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armanewb

cam script end script

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Im a bit of a newb at this edditing but ive got my head round alot this week, ive just done a cam script but for some reason it won't finish the script and return to the game after fade out, it just stays black. i know i'm just missing a command or something. this script is:

Quote[/b] ]_cam = "camera" camcreate [0,0,0]

_cam cameraeffect ["internal", "back"]

titlecut [" ","BLACK IN",2]

~2

_cam camPrepareTarget [-61374.17,68534.41,-37898.52]

_cam camPreparePos [5447.11,4562.15,26.17]

_cam camPrepareFOV 0.801

_cam camCommitPrepared 0

@camCommitted _cam

~4

_cam camPrepareTarget [105297.25,1979.99,4935.49]

_cam camPreparePos [5447.01,4589.52,72.56]

_cam camPrepareFOV 0.235

_cam camCommitPrepared 3

@camCommitted _cam

~3

titlecut [" ","BLACK OUT",2]

~2

camDestroy _cam

_cam cameraeffect ["terminate", "back"]

exit

Also, ive done a cutscene in the intro part of the mission which i want to be played when a certain thing happens in the actual mission. Its basically a firing squad. Its works nice when i preview it in the editor in intro. But i want it to be a scipt in the mission and when a trigger is activated it runs the scipt. So what i did is copy the Class Intro bit of the mission.sqs and copy it into another sqs attached to a trigger. I thought this would place the units involved in the cutscene and then run the cutscene. but it doesn't. is there any way to run a cutscene which has units not in the original mission without doing outro win or loose. The scipt is below. Thanks.

This is what i copied from the original intro

Quote[/b] ]Class Detect

{

addOns[]=

{

"map_ssara",

"UK_Desert",

"cacharacters",

"CAMisc",

"CAWheeled",

"CATracked"

};

addOnsAuto[]=

{

"UK_Desert",

"cacharacters",

"CAMisc",

"CAWheeled",

"CATracked",

"map_ssara"

};

randomSeed=10444803;

class Intel

{

startWeather=0.100000;

forecastWeather=0.100000;

year=2007;

month=12;

day=7;

hour=6;

minute=40;

};

class Groups

{

items=6;

class Item0

{

side="WEST";

class Vehicles

{

items=1;

class Item0

{

position[]={5400.135742,51.078224,4588.226074};

azimut=270.000000;

id=0;

side="WEST";

vehicle="UK_Soldier_dWAA";

player="PLAYER COMMANDER";

leader=1;

skill=0.600000;

text="blue1";

init="blue1 stop true; blue1 setunitpos ""UP""; removeAllWeapons blue1; blue1 setCombatMode ""BLUE""";

};

};

};

class Item1

{

side="EAST";

class Vehicles

{

items=1;

class Item0

{

position[]={5390.056152,51.105244,4589.355469};

azimut=90.000000;

id=1;

side="EAST";

vehicle="SoldierEB";

leader=1;

skill=0.600000;

text="red3";

init="red3 setunitpos ""UP""; red3 doTarget blue1; red3 setCombatMode ""BLUE""";

};

};

};

class Item2

{

side="EAST";

class Vehicles

{

items=1;

class Item0

{

position[]={5390.042480,51.162506,4591.574219};

azimut=90.000000;

id=2;

side="EAST";

vehicle="SoldierEB";

leader=1;

skill=0.600000;

text="red4";

init="red4 setunitpos ""UP""; red4 doTarget blue1; red4 setCombatMode ""BLUE""";

};

};

};

class Item3

{

side="EAST";

class Vehicles

{

items=1;

class Item0

{

position[]={5390.120605,51.054764,4587.125000};

azimut=90.000000;

id=3;

side="EAST";

vehicle="SoldierEB";

leader=1;

skill=0.600000;

text="red2";

init="red2 setunitpos ""UP""; red2 doTarget blue1; red2 setCombatMode ""BLUE""";

};

};

};

class Item4

{

side="EAST";

class Vehicles

{

items=1;

class Item0

{

position[]={5390.142578,51.010220,4585.149414};

azimut=90.000000;

id=4;

side="EAST";

vehicle="SoldierEB";

leader=1;

skill=0.600000;

text="red1";

init="red1 setunitpos ""UP""; red1 doTarget blue1; red1 setCombatMode ""BLUE""";

};

};

};

class Item5

{

side="EAST";

class Vehicles

{

items=1;

class Item0

{

position[]={5390.396484,50.948715,4582.466797};

azimut=55.000000;

id=5;

side="EAST";

vehicle="OfficerE";

leader=1;

skill=0.600000;

text="of1";

init="of1 stop true; of1 setunitpos ""UP""; of1 setCombatMode ""BLUE""; of1 setBehaviour ""CARELESS""; removeAllWeapons of1";

};

};

};

};

class Vehicles

{

items=4;

class Item0

{

position[]={5383.827637,51.342400,4598.236816};

azimut=225.000000;

id=6;

side="EMPTY";

vehicle="FireLit";

leader=1;

skill=0.600000;

};

class Item1

{

position[]={5385.009766,51.158363,4590.707031};

azimut=180.000000;

special="FLY";

id=7;

side="EMPTY";

vehicle="UAZ";

leader=1;

skill=1.000000;

};

class Item2

{

position[]={5380.301270,51.180683,4590.757324};

azimut=180.000000;

special="FLY";

id=8;

side="EMPTY";

vehicle="UAZ";

leader=1;

skill=1.000000;

};

class Item3

{

position[]={5382.781738,50.961037,4581.491211};

azimut=90.000000;

special="FLY";

id=9;

side="EMPTY";

vehicle="BMP2";

leader=1;

skill=0.200000;

};

};

class Sensors

{

items=1;

class Item0

{

position[]={3847.563965,31.499332,2957.250977};

a=0.000000;

b=0.000000;

interruptable=1;

type="END1";

age="UNKNOWN";

expCond="endcut";

class Effects

{

};

};

};

[] exec ""testcam.sqs""";

};

and this is the camera operations, which works nice in intro preview in editor.

Quote[/b] ]

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

_cam cameraeffect ["internal", "back"]

; point the camera at the player, and place it 2m to the players left,

; 10m to his front and 3m above the ground

_cam camsettarget blue1

_cam camsetrelpos [-2,10,3]

_cam camcommit 0

; fade in from black over 2 seconds

titlecut [" ","BLACK IN",2]

; wait for 2 seconds for the fade to complete

~2

; move the camera to 5m behind the player, 2m to his left and 0.5m above the ground

; do the move over 10 seconds, and then wait for 2 seconds

_cam camsetrelpos [0,-5,2]

_cam camcommit 4

@camcommitted _cam

~6

of1 action ["SALUTE", of1]

~2

red1 setCombatMode "GREEN"

red2 setCombatMode "GREEN"

red3 setCombatMode "GREEN"

red4 setCombatMode "GREEN"

~4

of1 setBehaviour "AWARE"

; move the camera to 5m behind the player, 2m to his left and 0.5m above the ground

; do the move over 10 seconds, and then wait for 2 seconds

_cam camsetrelpos [2,5,20]

_cam camcommit 10

@camcommitted _cam

~2

; fade out to black over 2 seconds

titlecut [" ","BLACK OUT",2]

; wait for 2 seconds for the fade to complete

~2

endcut = true

; exit the script

exit

One last thing biggrin_o.gif at the end of that firing squad script i want it to end the mission with the ending number 2, so it shows the relevent debrief but i cant find the command.

Thanks smile_o.gif

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