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Obscure CIA_Agent

Intro Camera

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Hi. I'm still working on the same old mission.

Ok the problem is... The intro works fine when all AI is present. westsoldier1 - 5. But when I disable AI instead of the intro ending, the camera will zoom around on the last guy until the end of the script.

How do I tell the script to end the intro if AI isnt there.

I don't even know where I would write the code so here is what I have so far...

CAMERA SCRIPT

_cam = "camera" camcreate [0,0,0]

~0

_cam cameraeffect ["internal", "back"]

_cam camsettarget butt

_cam camsetrelpos [10,15,10]

_cam camcommit 0

@camcommitted _cam

~5

_cam camsettarget ass

_cam camsetrelpos [-20,75,10]

_cam camcommit 8

@camcommitted _cam

~5

_cam camsettarget grass

_cam camsetrelpos [1,2,2]

_cam camcommit 2

@camcommitted _cam

~4

_cam camsettarget westsoldier1

_cam camsetrelpos [-1,2,.5]

_cam camcommit 0

@camcommitted _cam

~4

_cam camsettarget westsoldier2

_cam camsetrelpos [1,2,.5]

_cam camcommit 1

@camcommitted _cam

~3

_cam camsettarget westsoldier3

_cam camsetrelpos [-1,2,2]

_cam camcommit 1

@camcommitted _cam

~3

_cam camsettarget westsoldier4

_cam camsetrelpos [1,2,2]

_cam camcommit 1

@camcommitted _cam

~3

_cam camsettarget westsoldier5

_cam camsetrelpos [1,2,2]

_cam camcommit 1

@camcommitted _cam

~3

_cam cameraeffect ["terminate", "back"]

camdestroy _cam

INIT SCRIPT

~25

westsoldier1 action ["STROKEGUN"]

? alive westsoldier1: titletext [format ["The Lieutenant with M16A2/203 - %1", name westsoldier1], "plain down"]

~4

? alive westsoldier2: titletext [format ["The Sergeant, a Black Op with XMS/M4 Carbine - %1", name westsoldier2], "plain down"]

~4

? alive westsoldier3: titletext [format ["The Corporal with XMS/M4 Carbine - %1", name westsoldier3], "plain down"]

~4

? alive westsoldier4: titletext [format ["The Private First Class with M16A2/Mortar - %1", name westsoldier4], "plain down"]

~4

? alive westsoldier5: titletext [format ["The Private with G36a - %1", name westsoldier5], "plain down"]

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Make your intro with non playable units in some far corner of your map maybe confused_o.gif . You can deletevehicle them after the intro ends if you wish to get rid of them.

If a soldier slot isnt acupied and a.i. is disabled that guy wont be present in the mission and the camera wont be able to target him smile_o.gif .

Your camsetrelpos seems strange, you are using camera.sqs and the clipboard yes?

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I think he don't know how to end the Intro. My English is rather poor and my head is not quite clear right now, so I don't quite catch your question, but try this;

- 'AI isnt there' (not present):

Make a trigger with a proper side present (I asume West) and in Condition field put

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

not (westsoldier1 in thisList) and not (westsoldier2 in thisList) and not (westsoldier3 in thisList) and ...

... so on till westsoldier5. wink_o.gif

In On Activation field put a variable, let's say 'nodudes = true'. In Intro script put on the end

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

@nodudes

endintro = true

exit

Then make a trigger with 'endintro' Condition, and in Type field select End #1, and the intro will end.

If those dudes are perhaps dead, then on the end of the Intro script put

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

@ not (alive westsoldier1) and not (alive westsoldier2) and not (alive westsoldier3) and not (alive westsoldier4) and not (alive westsoldier5)

endintro = true

exit

If this is not what you need, then use deleteVehicle as Heatseeker suggesting or something, you'll work it out, you have plenty of informations now to work with. wink_o.gif

Uf, hope this helps. Now I must return to my beer or it will become worm  tounge2.gif  ...

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