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patronorion

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About patronorion

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  1. patronorion

    Help with Multiplayer Intro Overlay

    I replaced the ~5 etc with the sleep command, but a new issue has come up. The camera no longer initializes and won't start the panning shot.
  2. I'm creating a coop mission, and I want to add an intro using the AAN World News overlay function (BIS_fnc_AAN). I created my very basic camera script with titles and the function. When the camera shot is over, The player regains control of their character, but the AAN World News overlay stays on screen. I want this overlay to disappear when the player has regained control of their character. My intro.sqf code looks like this: titleText ["Operation Return Package\n\nBy PatronOrion", "BLACK IN", 6]; playmusic "Track02_SolarPower"; title = parsetext "<t size='2.3' font='PuristaBold' shadow='2'>NATO Helicopter Shot Down</t><br /><t size='.85'>Earlier this morning a NATO helicopter pilot was shot down and captured by Opfor in Southern Stratis.</t>"; scroll = parsetext "Military Units across Altis report increasing insurgent attacks. <t color='#FF0000' shadow='2'>- AAN -</t> Stratis citizens report seeing divers entering Agia Marina. <t color='#FF0000' shadow='2'>- AAN -</t> Helicopter Crash on Stratis early this morning. More info on our website. <t color='#FF0000' shadow='2'>- AAN -</t> Opfor release video of captured NATO Pilot. <t color='#FF0000' shadow='2'>- AAN -</t>"; nul = [title,scroll] spawn BIS_fnc_AAN; _camera = "camera" camCreate [2242.23,3298.17,5.95]; _camera camPrepareTarget [91545.19,31866.65,34862.39]; _camera camPreparePos [2242.23,3298.16,5.95]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 3; _camera cameraEffect ["internal", "back"]; waituntil {camCommitted _camera}; ~5 _camera camPrepareTarget [97938.50,-3712.93,28221.17]; _camera camPreparePos [2232.44,3341.70,3.80]; _camera camPrepareFOV 0.700; _camera camCommitPrepared 20; _camera cameraEffect ["internal", "back"]; waituntil {camCommitted _camera}; ~25 titleText ["A few hours later...", "BLACK", 4]; deleteVehicle [_intro1, _intro2, _pilot1]; ~4 player cameraeffect ["terminate", "back"]; camdestroy _camera; titleText ["", "PLAIN IN"]; 3000 cutText ["","PLAIN"]; ~5 10 fademusic 0; Everywhere I've searched, wether on these forums, the Armaholic forums, and google, the code to end the function is; 3000 cutText ["", "PLAIN"] But when this code is used ingame, the Overlay does not disappear when the player regains control of their character, and stays onscreen for the duration of the mission. I've tried using titleText, cutRsc and cutObj, but none of them remove the AAN overlay from the screen. Any help in solving this issue would be appreciated. Thanks ~PatronOrion
  3. patronorion

    Map Script Help

    Demonized, by side present, do you mean detected by BLUFOR? And how would I script my own "remove contamination" script? PatronOrion
  4. Hello guys! I am new here but have been playing Arma II for awhile. I have recently started to play with the editor and was wondering how to make zones where someone would get hurt over time, like radiation exposure. The reason I am asking this is because I want to make a sort of coop role play map where you rescue civilians in an area that was hit with a dirty bomb. So, back to what I want to know; I want to know how (if possible) to make zones that give the player radiation. The longer they are in it, the bigger the dose. And it doesn't go away until to go to a "decontamination" tent, which heals you and removes the radiation from your body. Any help would be appreciated. PatronOrion
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