02SKITT 0 Posted January 22, 2023 How to make it so that at the beginning of the mission to start in already moving vehicle. For example: to be a member of the crew of the tank, which is already in moving. Share this post Link to post Share on other sites
Harzach 2518 Posted January 22, 2023 You can fake it by starting with the screen blacked out and sounds muted, then fade in after the vehicle is in motion. init.sqf: cutText ["Title Text\n\n by Author\n\nVersion #.##", "BLACK FADED", 0]; 0 fadeSound 0; 0 fadeMusic 0; 0 fadeRadio 0; 0 fadeSpeech 0; 0 fadeEnvironment 0; sleep 10; 10 fadeSound 1; 10 fadeMusic 5; 10 fadeRadio 2; 10 fadeSpeech 2; 10 fadeEnvironment 1; cutText ["", "BLACK IN", 10]; The first line starts the mission with the screen blacked out. Change the text as appropriate, of course. Try first with the placeholder text to see how the formatting works (each "\n" is a line break). If you want no text, just delete everything between the double quotes: cutText ["", "BLACK FADED", 0]; The next five lines mute all sounds except VON. Comment out or delete any lines that mute channels you don't want muted. Next, a sleep determines how long the black screen lasts (and how long the driver has to get going). Now, we unmute everything (don't forget to comment/delete any lines related to those you commented/deleted above). The first number in each line is the fade interval. I have used 10 second intervals everywhere so you can get a feel for how it works. The last number is the volume. I have used the default maximum value everywhere, as you should. Note that these "fadeX" commands do not alter the user's volume settings. They can only fade them (turn them down) or turn them back up to where they were. If a player has a preferred music volume setting of 25%, fadeMusic can not make it any louder. Finally, we fade in from black. This happens concurrent to the fadeX commands. 1 Share this post Link to post Share on other sites
02SKITT 0 Posted January 22, 2023 It turns out there is no way to make it so that the vehicle would move immediately at the start of the mission at a certain speed without acceleration? Share this post Link to post Share on other sites
Harzach 2518 Posted January 22, 2023 Not really, no. Other than using BIS_fnc_UnitCapture / BIS_fnc_unitPlay. 1 Share this post Link to post Share on other sites
Harzach 2518 Posted January 22, 2023 What is the problem with using a fade in? Share this post Link to post Share on other sites
02SKITT 0 Posted January 22, 2023 It’s make a long time before start acting, not look good in my eyes with idea what I have. Thanks u so much, need to think about new ways Share this post Link to post Share on other sites
Harzach 2518 Posted January 22, 2023 2 minutes ago, 02SKITT said: It’s make a long time before start acting, not look good in my eyes with idea what I have. Thanks u so much, need to think about new ways Or you could share your idea so we could help you. Share this post Link to post Share on other sites
POLPOX 778 Posted January 22, 2023 You can just try setVelocity or setVelocityModelSpace Share this post Link to post Share on other sites
Harzach 2518 Posted January 22, 2023 52 minutes ago, POLPOX said: You can just try setVelocity or setVelocityModelSpace A problem there is that the engine is still not spooled up, so you get an initial "shove," then the driver starts the engine while you are coasting to a stop. Even using disableBrakes and engineOn, there is still a delay by the driver to apply throttle. At any rate, here's what I tested it with, maybe it accomplishes whatever the OP is looking for. In vehicle init: nul = [this] spawn { params ["_vehicle"]; _vehicle engineOn true; _vehicle disableBrakes true; _vel = velocity _vehicle; _dir = direction _vehicle; _speed = 15; // "normal" speed of tank in meters/second _vehicle setVelocity [ (_vel select 0) + (sin _dir * _speed), (_vel select 1) + (cos _dir * _speed), (_vel select 2) ]; }; 1 Share this post Link to post Share on other sites
02SKITT 0 Posted January 22, 2023 Spoiler I'll just rework the concept a little bit, and the player will kill multiple waves of enemies. Share this post Link to post Share on other sites