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Aculaud

How can i hold a conversations between two units..

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There didnt seem to be anything helpful in the unoficial command reference, so i'm trying ye old faithful (here).

I want to hold a conversation between two people using titles. It would be nice to include one small camera movement, but i know nothing about scripting such things, or linking those scripts to triggers and waypoints and such.

Heres the situation: You are deployed behind enemy lines (this is the mission i'm making), and you are supposed to meet these two guerillas in this town. One died that morning, so the talking starts with him saying "hi" and you saying "i was told id meet two guys. wheres the other one?" and then he says "Oh, this is him right here (with the camera shifting over to show a grave right next to you both), We lost him this morning." and then it goes from there. At the end of the conversation, i also want it to auto save. I know how to do this otherwise, but i dont know how to make it wait for the talking to be over. I havent the slightest clue how to do this. Any help would be greatly apreciated.

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I know how to do the camera tricks:

put this in the players init line - [] exec "intro.sqs"

then open the notepad and write this in there:

titleCut ["","BLACK IN", 3]

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

_cam cameraeffect ["internal", "back"]

_cam camsettarget getmarkerpos "cam1"

_cam camsetrelpos [0,0,4]

_cam camcommit 0

_cam camsettarget getmarkerpos "cam2"

_cam camsetrelpos [0,0,3]

_cam camcommit 60

_cam camsettarget getmarkerpos "cam3"

_cam camcommit 0

@gravecam

_cam camsettarget getmarkerpos "cam4"

_cam camcommit 2

~5

_cam camsettarget getmarkerpos "cam3"

_cam camcommit 2

@end

titleCut ["","BLACK OUT", 0.8]

~0.9

_cam cameraeffect ["terminate", "back"]

camdestroy _cam

~0.1

titleCut ["","BLACK IN", 0.8]

savegame=true

Then save this file in your mission folder with intro.sqs format.

Then go back to your editor and make 4 markers. Use 'empty' markers if you don't want them to be seen on the briefings. name the markers from cam1 to cam4

  -cam1 and cam2 are the cameras waypoints it will move

  -cam3 is the cameras target point

  -cam4 is the graves point

and when you want the camera to show the grave just use grave=true script.

If you want to modify the intro script, I can teach you some:

camcommit means the time to complete the the commands in seconds

@grave means a condition grave which will be activated with the grave=true

~5 means that it will wait 5 seconds

Hope this helps!

smile.gif

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Try script from King Nothing and insert your text and moves of men to it.

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Yeah, like this (use in addition to king nothings script):

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

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

_cam cameraeffect ["Internal", "front"]

_cam camsettarget officer1

_cam camsetrelpos [-1,3,2]

_cam camcommit 0

TitleText ["I just got word, Goisse was captured","PLAIN DOWN"]

_cam camsetrelpos [1,3,2]

_cam camcommit 7

@camcommitted _cam

~0

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

_cam cameraeffect ["Internal", "front"]

_cam camsettarget aP_1

_cam camsetrelpos [-1,3,2]

_cam camcommit 0

TitleText ["Then I guess you don't need us here?","PLAIN DOWN"]

_cam camsetrelpos [1,3,2]

_cam camcommit 7

@camcommitted _cam

~0

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

_cam cameraeffect ["Internal", "front"]

_cam camsettarget officer1

_cam camsetrelpos [2,3,2]

_cam camcommit 0

TitleText ["Thats right. HQ wants you back on base, you boys could use the rest","PLAIN DOWN"]

_cam camsetrelpos [2,3,2]

_cam camcommit 6

@camcommitted _cam

~0

; end cutscene

_cam cameraeffect ["terminate", "back"]

camdestroy _cam

; exit the script

exit

<span id='postcolor'>

Replace the text with your, own, and ignore my dialogue. It's for my upcoming mission biggrin.gif

Another method:

Use game logic, just give the game logic AND WP's. In the WP's use the effects menu to add text, and each time they're activated you should see the text come up after one another. You just have to fiddle about with the TimeOut functions to get the timing right.

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ok, cool. this looks great. The only thing thats left is how to get some text commands in there. If you could tell me how thats done, i'll be in buisness.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Intruder @ April 07 2002,21:29)</td></tr><tr><td id="QUOTE">Replace the text with your, own, and ignore my dialogue. It's for my upcoming mission  biggrin.gif<span id='postcolor'>

hey no prob. Now that i look at what you did though, i think i can wing it from here. thanks all!

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ok, what are script files supposed to look like? I'm trying to save it as G.sqs , G standing for Guerilla, and its still looking like a notepad file.

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They will look like notepad files if you have them associated with notepad files. Make sure the extension is .sqs (check by right clicking->properties)

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yeah, i just tried it in game, and it said the script could not be found. I dont think it changed the file type. Its ok though, i think i can acomplish what i need using a game logic and a bunch of waypoints. Thanks everyone!

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on second thought, id still like to know what i'm doing wrong as far as saving the script goes.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">just give the game logic AND WP's<span id='postcolor'>

Intruder: just wanna know, why he should use AND wp's?

It would also work, when using OR wp's.

The AND/OR type just specifies, if you want to wait for

more then one synced condition, or for only one of them.

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