finish loading the map there is a delay where i still see the loading screen but I can hear ingame sound and so on, which means I have loaded and the intro triggers, making me miss the first part.

Is there a way to detect when all players have loaded in "properly"?

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×