AZCoder 921 Posted August 3, 2010 Just wanted to add that you can also use the initIntro.sqf (or sqs) to initiate an intro movie, as opposed to calling it from a unit within the intro. It is automatically called just like regular init.sqf. Event scripts: http://community.bistudio.com/wiki/Event_Scripts. I use it, and I've seen it used in Operation Arrowhead missions. I'm not aware of anything equivalent for outros, and the last mission of OA (CE8_scenePressConf) uses the method discussed in this thread, which is to call a script from a unit inside the outro. Share this post Link to post Share on other sites
aker 12 Posted February 19, 2011 (edited) Is this method not working with open a previously created mission and select the intro from the right upper tab? Don't know how to configure it, still not working, class Intro section wont load, but it seems every scipts are O.K. Edited February 20, 2011 by AkeR Share this post Link to post Share on other sites
pch91 10 Posted March 17, 2011 when i started the game this skip the intro and started the mision i can see anyting in intro. i try crieted the payable end play person in intro put the intro.sqs and try do anyting know . Share this post Link to post Share on other sites
pch91 10 Posted March 17, 2011 :confused: anyone cam make one turtorial in youtube for me :} plxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx i can't seve the mision only the paste and i can't rum this . i can't start the intro . and i don't know do this pls help ME Share this post Link to post Share on other sites
PELHAM 10 Posted March 17, 2011 (edited) Making a decent intro can be quite complex - this is what I know about it. This method is for single player. For multiplayer you have to do the intro in the mission part of the editor and then call the script when players join. 1. You need to create an intro mission with objects and units in the intro part of the editor (select at top right). 2. You need to create a script (eg scene.sqf / sqs) that runs the camera work and music etc 3. You need to initiate the scene.sqf / sqs with an initIntro.sqf or (initIntro.sqs if using that method). This is important - it acts like an init.sqf for the intro. The intro will not activate without it. 4.NB the above is for running the intro at the beginning of the mission before the briefing screen. If you want an intro/video after the briefing you will have to call it from within the mission in the usual way by nul = execVM "scene.sqf";. I have just learned all about it by searching for intro and initIntro on these forums - there is plenty of good information. 1. The intro mission. Create it in the usual way with, Player, objects, triggers, units waypoints etc. The engine will play this mission before the actual mission starts. 2. The scene.sqf and camera work Have a look at the Youtube videos mentioned in previous posts. This can be done in sqs or sqf format. I prefer sqf as that is how everything else works now and it saves confusion. To get camera positions (as in the Youtube tutorial) start the camera in the intro by running this exec "camera.sqs" in the players init or in a game logic. To get a Camera start position: -Start a preview of the intro in the editor. -Move the camera to the position you want. -Press the left mouse button. -Abort preview. Save mission then Alt - Tab to notepad. Ctrl - V to paste data into notepad. example: ;=== 22:11:02 _camera camPrepareTarget [684.73,98559.95,-27662.98] _camera camPreparePos [2545.07,2486.85,9.91] _camera camPrepareFOV 0.700 _camera camCommitPrepared 0 @camCommitted _camera The sqf verion of the above is: //=== 22:11:02 _camera camPrepareTarget [684.73,98559.95,-27662.98]; _camera camPreparePos [2545.07,2486.85,9.91]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 0; waitUntil {camCommitted _camera}; http://community.bistudio.com/wiki/camera.sqs http://community.bistudio.com/wiki/Category:Command_Group:_Camera_Control Some examples: An initIntro.sqf from AZCoder (nice work - saved me lots of problems!) (Your initIntro can of course contain everything, no need for separate scene.sqf. Best if you only have 1 cam-scene in the whole mission) http://forums.bistudio.com/showpost.php?p=1842529&postcount=4 -The cutText blacks the screen out till the camera in the next script is ready. -fadeSound turns the sound volume to 0 cutText ["", "BLACK FADED"]; 0 fadeSound 0; waitUntil {!isnil "bis_fnc_init"}; { _x setVariable ["BIS_noCoreConversations", true] } forEach allUnits; enableSentences false; SCENE = compile preprocessFile "scene.sqf"; /* several other lines of initializations here */ [] spawn SCENE; An example scene.sqf continuing from the above. This one attaches to a helicopter rather than using camera positions: private ["_camera","_pos"]; showCinemaBorder false; playMusic ["EP1_Track07", 21]; 2 fadeMusic 1; cutText ["","BLACK FADED", 1]; waitUntil{!(isNil "BIS_fnc_init")}; ["Welcome to", "Intro Example!"] call BIS_fnc_infoText; _camera = "camera" camCreate [0,0,0]; _camera cameraEffect ["INTERNAL", "BACK"]; sleep 0.1; _camera camCommand "inertia on"; // let there be light cutText ["", "BLACK IN"]; 1 fadeSound 1; //1st camera scene using attach to method _pos = getPos land1; _camera camsettarget h1; _camera camPrepareFOV 0.500; _camera attachTo [h1, [-30,40,5]]; _camera setDir 120; waituntil { h1 distance _pos <= 100 }; detach _camera; //Fade the picture for 0.5sec to hide camera switch cutText ["", "BLACK IN"]; //2nd camera scene using setRelPos method. _camera camsettarget h1; _camera camsetrelpos [10,30,10]; _camera camPrepareFOV 0.500; _camera camCommitPrepared 0; waitUntil {camCommitted _camera}; sleep 15; //add as many cam scenes as you like. then 4 fadeMusic 0; 3 fadeSound 0; cutText ["","BLACK OUT",5]; sleep 3; ["Intro over", "mission start!"] call BIS_fnc_infoText; _camera cameraeffect ["terminate","BACK"]; camdestroy _camera; end1 = true; //Dont forget the end! //Trigger 0,0 type #End1, cond: end1 Edited March 22, 2011 by PELHAM add info Share this post Link to post Share on other sites
PELHAM 10 Posted March 17, 2011 (edited) :confused: anyone cam make one turtorial in youtube for me :} plxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxi can't seve the mision only the paste and i can't rum this . i can't start the intro . and i don't know do this pls help ME Example mission using the above example on Zargabad Arma 2 OA Requirements Arma2 and Arma2 OA Mediafire: http://www.mediafire.com/?4dkk3vgz48g8373 Edited March 17, 2011 by PELHAM Share this post Link to post Share on other sites
pch91 10 Posted March 18, 2011 tnsx i try do this . Share this post Link to post Share on other sites
pch91 10 Posted March 19, 2011 i do this but whem i started stay one black screen i try too in intro.sqs and whem i finished show the video so that as I was not in the mission at the intro on the mission. hep me plx ---------- Post added at 04:00 ---------- Previous post was at 03:48 ---------- mi arkive is there . init.sqf nul = []exec "intro.sqs" intro1.sqs titlecut [" ","BLACK IN",1] _camera = "camera" camcreate [0,0,0] _camera cameraeffect ["internal", "back"] ;=== 23:11:40 _camera camPrepareTarget [80037.86,-60646.60,20.33] _camera camPreparePos [3450.91,3652.99,1.95] _camera camPrepareFOV 0.700 _camera camCommitPrepared 0 @camCommitted _camera ~0 ;=== 23:12:45 _camera camPrepareTarget [102907.28,-6446.86,-1944.53] _camera camPreparePos [3434.73,3612.07,1.79] _camera camPrepareFOV 0.700 _camera camCommitPrepared 20 @camCommitted _camera ~2 ;=== 23:13:29 _camera camPrepareTarget [73444.87,73059.66,-16520.68] _camera camPreparePos [3482.85,3552.51,16.75] _camera camPrepareFOV 0.700 _camera camCommitPrepared 20 @camCommitted _camera ~2 _camera cameraeffect ["terminate","back"] camdestroy _camera end1=true; exit; help me plx Share this post Link to post Share on other sites
PELHAM 10 Posted March 19, 2011 Not sure what else I can add after the tutorial and example mission but: ~0 ~2 ~2 change these to: ~10, ~15 or more The scene you made would only be 4 seconds long and might not show past the loading of the intro and script. Share this post Link to post Share on other sites
pch91 10 Posted March 21, 2011 look anyone can help me plx i made one mision and in down misssion's name, i changed the mission for intro and i made another situation for intro .. in the folder of mision i put init.sqf and intro1.sqs init.sqf nul = []exec "intro.sqs" intro1.sqs ~2playmusic "Ambient07_Manhattan" 0 fademusic 0.2 ;============START titleCut ["misao PQDT","plain down"] titleFadeOut 15 ;============Create Camera _camera = "camera" camcreate [3125.26,3975.66,3.75] _camera cameraeffect ["internal", "back"] ;==========Camera Positions ;=== 23:11:40 _camera camPrepareTarget [80037.86,-60646.60,20.33] _camera camPreparePos [3450.91,3652.99,1.95] _camera camPrepareFOV 0.700 _camera camCommitPrepared 0 @camCommitted _camera ~0 ;=== 23:12:45 _camera camPrepareTarget [102907.28,-6446.86,-1944.53] _camera camPreparePos [3434.73,3612.07,1.79] _camera camPrepareFOV 0.700 _camera camCommitPrepared 20 @camCommitted _camera ~2 ;=== 23:13:29 _camera camPrepareTarget [73444.87,73059.66,-16520.68] _camera camPreparePos [3482.85,3552.51,16.75] _camera camPrepareFOV 0.700 _camera camCommitPrepared 20 @camCommitted _camera ~2 ;=========Finish and Destroy 5 fademusic 0 titlecut ["Boa sorte!","BLACK out",3] ~5 player cameraEffect ["terminate","back"] camDestroy _camera ~1 titlecut ["","BLACK in",3] ~3 exit but whem i started the mision the cam start in the part of mission(class mission) not in the part of intro(class intro). plx help meeeeeeeeeeeeeeeeeeeeeeeeeeee!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Share this post Link to post Share on other sites
PELHAM 10 Posted March 21, 2011 @ pch91 change filename intro1.sqs to initintro.sqs Share this post Link to post Share on other sites
pch91 10 Posted March 22, 2011 don't works but i try do in the single mission and this works but when i started in multiplayer don't works anymore why ???????? Share this post Link to post Share on other sites
PELHAM 10 Posted March 22, 2011 (edited) That method of intro does not work in multiplayer. For multiplayer you have to call the intro in the mission. For multiplayer: move all objects in the editor from intro to mission. call the intro script when players join (JIP). (You will have to look for other examples - I have not got any - try Domination) Edited March 22, 2011 by PELHAM Share this post Link to post Share on other sites
bigpickle 0 Posted April 28, 2011 (edited) Hey i want to join this thread if i can please ---------- Post added at 06:08 PM ---------- Previous post was at 06:01 PM ---------- I'm designing a new intro for my clans Multiplayer mission. I cant use the method you have described to add my intro into MP so now im very stuck because i cant find any instructions on how to make intro's for multiplayer. Anyone give me some pointers? Edited April 28, 2011 by Bigpickle Share this post Link to post Share on other sites
iceman77 18 Posted October 8, 2011 Or just click "export to singleplayer"? Lol... worked for me. ya anytime you save a mission in editor it auto creates a pbo of your mission. Share this post Link to post Share on other sites
nomarjr2385 0 Posted January 26, 2017 Hi everyone, I need some help. I'm new to Arma and I love the game but I can't get most things to work. I've read all sorts of threads and watched many tutorials. Right now I'm having trouble with the Intro cutscene. I set it up as all the tutorials said to. started it off by placing a unit and typing this exec "camera.sqs" in the init.... that worked. that I opened notepad and created a file call into.sqs. I put this in: titlecut [" ","BLACK IN",1] _camera = "camera" camcreate [0,0,0] _camera cameraeffect ["internal", "back"] thats how all the tutorials were. I then put units down and told them to walk and placed the camera then left clicked that alt+tab out and pasted the info in. It pasted like this; ;comment "1:56:16"; _camera camPrepareTarget [-95470.67,2273.74,-14078.25]; _camera camPreparePos [3515.88,3621.10,2.00]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 0 Now every tutorial I saw there was a @camCommitted_camera at the end of each entry. The tutorials never said if that was suppose to be pasted in and my game is not doing that or if that must be added manually. Anyway I've added it manually. the tutorials also had the top part as ;=== 1:56:16 so I tried changing that as well. I added 3 camera placements but my problem is when I change the unit's init file to this exec "intro.sqs" it only shows the first camera position and never moves to the next camera position. I tried changing the CamCommitPrepared 0 to a number and no change. I tried adding ~and a number....... still nothing. Every thread I read and Every tutorial I watched never mentions this problem. My only conclusions are A) I'm missing something or B) I have the one copy of Arma 2 thats designed to do nothing the correct way. Also to clerify I own Arma 2, A2: opteration arrowhead, PMC, and the other two DLC's. I can't get the briefings to pop up at the beginning of each mission ether but thats another problem for a different thread lol. If anyone could help it would be greatly appreciated. Thank you - Chris Share this post Link to post Share on other sites
opusfmspol 282 Posted January 28, 2017 (edited) From your description: ".... that worked. that I opened notepad and created a file call into.sqs." "... when I change the unit's init file to this exec "intro.sqs" it only shows ...." - Make sure the exec matches the script name. - in an .sqs script, ( ; ) is the same as ( // ) in an .sqf script. It's a comment, information not relevant to the script running. - in an .sqs script, ( @ ) is the same as ( waitUntil ) in an .sqf script. It's a command, and is relevant to the script running. It tells the script to hold, but keep checking, until the camera gets committed. Then continue the script when it is committed. - If you think your game's not working correctly, take a couple minutes to "verify integrity of cache" on Steam. That should fix any corrupted file. Hope this helps. Edit ---- "... every tutorial I saw there was a @camCommitted_camera ..." "... I've added it manually." Mind the spaces, it's "@ camCommitted _camera". Maybe your script is hanging up there. Edited January 28, 2017 by opusfmspol Share this post Link to post Share on other sites