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02SKITT

Making a car already moving when entering the mission

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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.

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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.

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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?

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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 

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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.

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You can just try setVelocity or setVelocityModelSpace

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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)
	];
};

 

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Spoiler

 

I'll just rework the concept a little bit, and the player will kill multiple waves of enemies.

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