armanewb 0 Posted August 30, 2007 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 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. 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