Jump to content
Sign in to follow this  
oldpz

bullet time at boss dead

Recommended Posts

I'm trying to set bullet time when the designed target is dead , in this case a rebel boss:

i want to use these two command , ! (alive Boss1) and the command SetAccTime 0.0500 how can i create this situation?

Share this post


Link to post
Share on other sites

ok it works : init line ! (alive Boss1)

activation oine : SetAccTime 0.0500 but how can i deactivate the bullet time after 5 seconds?

Share this post


Link to post
Share on other sites

You could have another trigger that detects when the boss is dead and have that activate after 5 seconds ( put 5 in Min, Med and Max box )

Put setAccTime 1; in the on activate field.

Share this post


Link to post
Share on other sites
You could have another trigger that detects when the boss is dead and have that activate after 5 seconds ( put 5 in Min, Med and Max box )

Put setAccTime 1; in the on activate field.

it doens't work , the game remain in bullet time , why?

Share this post


Link to post
Share on other sites
it doens't work , the game remain in bullet time , why?

5 seconds -> setacctime 0.05 = 0,25 real seconds. Hence wouldnt it be possible to just add:

~0.25

Share this post


Link to post
Share on other sites

Ok that's strange,

Let's start from scratch.

You should have 2 triggers and a unit that you have named boss1.

First trigger setup :

activation = none

Once should be selected

Condition should read !(alive boss1)

On activatoin should read setAccTime 0.05

Second trigger setup :

activation = none

Once should be selected

Countdown should be selected

Type 5 into Min, Med and Max fields

Condition should read !(alive boss1)

On activatoin should read setAccTime 1.0

Be careful with the decimals :)

Share this post


Link to post
Share on other sites
Ok that's strange,

Let's start from scratch.

You should have 2 triggers and a unit that you have named boss1.

First trigger setup :

activation = none

Once should be selected

Condition should read !(alive boss1)

On activatoin should read setAccTime 0.05

Second trigger setup :

activation = none

Once should be selected

Countdown should be selected

Type 5 into Min, Med and Max fields

Condition should read !(alive boss1)

On activatoin should read setAccTime 1.0

Be careful with the decimals :)

maybe I can't associate 2 triggers at the same target?it still don't works , i try SetAccTime 0.0500 ; SetAccTime 1.0 and the two command erase eachother crearly , how can i add a delay between these two commands?

Share this post


Link to post
Share on other sites

Anychance you can post screen shot of each trigger box and your map screen? I don't have access to the game at this moment.

You can definatley associate more than one trigger to an object.

The second trigger in which you are setting time back to normal it's the value 5 in the Min, Med and Max fields that creates the 5 second delay.

I know it may seem obvious but you sure you're typing only setAccTime 0.05 in one trigger and setAccTime 1.0 in the other?

Also make sure you aren't linking the triggers to anything with group or syncronize.

Share this post


Link to post
Share on other sites

Oh just forget about the triggers. ;)

I'd try one of these.:

init of the boss:

nul=[this] execVM "scriptname.sqf"

Variant 1

_guy = _this select 0;
waitUntil {!alive _guy};
setAccTime 0.05;
sleep 0.25;
setAccTime 1;

slows down to 0.05 and resets it after 5 seconds (5 * 0.05 seconds)

Variant 2

_guy = _this select 0;
waitUntil {!alive _guy};
setAccTime 0.05;
waitUntil {setAccTime (AccTime+0.05); AccTime == 1; sleep 0.01}

slows down to 0.05 and then gradually returns the timescale to 1. I think this effect could actually look much cooler than the other, but it's not tested and may need some adjustments.

:cool:

Edited by Tajin

Share this post


Link to post
Share on other sites

I'm new in editing can you explian more deeply? I have to create a txt file and fill with that codes? inside init box of the boss I have to write nul=[this] execVM "scriptname.sqf" that recall the script right?

Share this post


Link to post
Share on other sites

exactly, copy the code in a texteditor and save it as .sqf file in the folder of your mission. (where the description.ext is)

bullettime.sqf for example

the init of the boss would then be:

nul=[this] execVM "bullettime.sqf"

Share this post


Link to post
Share on other sites

the editor says " no boss.sqf found " but there is boss.sqf script inside the scripts folder , why the editor doesnt' see the script inside the folder?

Share this post


Link to post
Share on other sites
(where the description.ext is)

or especially the .sqm file of your map.

The mission folder will be somewhere under MyDocuments/ArmA2/missions/...

Share this post


Link to post
Share on other sites

Using your first trigger idea would be the simplest. Just place Tajin's code:

_guy = _this select 0;
waitUntil {!alive _guy};
setAccTime 0.05;
sleep 0.25;
setAccTime 1;

in the On Activation field. It will accept multiple commands.

Share this post


Link to post
Share on other sites

why the editor doesnt' find the script ?

Share this post


Link to post
Share on other sites

Where did you place it and how does you init line look like ?

Share this post


Link to post
Share on other sites

Almost sounds like FADE has crept into your editor (joking) ;)

Share this post


Link to post
Share on other sites

i place the script inside the scripts folder in the mission folder : documents/Arma2/missions/missionname/scripts

the command is nul=[this] execVM "scripts/bullettime.sqf"

Share this post


Link to post
Share on other sites
Try:

My Documents/ArmA 2 Other Profiles/[yourProfile]/Scripts

How is that going to help him at all? That's not even in the mission folder.

i place the script inside the scripts folder in the mission folder : documents/Arma2/missions/missionname/scripts

the command is nul=[this] execVM "scripts/bullettime.sqf"

Open Windows Explorer (WinXP), and click "Tools" -> "Folder Options" -> "View" -> and uncheck "Hide Extensions for Known Filetypes". You'll probably find the file is actually called "bulettime.sqf.txt" in this case.

Share this post


Link to post
Share on other sites

Method 1, by using a trigger where e1 is the name of the boss:

Condition: !alive e1

On Act: tmp = [] spawn {setAccTime 0.05; sleep 0.5; setAccTime 1}

Method 2, by using a killed eventhandler on e1, where e1 is the name of the boss:

Initialization: this addEventHandler ["killed",{tmp = [] spawn {setAccTime 0.05; sleep 0.5; setAccTime 1}}]

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×