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DeadCossack

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  1. Hi guys, I'm making a SP mission with quite a few cutscenes. In these scenes I'm using code like this: cutText ["", "BLACK FADED", 7]; [0,0,false] spawn BIS_fnc_cinemaBorder; sleep 2; Colonel playmove "Acts_B_hub01_briefing"; titleCut ["", "BLACK IN", 10]; sleep 4; player KbAddTopic ["introduction","texts.bikb","",""]; Colonel KbAddTopic ["introduction","texts.bikb","",""]; Colonel kbTell [player, "introduction", "speech2"]; hint "Listen carefully!"; sleep 55; [1,1,false] spawn BIS_fnc_cinemaBorder; combined with text.bikb it allows me to achieve: a cutscene with cinematic borders; fully voiced character with lipsync and animation; player can't move during scene. The issues I have: player still can use his weapon during the cutscene; I can't set other units in player's team to gather around him. like they're listening to briefing. Situation #2 I'm making an interrogation scene. Using this piece of code cutText ["", "BLACK FADED", 5]; [0,0,false] spawn BIS_fnc_cinemaBorder; Zhyrandole switchMove "Acts_ExecutionVictim_Loop"; sleep 5; titleCut ["", "BLACK IN", 10]; sleep 5; player switchMove "Acts_Executioner_Backhand"; Zhyrandole switchMove "Acts_ExecutionVictim_Backhand"; sleep 5; Zhyrandole switchmove "Acts_ExecutionVictim_Loop"; player KbAddTopic ["introduction","text2.bikb","",""]; Zhyrandole KbAddTopic ["introduction","text2.bikb","",""]; Zhyrandole kbTell [player, "introduction", "zhyrandole"]; hint "Listen carefully!"; sleep 5; player playMoveNow "AidlPercMstpSlowWrflDnon_G01"; sleep 15; [1,1,false] spawn BIS_fnc_cinemaBorder; it allows me to achieve: interrogated unit is on his knees; animation of hitting + reacting of both player and interrogated unit; interrogated unit spills information. The issues I have: Interrogated unit turns arround randomly, not facing player; player's transition to idle animation makes him draw his weapons(main and secondary); I can't set other units in player's team to gather around him. like they're taking part in the process. Will appreciate any help.
  2. Now I'm getting opposite error. Game expects Array, but gets Object -_-
  3. Thank you kindly, sir. But now I have another trouble(yeah I'm not good at this) My OFFROAD1 is finally variablename, but my crew won't spawn in it, it spawns outside vehicle and won't assign to it -_-
  4. Much thanks to you, mr. pierremgi! But here is another trouble. The game sees OFFROAD1 as an Array, not an object. Any ideas why?(
  5. Thanks for your reply, Xian. The thing is, that the area is empty by default. No opfor units. Then player and his team appear, their presence shoot spawnvehicle Trigger and opfor car starts approaching main character. The problem is, "Seized by BLUFOR" trigger will shoot, when Protagonist will enter my designated area, but his enemies won't spawn yet.
  6. So, I will describe the situation. Protagonist and his teammates go to a certain area. Vehicle, full of Tangos, spawns and rides towards them. Fight starts. After a firefight(when all enemies r dead) I want my main character to get a hint about certain building. Entering this building will start a script, which changes a time of day. Reasons I need variable 4 vehicle ad enemy units: - to lock a vehicle 3 protagonist and his crew(because of my mission's storytelling); - to shoot a hint-trigger.(I don't want remaining Tangos to attack my team, while my skiptime-script and a short cutscene are playing).
  7. Hi guys, I am developing a pretty ambitious mission for ARMA3 singleplayer. I made a lot of spawns of enemy units to decrease CPU loading on my mission. But I have a serious issue, I can't find a way to give these groups and vehicles a variable names for my triggers to work in case of their elimination and so on. Here is an example of my spawn script: _crewNE = []; _offroad1 = []; _mygroupNE = []; if (isServer) then { _crewNE = creategroup EAST; _OFFROAD1 = [getMarkerPos "vehicleNE", 140, "I_G_Offroad_01_F", _crewNE] call BIS_fnc_spawnVehicle; _wp1 = _crewNE addWaypoint [(getmarkerpos "vNE"), 0]; _wp1 setWaypointType "TR UNLOAD"; _wp1 setWaypointSpeed "FULL"; _wp2 = _crewNE addWaypoint [(getmarkerpos "vNE1"), 0]; _wp2 setWaypointType "SAD"; _wp2 setWaypointSpeed "FULL"; _mygroupNE = [getmarkerpos "vehicleNE", RESISTANCE, ["I_C_Soldier_Bandit_5_F","I_C_Soldier_Bandit_1_F","I_C_Soldier_Para_8_F"," I_C_Soldier_Para_4_F","I_C_Soldier_Para_3_F","I_C_Soldier_Bandit_4_F"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _wp1a = _mygroupNE addWaypoint [getmarkerpos "vNE1", 0]; { _x setUnitPos "UP"; } forEach (units _mygroupNE); sleep .5; _mygroupNE1 = _mygroupNE; { _x assignAsCargo (_OFFROAD1 select 0); _x moveIncargo (_OFFROAD1 select 0);} foreach units _mygroupNE; };
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