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C.T.B Creations

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  1. C.T.B Creations

    Teleport into vehicle

    Yes, im not in the truck at mission start. But just so we are clear. The Trigger is at the exact same pos as the "Move" waypoint?
  2. C.T.B Creations

    Teleport into vehicle

    Is the "Create Task" module supposed to be "Synchronized Objects" or another one? and what Activation Team should i have on the trigger? I have it on BLUEFOR since Kerry (The Player) is BLUEFOR, NATO
  3. C.T.B Creations

    Teleport into vehicle

    It is truckone. Hold on imma test it again
  4. C.T.B Creations

    Teleport into vehicle

    None of them is working.
  5. C.T.B Creations

    Teleport into vehicle

    Alright. You know what i want... Now... google provides me with the opposite. So I want my player to complete a task when he gets out of a vehicle. But I've only seen the "player in car;" code. Can I just do "player out car;"? xD or "!player in car;" or something like that?
  6. C.T.B Creations

    Teleport into vehicle

    Yes, it said that on the wiki except for the sound part. Thank you. I'll try it out! 😄
  7. C.T.B Creations

    Teleport into vehicle

    Im using init.sqf and here is my complete init.sqf file: enableSentences false; titleCut ["", "BLACK FADED", 999]; [] Spawn { Bis_printText = { private["_blocks","_block","_blockCount","_blockNr","_blockArray","_blockText","_blockTextF","_blockTextF_","_blockFormat","_formats","_inputData","_processedTextF","_char","_cursorBlinks","_cursorInvis"]; _blockCount = count _this; _invisCursor = "<t color ='#00000000' shadow = '0'>_</t>"; //process the input data _blocks = []; _formats = []; { _inputData = _x; _block = [_inputData, 0, "", [""]] call BIS_fnc_param; _format = [_inputData, 1, "<t align = 'center' shadow = '1' size = '0.7'>%1</t><br/>", [""]] call BIS_fnc_param; //convert strings into array of chars _blockArray = toArray _block; {_blockArray set [_forEachIndex, toString [_x]]} forEach _blockArray; _blocks = _blocks + [_blockArray]; _formats = _formats + [_format]; } forEach _this; //do the printing _processedTextF = ""; { _blockArray = _x; _blockNr = _forEachIndex; _blockFormat = _formats select _blockNr; _blockText = ""; _blockTextF = ""; _blockTextF_ = ""; { _char = _x; _blockText = _blockText + _char; _blockTextF = format[_blockFormat, _blockText + _invisCursor]; _blockTextF_ = format[_blockFormat, _blockText + "_"]; //print the output [(_processedTextF + _blockTextF_), 0, 0.15, 5, 0, 0, 90] spawn BIS_fnc_dynamicText; playSound "click"; sleep 0.08; [(_processedTextF + _blockTextF), 0, 0.15, 5, 0, 0, 90] spawn BIS_fnc_dynamicText; sleep 0.02; } forEach _blockArray; if (_blockNr + 1 < _blockCount) then { _cursorBlinks = 5; } else { _cursorBlinks = 15; }; for "_i" from 1 to _cursorBlinks do { [_processedTextF + _blockTextF_, 0, 0.15, 5, 0, 0, 90] spawn BIS_fnc_dynamicText; sleep 0.08; [_processedTextF + _blockTextF, 0, 0.15, 5, 0, 0, 90] spawn BIS_fnc_dynamicText; sleep 0.02; }; //store finished block _processedTextF = _processedTextF + _blockTextF; } forEach _blocks; //clean the screen ["", 0, 0.15, 5, 0, 0, 90] spawn BIS_fnc_dynamicText; }; [ ["BRIEFING, CAMP FOXTROT","<t align = 'center' shadow = '1' size = '0.7'>%1</t><br/>"], ["2020.3.29.","<t align = 'center' shadow = '1' size = '1.0'>%1</t><br/>"] ] spawn Bis_printText; sleep 8; titleCut ["", "BLACK IN", 5]; sleep 20; [0, "BLACK", 5, 0] spawn BIS_fnc_fadeEffect; sleep 5; [str ("CAMP MAXWELL"), str("10 MINUTES LATER"), str(2020) + "." + str(3) + "." + str(29)] spawn BIS_fnc_infoText; kerry moveInAny truckone; sleep 6; titleCut ["", "BLACK IN", 5]; };
  8. C.T.B Creations

    Teleport into vehicle

    Thanks, and it's SP and what I meant by "I don't know where to put the line of code." is that whenever I look at somebody else's mission I try to learn but I almost never see anything because they use scripts. So when I go to the files they don't just have init.sqf they have a bunch of different ones + init.sqf of course. So i was wondering if i had to create some new file or if a had to put it in a trigger, on the player. or in init.sqf
  9. C.T.B Creations

    Teleport into vehicle

    I completely understand the fact that I'm still learning and it might be too much, but I am not making the best skyscraper, I'm making a skyscraper with a low budget and probably a not so good outcome but still a skyscraper. Now since you told me to keep the questions on one topic. Here comes another one. And I know that wiki or youtube or whatever other platforms/websites might already tell me this but I feel like I get the best answer on here. First of all, I am the type of person that needs proper clarification when it comes to anything. And really needs to explain exactly down to the dot (almost) what I need to do. Now all I have is a simple question. Well... It's simple for you, but not me... I figured out the fade to black stuff and the teleport but now I have run into another roadblock. I'll show you. Then explain the problem, for proper clarification because as you said: "Providing information helps to stimulate a meaningful response." https://medal.tv/clips/21344120/d13376cQ0h3k if you look at the clip, after all, the dialogue fades to black, but after there's no sound. I've checked the wiki and all the numbers and what they do in the code but I've changed it and reset about a dozen times. Obviously I should know this, and it is probably very silly to be making. Sorry trying to make a 5 mission campaign when I don't even know the basics of the basics. But to be honest. I'd rather ask everyone here, 100+ questions than giving up or just trying to learn anywhere else, because of my brain =. and i am truly sorry for being such a moron of a person to even go on here and not even take the time to do some research (which I've done) but yeah...
  10. C.T.B Creations

    Teleport into vehicle

    well. im new to scripting and stuff so i don't know where to put the line of code. i think that's the problem. See i want to have the player wait for the dialogue to end then screen fades to black (which i've already done) and then when it fades out again he is in a truck with the rest of his Team.
  11. So I have been looking on the wiki, youtube, steam and in general just googling around on how but I can't seem to figure it out, I want to teleport 4 AI and the player into a vehicle that's in a completely different location and like I said I couldn't find a solution which is why I am here. I am still learning as i go.
  12. C.T.B Creations

    Fade to black then teleport?

    Ok, I appreciate your help. Again I understand that I will have to learn the basics and stuff but I'm gonna keep trying on this campaign until it's finished, no matter how long it takes. See you around 😄
  13. C.T.B Creations

    Fade to black then teleport?

    ok well, I was just saying what I wanted and asking if it was possible and a simple "yes, put that code here" or "add that code" was all I needed. I didn't mean to break some rules or anything but thanks for the inspiration
  14. So I'm making a 5 mission campaign and the first mission is called the lost and I have only set up a briefing so far which you can see here: https://medal.tv/clips/21316929/d1337r5xFx0A and the first typewriter little intro was done in init.sqf but can I make the screen fade to black text shows up and then fades out again in a different location. Let me be more specific. 1. Fade to black 2. Get the same typewriter effect as in the beginning but instead, it says something like "INSIDE TRUCK, NEAR CAMP MAXWELL 15 MINUTES LATER" because i want the player to be inside that car when it fades out again.
  15. do i need to put something in the "";
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