k i n g 0 Posted May 5, 2010 In the beginning of harvest red (mission first to fight), general (?) Armstrong makes a speech on the flight deck and the player has to listen, he is unable to walk away, he can only move his head. Does anyone know how i can do this in a mission? i looked at the mission in the editor, but i did not found the condition. Maybe it is somewhere in the fsm-file, but i am unable to find it. a few weeks ago, i found a relating thread for OFP, but it did not meet the point. thanks in advance! Share this post Link to post Share on other sites
zigzag 0 Posted May 5, 2010 how about disableuserinput? http://community.bistudio.com/wiki/disableUserInput or maybe they just attached the player to something so he cant move but he can move the head Share this post Link to post Share on other sites
Fuzzy Bandit 10 Posted May 5, 2010 Could try 'disableAI "MOVE"'... might only work for AI though... xD Share this post Link to post Share on other sites
Junker 0 Posted May 6, 2010 i think its done by using FSM, Not got a clue how to do it but im guessing its using some camera trickery :) Share this post Link to post Share on other sites
Chris Death 0 Posted May 6, 2010 In an Intro or Outro you can only move your head as player (at least in OFP it was like that). You have to select that from the pull down options where there usually is set on Mission. In OFP an intro or outro did only work in singleplayer not in multiplayer - in mp you had to do them from inside the mission itself. ;) ~S~ CD Share this post Link to post Share on other sites
zigzag 0 Posted May 6, 2010 forget about my attachTo sulotion, I remeber it wrong, you can move with that command but you are running on the same spot. Share this post Link to post Share on other sites
Bon 12 Posted May 6, 2010 Perhaps not the most elegant way, but my only idea would be to set a display eventhandler on a pressed key via displayAddEventhandler (use this, not displaySetEventHandler), that handles the move keys while a certain condition is true. Look at the example here: http://community.bistudio.com/wiki/displaySetEventHandler Share this post Link to post Share on other sites
k i n g 0 Posted May 6, 2010 thanks for the help. @zigzag: "disableuserinput" is not that good, you can't do anything at all in this situation, i had to shut down my computer @Chris Death: Hm... but it is not in the intro or outro.... it is all in the mission. @Bon: ah ok, i will try this tonight or tomorrow Share this post Link to post Share on other sites
Junker 0 Posted May 7, 2010 I think i know what they are using Just looked in the mission folder and found they are using Enablesimulation. check the C0b_setup script - I think its this part of the code that performs what you asking for {_x useAudioTimeForMoves true} forEach _allParticipantsAll;; {_x setCaptive true} forEach _allParticipantsAll; ["disableAI", _allParticipantsAll] call BIS_fnc_sceneSetBehaviour; //{_nic = [nil, _x, rENABLESIMULATION, true] call RE; _x allowDamage false} forEach _allParticipantsAll; {_x enableSimulation false; _x allowDamage false} forEach _allParticipantsAll; // 2) SET characters to proper positions BIS_zzRotateReady = false; [_buildingpos, _buildingangle, _participants] call BIS_fnc_zzRotate; WaitUntil{BIS_zzRotateReady}; // 1) RUN animation (initial position) _animReady = false; _animReady = [_allParticipantsAll, _allAnimations, nil, 1] call BIS_fnc_sceneSetAnimationsForGroup; WaitUntil{_animReady}; //Sleep 2; WaitUntil{(preloadSound "C0_I0_player") && (preloadSound "C0_I0_Sarge")}; {_x enableSimulation true} forEach _allParticipantsAll; []spawn Share this post Link to post Share on other sites
Deadfast 43 Posted May 7, 2010 All the campaign's cut scenes and dialogs where you can't move use an animation. Share this post Link to post Share on other sites
k i n g 0 Posted May 9, 2010 All right, thats it! just play an animation! thanks! Share this post Link to post Share on other sites