CME4WHOIAM 0 Posted August 30, 2003 Share Posted August 30, 2003 If you give advice for something wrong please right coment doen so i no what to look at to fix Group: <Default> Comment: objective 4 complete Trigger Event: A member of Team A is within 0 meter(s) of HQ zone. Responses: Mark Objective 4 complete in the objective list. Increment objectives counter. Prevent this block from being reactivated. Group: <Default> Comment: un peace keeper dies Trigger Event: A member of Team A has been killed. Responses: Display "A Un peace keeper has died" and register mission failure. Group: <Default> Comment: no players left Trigger Event: All players have died or left the game. Responses: Display "No players left" and register mission failure. Group: <Default> Comment: All rebels have been killed Trigger Event: All actors in Bad guys have been killed. Responses: Display "No more rebel forces" and register mission completion. Group: <Default> Comment: objective 1 complete Trigger Event: All members of Train Station have been killed. Responses: Mark Objective 1 complete in the objective list. Increment objectives counter. Group: <Default> Comment: objective 2 complete Trigger Event: All members of Train Tracks have been killed. Responses: Mark Objective 2 complete in the objective list. Increment objectives counter. Group: <Default> Comment: objective 3 complete Trigger Event: All members of HQ have been killed. Responses: Mark Objective 3 complete in the objective list. Increment objectives counter. Group: <Default> Comment: All objectives ment Trigger Event: 1 second(s) elapsed. Responses: Allow this block to be reactivated. Continue executing responses if ((The value of objectives counter) is equal to 4). Set objectives counter to 4. Display "All objectives have been met" and register mission completion. Prevent this block from being reactivated. Group: <Default> Comment: 02:skip cinema Trigger Event: The player has requested to skip the current cinematic. Responses: Set cinema skip to (The state of cinema skip). Set skip cinema flag to true. Fade to black. Return the camera to the default viewpoint. Enable the skip cinema group script blocks. End Cinematic Mode. Begin recording replay now. Group: <Default> Comment: 01: movie starts hide everything Trigger Event: The simulation is starting. Responses: Override default replay recording start. Continue executing responses if (The game mode is Single Player). Make all members of ghost undetectable. Begin Cinematic Mode. Make UN visible to the game world. Play "breath_run_m " at volume 1. Enable the A book script blocks. Turn off platoon AI for ghost. Hide Bad guys from the game world. Hide Friendly from the game world. Group: <Default> Comment: ghost platoon Trigger Event: The simulation is starting. Responses: Set ghost to (The player-controlled platoon). Group: <Default> Comment: 00: start movie Trigger Event: The simulation is starting. Responses: Begin Cinematic Mode. Place the camera at Camera A, facing Camera target A. Group: <Default> Comment: 03: movie ends show everything Trigger Event: 10 second(s) elapsed. Responses: End Cinematic Mode. Make all members of ghost detectable. Turn on platoon AI for ghost. Make Bad guys visible to the game world. Make Friendly visible to the game world. Hide Insert people from the game world. Return the camera to the default viewpoint. Begin recording replay now. Group: <Default> Comment: objective 4 complete Trigger Event: A member of Team A is within 0 meter(s) of HQ zone. Responses: Mark Objective 4 complete in the objective list. Increment objectives counter. Prevent this block from being reactivated. Group: <Default> Comment: un peace keeper dies Trigger Event: A member of Team A has been killed. Responses: Display "A Un peace keeper has died" and register mission failure. Group: <Default> Comment: no players left Trigger Event: All players have died or left the game. Responses: Display "No players left" and register mission failure. Group: <Default> Comment: All rebels have been killed Trigger Event: All actors in Bad guys have been killed. Responses: Display "No more rebel forces" and register mission completion. Group: <Default> Comment: objective 1 complete Trigger Event: All members of Train Station have been killed. Responses: Mark Objective 1 complete in the objective list. Increment objectives counter. Group: <Default> Comment: objective 2 complete Trigger Event: All members of Train Tracks have been killed. Responses: Mark Objective 2 complete in the objective list. Increment objectives counter. Group: <Default> Comment: objective 3 complete Trigger Event: All members of HQ have been killed. Responses: Mark Objective 3 complete in the objective list. Increment objectives counter. Group: <Default> Comment: All objectives ment Trigger Event: 1 second(s) elapsed. Responses: Allow this block to be reactivated. Continue executing responses if ((The value of objectives counter) is equal to 4). Set objectives counter to 4. Display "All objectives have been met" and register mission completion. Prevent this block from being reactivated. Group: <Default> Comment: 02:skip cinema Trigger Event: The player has requested to skip the current cinematic. Responses: Set cinema skip to (The state of cinema skip). Set skip cinema flag to true. Fade to black. Return the camera to the default viewpoint. Enable the skip cinema group script blocks. End Cinematic Mode. Begin recording replay now. Group: <Default> Comment: 01: movie starts hide everything Trigger Event: The simulation is starting. Responses: Override default replay recording start. Continue executing responses if (The game mode is Single Player). Make all members of ghost undetectable. Begin Cinematic Mode. Make UN visible to the game world. Play "breath_run_m " at volume 1. Enable the A book script blocks. Turn off platoon AI for ghost. Hide Bad guys from the game world. Hide Friendly from the game world. Group: <Default> Comment: ghost platoon Trigger Event: The simulation is starting. Responses: Set ghost to (The player-controlled platoon). Group: <Default> Comment: 00: start movie Trigger Event: The simulation is starting. Responses: Begin Cinematic Mode. Place the camera at Camera A, facing Camera target A. Group: <Default> Comment: 03: movie ends show everything Trigger Event: 10 second(s) elapsed. Responses: End Cinematic Mode. Make all members of ghost detectable. Turn on platoon AI for ghost. Make Bad guys visible to the game world. Make Friendly visible to the game world. Hide Insert people from the game world. Return the camera to the default viewpoint. Begin recording replay now. Quote Link to post Share on other sites
Matt03 0 Posted August 30, 2003 Share Posted August 30, 2003 (edited) Group: <Default> Comment: All rebels have been killed Trigger Event: All actors in Bad guys have been killed. Responses: Display "No more rebel forces" and register mission completion. You should probably make all the objectives complete if you do this. Group: <Default> Comment: All objectives ment Trigger Event: 1 second(s) elapsed. Responses: Allow this block to be reactivated. Continue executing responses if ((The value of objectives counter) is equal to 4). Set objectives counter to 4. Display "All objectives have been met" and register mission completion. Prevent this block from being reactivated. You don't need the counterset in there. Now for the cinematic. You have begin cinematic mode in there twice. Not needed. On ever cinematic block except the one where you enable the A script blocks you need the group to say A book or whatever the block is. You will also need to do one more thing for all the blocks in the cinema. Stopif getflagstate skip cinema flag. Other things that I have seen you don't need. Set cinema skip to (The state of cinema skip). That is on the block where you request to skip the cinema. Begin Cinematic Mode. Place the camera at Camera A, facing Camera target A. Not needed because you do that later. This is the block second to the bottom. Edited August 30, 2003 by Matt03 Quote Link to post Share on other sites
CME4WHOIAM 0 Posted August 30, 2003 Author Share Posted August 30, 2003 none of the quotes worked. the one block i have if u press it it will end thats all i needed all i do is press it it it ends at any time. dont no why Quote Link to post Share on other sites
Matt03 0 Posted August 30, 2003 Share Posted August 30, 2003 (edited) Well I understand why it ends but for later cinematics you will need to use that form so you should start practicing now. none of the quotes worked. I messed up on one and then the rest got messed up. Got it fixed. Edited August 30, 2003 by Matt03 Quote Link to post Share on other sites
CME4WHOIAM 0 Posted August 30, 2003 Author Share Posted August 30, 2003 ok i guess i should start doing it right than and countinue. how long should a movie be Quote Link to post Share on other sites
Matt03 0 Posted August 31, 2003 Share Posted August 31, 2003 I think most movies should be between 10-30 seconds. If you have something cool in there it could be longer but it really doesn't matter how long it is just as long as people can skip the cinematic if they want to. Quote Link to post Share on other sites
Viper_Talon 0 Posted September 4, 2003 Share Posted September 4, 2003 Hey CME, not sure what you ever did with this or if you even care but if the mission is still in your mod. you have this block twice. Group: <Default> Comment: ghost platoon Trigger Event: The simulation is starting. Responses: Set ghost to (The player-controlled platoon). shouldnt hurt anything but you never know and it is not needed Quote Link to post Share on other sites
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