theavonlady 2 Posted May 12, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (FSPilot @ 12 May 2003,21:03)</td></tr><tr><td id="QUOTE">theavonlady </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">- Put a Briefingname statement in MISSION.SQM and give your mission a more original name than SCUDS or DESTROY THE SCUDS.<span id='postcolor'> "Kill the SCUDs"? <span id='postcolor'> How about "Evening Breeze"? </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">- There should be no drivers in the SCUDs.<span id='postcolor'> This is a tough one. The only way I could get the SCUDs to register for a trigger, at least I trigger that I knew how to make, was to make them all under the "East" instead of empty category. I couldn't find a way to get rid of the drivers. hmm... I suppose I could get them to disembark and go have a chat with some soldiers or something.<span id='postcolor'> For each scud: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">init="myDriver1 = driver scud1; myDriver1 action [""EJECT"", scud1]; unassignvehicle myDriver1; deleteVehicle myDriver1";<span id='postcolor'> Do the same for myDriver/Scud 2 and 3 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">- There's a jeep roaming around. I haven't checked this but if anyone in the jeep detectes the player, they should disembark and search for the player. What's a patrol for! <span id='postcolor'> They don't? I swear I remember them doing that.<span id='postcolor'> I said I didn't check this. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I'll probably have to make the ending trigger bigger.<span id='postcolor'> Yep. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Check, check, check, double check. *gasp* <span id='postcolor'> At ease. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I'm particularly interested in knowing what you guys think of the intro.<span id='postcolor'> Very nice. Share this post Link to post Share on other sites
FSPilot 0 Posted May 12, 2003 I sort of ripped off the music from the "trinity and beyond" soundtrack. It's an amazing soundtrack for a documentary, I figured they wouldn't mind if I didn't make any money for the mission. anyway I'll work more on the mission after wednesday, last day of finals! thanks for the feedback! Share this post Link to post Share on other sites
Skul 0 Posted May 13, 2003 The intro was very good. Here's a few tips: When you don't have any recorded speech (like me and a few other mission makers) and use text-only speeches, you could make it look a little better by typing in the speaker's name. Something like the following: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Guba: 'Me an evil git!'<span id='postcolor'> In the script.sqs (or w/e you call it), it would look like this: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">titlecut ["Guba: 'Me an evil git!'","PLAIN DOWN",1]<span id='postcolor'> I find that 'PLAIN DOWN' is good for speech. You can have radio text by typing this: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">[West,"HQ"] sidechat "Right, go and blow those SCUDs up, or whatever you're there for..."<span id='postcolor'> What did you use to activate your intro? If you used a trigger, I suggest moving the activation of the intro script to the init line of a unit (say, the player). You can just simply type in: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">[] exec "intro.sqs"<span id='postcolor'> and it will start as soon as the mission loads. Having done that, you should add this to the start of your intro script: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">titlecut [" ","BLACK IN",5] ~5<span id='postcolor'> This will make the screen black in over 5 seconds and wait 5 seconds for the fade to complete before continuing with the rest of the intro. Now, at the end of the intro, tpye in this: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">titlecut [" ","BLACK OUT",5] ~5<span id='postcolor'> Like above, it will fade the screen over 5 seconds. This time, to black. This allows a nice transition at stops the player from seeing his ( or her, Avon ), position. And finally, if you want to stop the player from mucking up your cutscenes, or to stop them skipping your cutscenes, type: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">disableuserinput true<span id='postcolor'> at the start of your cutscene script. After you type this in a cutscene, you MUST type </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">disableuserinput false<span id='postcolor'> to reinstate the player's control. If you don't type that, you won't be able to move your character. In fact, you won't be allowed to type a single command into your computer. You can't even Alt-Tab out! .........Phew..... Well, I hope this helps you. I'm not giving you all this because I thought it was crap (because it wasn't), but to simply aid you in bettering it beyond it's current stage. By the way, the intro was good. If it had had recorded voices, it would have looked pretty proffessional. I liked the way the camera tilted up to the sky, then all you hear is the gunshots. That was a good cinematic effect. See ya! [Gareth Gates must die] Share this post Link to post Share on other sites
Skul 0 Posted May 13, 2003 EDITED: I double-posted...? Share this post Link to post Share on other sites
FSPilot 0 Posted May 14, 2003 Thanks for the input skul. I think I'm done working on the intro, it's coordinated very carefully to get the AI to do what I want when I want. I might consider adding in those little transitions at the beginning and end of the intro so you don't get a little flash of the thing loading. Thanks. What'd you think of the music? A bit melodramatic? Share this post Link to post Share on other sites
Skul 0 Posted May 14, 2003 The music suited it. Good choice. Scripted cutscenes rule, don't they? When I made my first one, I was like, 'No way! I didn't make this!'. lol ...Now if I had only learned 'em sooner... [Gareth Gates must die] Share this post Link to post Share on other sites
FSPilot 0 Posted May 14, 2003 Oh yeah, I had always wanted to be a movie director. I also thought intro scripting was way over my head. Then I tried it, it's easy and fun! Share this post Link to post Share on other sites
Skul 0 Posted May 15, 2003 Easy as hell! I can throw together a good-looking cutscene in about 2-3 minutes with scripts! Share this post Link to post Share on other sites
FSPilot 0 Posted May 18, 2003 Well, school's out. I've been working on this mission some lately and frankly I'm stumped. I tried theavonlady's script in the SCUDs and it didn't work, so I tried to make my own and it ended up CTDing OFP. I'll have to do some research before I can get this thing to work. But just to keep you guys interested, here's a list of changes... -Updated briefing, including photo and more concise, and grammarically correct, briefing. -Mission will be much harder, and I didn't just move the "skill" slider to the right either -More soldiers, more articulate defense system. I'm also considering putting in landmines. I'm just not sure I want to make installing it that much more complicated. It'll probably happen though. Share this post Link to post Share on other sites
FSPilot 0 Posted May 29, 2003 Well, it's almost done. Â The only thing that's holding me up is giving all the soldiers NVGs. Â I can add it to their inventory but can't force them to use it, anybody know the command for that? Other than that it's basically done, complete with landmines. Share this post Link to post Share on other sites
theavonlady 2 Posted May 29, 2003 Of course, you could still make it AMORE compliant. Share this post Link to post Share on other sites
Skul 0 Posted June 1, 2003 AMORE compliant? What's AMORE? Share this post Link to post Share on other sites
FSPilot 0 Posted June 2, 2003 Well you see... When the moon hits you eye like a big pizza pie That's amore When the world seems to shine like you've had too much wine That's amore Bells will ring ting-a-ling-a-ling, ting-a-ling-a-ling And you'll sing "Vita bella" Hearts will play tippy-tippy-tay, tippy-tippy-tay Like a gay tarantella When the stars make you drool just like a pasta fagiole That's amore When you dance down the street with a cloud at your feet You're in love When you walk down in a dream but you know you're not Dreaming signore Scuzza me, but you see, back in old Napoli That's amore When the moon hits you eye like a big pizza pie That's amore When the world seems to shine like you've had too much wine That's amore Bells will ring ting-a-ling-a-ling, ting-a-ling-a-ling And you'll sing "Vita bella" Hearts will play tippy-tippy-tay, tippy-tippy-tay Like a gay tarantella When the stars make you drool just like a pasta fagiole That's amore When you dance down the street with a cloud at your feet You're in love When you walk down in a dream but you know you're not Dreaming signore Scuzza me, but you see, back in old Napoli That's amore Lucky fella When the stars make you drool just like a pasta fagiole That's amore When you dance down the street with a cloud at your feet You're in love When you walk down in a dream but you know you're not Dreaming signore Scuzza me, but you see, back in old Napoli That's amore, (amore) That's amore And it recquires resistance. Share this post Link to post Share on other sites
theavonlady 2 Posted June 2, 2003 And it recquires resistance. Amore? Nope. V1.20 and above. Share this post Link to post Share on other sites
Skul 0 Posted June 2, 2003 I see......... I didn't understand a word... [Gareth Gates must die] Share this post Link to post Share on other sites
blackdog~ 0 Posted June 2, 2003 Was just reading through this thread (although I usually do multiplayer maps) and I thought I might let you know that you can do "this moveInCargo" to a gamelogic, and you might be able to use a game logic instead of the drivers. Not sure about it though. Share this post Link to post Share on other sites
Skul 0 Posted June 2, 2003 Whoah! Someone other than me, Avon and FSPilot replied in this thread! P.S. Blackdog, you seem to have evolved... [Gareth Gates must die] Share this post Link to post Share on other sites
FSPilot 0 Posted June 2, 2003 Was just reading through this thread (although I usually do multiplayer maps) and I thought I might let you know that you can do "this moveInCargo" to a gamelogic, and you might be able to use a game logic instead of the drivers. Not sure about it though. Problems already fixed (I used that nifty trick where you group an empty object and a trigger). But just so I know, what's a game logic? Share this post Link to post Share on other sites
Skul 0 Posted June 3, 2003 It's under Side|Game Logic It's essentially just something that you can use to do stuff, like activate triggers and so forth, without using soldiers. [Gareth Gates must die] Share this post Link to post Share on other sites
FSPilot 0 Posted June 6, 2003 This one is almost done, all I need to do is play with the briefing/overview to get it right and I'll probably post it at some popular website. I think I'm done working on it. Anyway, look forward to a sequel and maybe even a trilogy coming up. Share this post Link to post Share on other sites