jaenak 0 Posted January 12, 2004 I've just made an outro for a mission I'm making and I've got two questions. The outro is a Russian Spetznaz soldier standing in front of a row of five graves, each with a grave cross. The outro fades in and another soldier trots up along side him and kneels down, the spetznaz soldier solutes a grave out of respect, holds it, then stops and they both look at the graves in rememberance of their newly fallen comrades. My first question is that when the cutscene starts, the two soldiers look at each other almost the entire time. It looks kinda funny. The one is kneeling down in front of the graves looking at the spetznaz to his right and the spetznaz is soluting while staring at the soldier to his left. How do I prevent them from looking at each other and simply look at the graves in front of them? I was also thinking of adding some script to the outro to have them play the sad face animation, but that would make it look even funnier. Not only would they be staring at each other, they would have a sad look on their faces too. I tried my outtro as a "Outro - Win" but it always ran after the debriefing and it never ran the script file I made. So then I made it into kinda like a cutscene at the end of the level but before the debriefing. The bad part about this is that the time of the outro is the time of the end of the level. The problem is this is a night level. When the cutscene starts, you can't see anything. Is there anyway to set the outro's time to like 6:15am for an example? I thought of the skiptime command but I think that would just skip whatever amount of time the command specifies. I don't want to SKIP time, I want to RESET the time. Is that possible or am I screwed? Share this post Link to post Share on other sites
MrZig 0 Posted January 12, 2004 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">man1 dowatch grave1 Share this post Link to post Share on other sites
jaenak 0 Posted January 12, 2004 Hmmm...good idea, never thought of that. Now I actually can use the sad face animations. Thanks! Any ideas on the time problem though? Share this post Link to post Share on other sites
TheMcDeth 0 Posted January 12, 2004 I have no other idea to change the time than using skiptime. The only drawback of skiptime is that you have the duration of the mission changed in the debriefing. Share this post Link to post Share on other sites
blackdog~ 0 Posted January 12, 2004 You could always illuminate it with fires that are setposed in the air Share this post Link to post Share on other sites
jaenak 0 Posted January 12, 2004 If I simply gave up the nice pink sky effect and "skipped time" a few hours ahead so as to ensure its daylight out...you could see something. On the other hand, you can skip time in the script file for the outro itself right? I mean, you don't need a trigger to do it right? Even so, people don't get buried in one and a half hour's time so that would make sence. (But the pink sky looked so cool. ) Is it possible to...um...reverse skip time? And is it possible to tell the game to take the total mission time and subtract a certain amount of time from the total mission length and then display that final calculation? Share this post Link to post Share on other sites