View Full Version : I need a beta tester
FSPilot
Apr 27 2003, 01:42
Destroy the SCUDs...
You basically land on the island, infiltrate, blow up 3 SCUDs, then try to get off alive. Should be easy, right? Let's just say the intelligence isn't exactly... accurate. The enemy will react too, so be careful.
No addons recquired
http://FSPilot.homestead.com/files/OPFpics/SCUDs10.zip
Any volunteers?
edit - updated link
Sinister[tnuC]
Apr 27 2003, 09:57
missing addons - CWKzodiacBO,CWKzodiac
theavonlady
Apr 27 2003, 10:04
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Sinister[tnuC] @<hidden> 27 April 2003,12:57)</td></tr><tr><td id="QUOTE">missing addons - CWKzodiacBO,CWKzodiac[/QUOTE]<span id='postcolor'>
Those are Colonel Klink's Zodiac boats. Don't know if this will cover them both but file CWKzodiac.PBO is available from this FAQ download link (http://www.filefront.com/?filepath=/theofpfaq/addons/OFP_Addon_ZodiacBoats_v20.zip).
1. No overview - it will only take you a few minutes to make one.
2. The briefing was unorganised and could use some work. Got a missing file error on the briefing.
3. There is no need to show the waypoints on the map.
4. Add some more patrols that will call for backup if they spot the enemy (toadlife has a script which will do this)
5. The mission was far to easy (I completed it in 4 minutes), why would the scuds be in such an open location?
6. An intro and outro would be nice.
If you fix some of these points your mission will be much more fun.
RED
FSPilot
Apr 27 2003, 20:37
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RED @<hidden> 27 April 2003,17:54)</td></tr><tr><td id="QUOTE">[/QUOTE]<span id='postcolor'>
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">3. There is no need to show the waypoints on the map.
[/QUOTE]<span id='postcolor'>
How do I get rid of the waypoints? I haven't seen it in any tutorials.
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">4. Add some more patrols that will call for backup if they spot the enemy (toadlife has a script which will do this)[/QUOTE]<span id='postcolor'>
You can do it with a trigger I think.
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">2. The briefing was unorganised and could use some work. Got a missing file error on the briefing. [/QUOTE]<span id='postcolor'>
The missing file error should be the Zodiak boat, I'll change it in the addons recquirement (it shouldn't be recquired in the first place, I just cleaned out my addons folder so all I have in there is BAS delicacys, this completely confuses me). Can you give me some more details on the briefing? What's wrong with it?
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">5. The mission was far to easy (I completed it in 4 minutes), why would the scuds be in such an open location? [/QUOTE]<span id='postcolor'>
Well, they don't fit under the mattress and the closet was filled with the Vx gas. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/tounge.gif http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif
Thank you all for the input.
http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif
I'm working on the intro and outro, and overview. I'll probably add some more patrols and more AI that react to your doing things.
Did the mission work without the addons?
edit - I couldn't check Avon's link, it was down for some reason. You can also find the missing addons at opflash.org here (http://www.opflash.org/addons.php?v=153)
FSPilot
Apr 28 2003, 02:54
OK, here are the updates I'm working on.
1) Better overview and briefing.
2) Harder mission (more enemy, smarter enemy, SCUDs will be hidden).
3) Fixed missing addons problem.
I don't know how long it will take me, got finals coming up. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/crazy.gif http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/sad.gif
CoolCarlos2002
Apr 28 2003, 15:37
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RED @<hidden> 27 April 2003,12:54)</td></tr><tr><td id="QUOTE">1. No overview - it will only take you a few minutes to make one.
3. There is no need to show the waypoints on the map.
RED[/QUOTE]<span id='postcolor'>
just turn to veteran mode ....... http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/crazy.gif
FSPilot
Apr 28 2003, 18:22
I think he means the waypoints that I gave the player. They're showing up as those stupid circles with black lines attaching them on his in-game map.
DestroyerX
Apr 29 2003, 17:56
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (FSPilot @<hidden> 28 April 2003,20:22)</td></tr><tr><td id="QUOTE">I think he means the waypoints that I gave the player. They're showing up as those stupid circles with black lines attaching them on his in-game map.[/QUOTE]<span id='postcolor'>
I'm wondering this too... How to get rid off the waypoints on the map. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/confused.gif
FSPilot
Apr 29 2003, 20:54
Just as an update, I've made a better briefing and a new mission intro that lasts roughly 2 minutes with new music. I'll probably make a short outro to go with it but it'll be on the back burner.
Thats pretty solid stuff mate well done. No Classic that being said but still a nicely made little ditty
If you like that you'll love v2.0 http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
You didn't have any problems with addons?
*drumroll*
v1.0 is out, get it here http://FSPilot.homestead.com/files/OPFpics/SCUDs10.zip.
It recquires 3 addons, and resistance.
CWK_Zodiac by Colonel Klink (aka Robert Watt) Version 1 available here (http://www.opflash.org/addons.php?v=153)
Gunslinger's Editor Update v1.02 available here (http://ofp.gamezone.cz/index.php?showthis=2542).
Konyak's Antonov-124 available here here (http://ofp.gamezone.cz/index.php?showthis=2522).
Resistance (official addon, gotta pay for it)
Let me know what you think! http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif
Sorry forgot to ask, what kind of copyright information do I need to include to use copyrighted music?
SpeedyDonkey
May 4 2003, 17:46
Hello there! I downloaded your mission. Great cutscene, unfortunately i did´nt make it that much further, i guess i can blaime that on sporadic lag (but that does´nt have to do with the mission though) Great work and cool music. I think i´ll give it another try later tonight.
http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif thanks for the feedback.
I take it you're all just re-watching that intro over and over again? http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
FSPilot
May 11 2003, 16:11
*bump*
I know it's probably boring by now, but can you guys at least look at the intro please? http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
theavonlady
May 11 2003, 16:58
I think I'm gonna shoot you, FSPILOT! http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/mad.gif I downloaded the mission just now, thinking that the first post was an up-to-date version.
So, I found no cutscene or music. The mission? Killed two fellas next to the tent, took binocs.
Proceeded NW, placed 3 satchels next to scuds with their headlights on and drivers smiling.
Went back across the field, blew up the scuds and went back along the waterline, even belwo it a drop. That prevented the 3 dummies from spotting me and I easily took them out.
Got into my Zodiac and headed south full throttle. One large round was fired at me half way across and I made it to the other side. Mission completed successfully, though nothing was checked green.
Am I missing something here? http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/confused.gif
FSPilot
May 11 2003, 18:40
No! Ah!
Simple error on my part! I didn't edit my first post to have the new link in it, I just posted it later. Fixing it now...
Anyway, http://FSPilot.homestead.com/files/OPFpics/SCUDs10.zip is the updated file.
Sorry! My fault! http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/crazy.gif
theavonlady
May 12 2003, 07:44
The mission is way too easy. My comments:
- Put a Briefingname statement in MISSION.SQM and give your mission a more original name than SCUDS or DESTROY THE SCUDS.
- Add a picture to the briefing and a version number so that folks always know they're up to date with the latest version.
- Regarding the sniper spying near the runway in the intro - he's way too close. Put him much further away, with a pair of binocs.
- Somewhere during the intro dialog, the Spetsnaz soldier uses the exclamation "Wow". I don't think so. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif
- The briefing format should be changed. First of all, the objectives list should always be on the first page to make it easy for the player to check his status, instead of having to flip pages in mid-mission. This means moving the briefing text to another page and link to it from the first page with the objectives.
- Divide your briefing text into paragraphs.
- Near the top of the briefing, there's a sentence that starts with "As you know, Nogova has had it's..........". The word "its" should not contain an apostrophe. Minus 2 points. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/tounge.gif
- "VX" mentioned in the briefing should be in upper case.
- You refer to the island to the east. There should be a map marker to it and the briefing text should contain the marker link.
Now on to the mission:
- It was way too easy.
- The zodiac should be a drop closer to shore. I got injured wading towards it.
- Try giving NVGs to all the enemies. They can't see a thing.
- The player should have a pair of binocs. OK, so I killed someone and took his. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
- Soldiers at the beach should be on more active patrol.
- the lights on the M2s and SCUDs should be off.
- There should be no drivers in the SCUDs.
- There's a jeep roaming around. I haven't checked this but if anyone in the jeep detectes the player, they should disembark and search for the player. What's a patrol for! http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/confused.gif
- Why is there no fence and no guard towers around the airstrip?
- The M2 on the south central edge of the island should be moved back to the airstrip, IMO. He's so obvious even from a distance.
- Doesn't it bother you that none of the enemy are impressed by a black Zodiac on the shore? Hah! Having it sunk, with smoke rising from it would mean that our fearless hero would have to make it to the east island on foot and find an alternate evac method.
- Guards were useless on the east island. They should be agressively patrolling. Again, NVGs and not standing around. I just came around from behind the houses and placed the stachel, while there a few dozen meters from me at ease, after SCUDs 1 and 2 were taken out. Not very serious.
- The last mission objective, after taking out the SCUDs, should simply be Extract back to base. No resist nonsense. Mission accomplished - now save your skin.
- The last objective never checked green for me. I landed on Nogova's northern shore opposite SCUD island and moved all over the place east and west. Had to issue the ENDMISSION cheat. 21 kills plus the SCUDs. Too easy.
( Passed out due to lack of oxygen )
*Five minutes later*
( Gasp! ) Oh! She stopped... the air is circulating again!....
http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif
Well, that certainly was a long read... was there really that much wrong with it? I haven't tried it, yet, but I'm planning to ( once you release the updated version, FSPilot ).
P.S. What does the FS stand for, anyway? http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/confused.gif
[Gareth Gates must die]
theavonlady
May 12 2003, 08:42
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Skul @<hidden> 12 May 2003,11:27)</td></tr><tr><td id="QUOTE">( Passed out due to lack of oxygen )[/QUOTE]<span id='postcolor'>
I had to replace my keyboard's toner cartridge. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/tounge.gif http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
theavonlady
May 12 2003, 13:40
Oh, I forgot to mention ..............................
I'm playing in veteran mode. When I get back to the Zodiac, there's an annoying and useless yellow waypoint marker on the screen.
FSPilot
May 12 2003, 18:03
theavonlady
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">- Put a Briefingname statement in MISSION.SQM and give your mission a more original name than SCUDS or DESTROY THE SCUDS.[/QUOTE]<span id='postcolor'>
"Kill the SCUDs"? http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">- Somewhere during the intro dialog, the Spetsnaz soldier uses the exclamation "Wow". I don't think so. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif[/QUOTE]<span id='postcolor'>
How about "Gee golly whiz sir!"? http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wink.gif
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">- the lights on the M2s and SCUDs should be off.[/QUOTE]<span id='postcolor'>
I put "This doaction ["LIGHT OFF"] in their init fields and it apparently didn't work, anybody know how to get that to work?
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">- There should be no drivers in the SCUDs.[/QUOTE]<span id='postcolor'>
This is a tough one. The only way I could get the SCUDs to register for a trigger, at least I trigger that I knew how to make, was to make them all under the "East" instead of empty category. I couldn't find a way to get rid of the drivers.
hmm... I suppose I could get them to disembark and go have a chat with some soldiers or something.
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">- There's a jeep roaming around. I haven't checked this but if anyone in the jeep detectes the player, they should disembark and search for the player. What's a patrol for! http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/confused.gif[/QUOTE]<span id='postcolor'>
They don't? I swear I remember them doing that.
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">- The last objective never checked green for me. I landed on Nogova's northern shore opposite SCUD island and moved all over the place east and west. Had to issue the ENDMISSION cheat. 21 kills plus the SCUDs. Too easy.[/QUOTE]<span id='postcolor'>
Did you head directly south towards your waypoint from your starting point after destroying all the SCUDs? I'll probably have to make the ending trigger bigger.
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">
- The last mission objective, after taking out the SCUDs, should simply be Extract back to base. No resist nonsense. Mission accomplished - now save your skin.[/QUOTE]<span id='postcolor'>
I just did that so it would go along with the SERE acronym.
Survival, Evasion, Resistance, Escape.
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">- Add a picture to the briefing and a version number so that folks always know they're up to date with the latest version.
- Regarding the sniper spying near the runway in the intro - he's way too close. Put him much further away, with a pair of binocs.
- The briefing format should be changed. First of all, the objectives list should always be on the first page to make it easy for the player to check his status, instead of having to flip pages in mid-mission. This means moving the briefing text to another page and link to it from the first page with the objectives.
- Divide your briefing text into paragraphs.
- Near the top of the briefing, there's a sentence that starts with "As you know, Nogova has had it's..........". The word "its" should not contain an apostrophe. Minus 2 points. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/tounge.gif
- "VX" mentioned in the briefing should be in upper case.
- You refer to the island to the east. There should be a map marker to it and the briefing text should contain the marker link.
Now on to the mission:
- It was way too easy.
- The zodiac should be a drop closer to shore. I got injured wading towards it.
- Try giving NVGs to all the enemies. They can't see a thing.
- The player should have a pair of binocs. OK, so I killed someone and took his. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
- Soldiers at the beach should be on more active patrol.
- Why is there no fence and no guard towers around the airstrip?
- The M2 on the south central edge of the island should be moved back to the airstrip, IMO. He's so obvious even from a distance.
- Doesn't it bother you that none of the enemy are impressed by a black Zodiac on the shore? Hah! Having it sunk, with smoke rising from it would mean that our fearless hero would have to make it to the east island on foot and find an alternate evac method.
- Guards were useless on the east island. They should be agressively patrolling. Again, NVGs and not standing around. I just came around from behind the houses and placed the stachel, while there a few dozen meters from me at ease, after SCUDs 1 and 2 were taken out. Not very serious.
I'm playing in veteran mode. When I get back to the Zodiac, there's an annoying and useless yellow waypoint marker on the screen.
[/QUOTE]<span id='postcolor'>
Check, check, check, double check.
*gasp*
Skul
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Well, that certainly was a long read... was there really that much wrong with it? I haven't tried it, yet, but I'm planning to ( once you release the updated version, FSPilot ).
P.S. What does the FS stand for, anyway? http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/confused.gif[/QUOTE]<span id='postcolor'>
FS = Flight Simulator
The updated version is linked above, SCUDs10.zip I think.
I'm particularly interested in knowing what you guys think of the intro. That one's got a special place on my harddrive. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
Thank you all for beta testing for me, I'd never of noticed some of this stuff.
theavonlady
May 12 2003, 18:29
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (FSPilot @<hidden> 12 May 2003,21:03)</td></tr><tr><td id="QUOTE">theavonlady
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">- Put a Briefingname statement in MISSION.SQM and give your mission a more original name than SCUDS or DESTROY THE SCUDS.[/QUOTE]<span id='postcolor'>
"Kill the SCUDs"? http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif[/QUOTE]<span id='postcolor'>
How about "Evening Breeze"? http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">- There should be no drivers in the SCUDs.[/QUOTE]<span id='postcolor'>
This is a tough one. The only way I could get the SCUDs to register for a trigger, at least I trigger that I knew how to make, was to make them all under the "East" instead of empty category. I couldn't find a way to get rid of the drivers.
hmm... I suppose I could get them to disembark and go have a chat with some soldiers or something.[/QUOTE]<span id='postcolor'>
For each scud:
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">init="myDriver1 = driver scud1; myDriver1 action [""EJECT"", scud1]; unassignvehicle myDriver1; deleteVehicle myDriver1";[/QUOTE]<span id='postcolor'>
Do the same for myDriver/Scud 2 and 3
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">- There's a jeep roaming around. I haven't checked this but if anyone in the jeep detectes the player, they should disembark and search for the player. What's a patrol for! http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/confused.gif[/QUOTE]<span id='postcolor'>
They don't? I swear I remember them doing that.[/QUOTE]<span id='postcolor'>
I said I didn't check this.
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I'll probably have to make the ending trigger bigger.[/QUOTE]<span id='postcolor'>
Yep.
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Check, check, check, double check.
*gasp*
[/QUOTE]<span id='postcolor'>
At ease. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wink.gif
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I'm particularly interested in knowing what you guys think of the intro.[/QUOTE]<span id='postcolor'>
Very nice. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
FSPilot
May 12 2003, 22:15
I sort of ripped off the music from the "trinity and beyond" soundtrack. It's an amazing soundtrack for a documentary, I figured they wouldn't mind if I didn't make any money for the mission.
anyway I'll work more on the mission after wednesday, last day of finals! http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif
thanks for the feedback!
The intro was very good.
Here's a few tips:
When you don't have any recorded speech (like me and a few other mission makers) and use text-only speeches, you could make it look a little better by typing in the speaker's name. Something like the following:
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Guba: 'Me an evil git!'[/QUOTE]<span id='postcolor'>
In the script.sqs (or w/e you call it), it would look like this:
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">titlecut ["Guba: 'Me an evil git!'","PLAIN DOWN",1][/QUOTE]<span id='postcolor'>
I find that 'PLAIN DOWN' is good for speech.
You can have radio text by typing this:
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">[West,"HQ"] sidechat "Right, go and blow those SCUDs up, or whatever you're there for..."[/QUOTE]<span id='postcolor'>
What did you use to activate your intro? If you used a trigger, I suggest moving the activation of the intro script to the init line of a unit (say, the player).
You can just simply type in:
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">[] exec "intro.sqs"[/QUOTE]<span id='postcolor'>
and it will start as soon as the mission loads.
Having done that, you should add this to the start of your intro script:
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">titlecut [" ","BLACK IN",5]
~5[/QUOTE]<span id='postcolor'>
This will make the screen black in over 5 seconds and wait 5 seconds for the fade to complete before continuing with the rest of the intro.
Now, at the end of the intro, tpye in this:
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">titlecut [" ","BLACK OUT",5]
~5[/QUOTE]<span id='postcolor'>
Like above, it will fade the screen over 5 seconds. This time, to black. This allows a nice transition at stops the player from seeing his ( or her, Avon http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif ), position.
And finally, if you want to stop the player from mucking up your cutscenes, or to stop them skipping your cutscenes, type:
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">disableuserinput true[/QUOTE]<span id='postcolor'>
at the start of your cutscene script. After you type this in a cutscene, you MUST type
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">disableuserinput false[/QUOTE]<span id='postcolor'>
to reinstate the player's control. If you don't type that, you won't be able to move your character. In fact, you won't be allowed to type a single command into your computer. You can't even Alt-Tab out!
.........Phew.....
Well, I hope this helps you. I'm not giving you all this because I thought it was crap (because it wasn't), but to simply aid you in bettering it beyond it's current stage. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif
By the way, the intro was good. If it had had recorded voices, it would have looked pretty proffessional. I liked the way the camera tilted up to the sky, then all you hear is the gunshots. That was a good cinematic effect. See ya!
[Gareth Gates must die]
EDITED:
I double-posted...?
http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/confused.gif
FSPilot
May 14 2003, 17:31
Thanks for the input skul. I think I'm done working on the intro, it's coordinated very carefully to get the AI to do what I want when I want. I might consider adding in those little transitions at the beginning and end of the intro so you don't get a little flash of the thing loading. Thanks. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
What'd you think of the music? A bit melodramatic?
The music suited it. Good choice. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
Scripted cutscenes rule, don't they? When I made my first one, I was like, 'No way! I didn't make this!'. lol
...Now if I had only learned 'em sooner...
[Gareth Gates must die]
FSPilot
May 14 2003, 21:04
Oh yeah, I had always wanted to be a movie director. I also thought intro scripting was way over my head. Then I tried it, it's easy and fun! http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif
Easy as hell! I can throw together a good-looking cutscene in about 2-3 minutes with scripts! http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif
FSPilot
May 18 2003, 01:29
Well, school's out. I've been working on this mission some lately and frankly I'm stumped. I tried theavonlady's script in the SCUDs and it didn't work, so I tried to make my own and it ended up CTDing OFP. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wow.gif
I'll have to do some research before I can get this thing to work.
But just to keep you guys interested, here's a list of changes...
-Updated briefing, including photo and more concise, and grammarically correct, briefing. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
-Mission will be much harder, and I didn't just move the "skill" slider to the right either
-More soldiers, more articulate defense system.
I'm also considering putting in landmines. I'm just not sure I want to make installing it that much more complicated. It'll probably happen though.
FSPilot
May 29 2003, 18:39
Well, it's almost done. The only thing that's holding me up is giving all the soldiers NVGs. I can add it to their inventory but can't force them to use it, anybody know the command for that?
Other than that it's basically done, complete with landmines. http://forums.bistudio.com/oldsmileys/smile_o.gif
theavonlady
May 29 2003, 18:42
Of course, you could still make it AMORE compliant. http://forums.bistudio.com/oldsmileys/smile_o.gif
AMORE compliant? What's AMORE?
Well you see...
When the moon hits you eye like a big pizza pie
That's amore
When the world seems to shine like you've had too much wine
That's amore
Bells will ring ting-a-ling-a-ling, ting-a-ling-a-ling
And you'll sing "Vita bella"
Hearts will play tippy-tippy-tay, tippy-tippy-tay
Like a gay tarantella
When the stars make you drool just like a pasta fagiole
That's amore
When you dance down the street with a cloud at your feet
You're in love
When you walk down in a dream but you know you're not
Dreaming signore
Scuzza me, but you see, back in old Napoli
That's amore
When the moon hits you eye like a big pizza pie
That's amore
When the world seems to shine like you've had too much wine
That's amore
Bells will ring ting-a-ling-a-ling, ting-a-ling-a-ling
And you'll sing "Vita bella"
Hearts will play tippy-tippy-tay, tippy-tippy-tay
Like a gay tarantella
When the stars make you drool just like a pasta fagiole
That's amore
When you dance down the street with a cloud at your feet
You're in love
When you walk down in a dream but you know you're not
Dreaming signore
Scuzza me, but you see, back in old Napoli
That's amore
Lucky fella
When the stars make you drool just like a pasta fagiole
That's amore
When you dance down the street with a cloud at your feet
You're in love
When you walk down in a dream but you know you're not
Dreaming signore
Scuzza me, but you see, back in old Napoli
That's amore, (amore)
That's amore
And it recquires resistance. http://forums.bistudio.com/oldsmileys/smile_o.gif
theavonlady
Jun 2 2003, 04:31
And it recquires resistance. http://forums.bistudio.com/oldsmileys/smile_o.gif
Amore? Nope. V1.20 and above. http://forums.bistudio.com/oldsmileys/smile_o.gif
I see......... I didn't understand a word...
[Gareth Gates must die]
blackdog~
Jun 2 2003, 13:21
Was just reading through this thread (although I usually do multiplayer maps) and I thought I might let you know that you can do "this moveInCargo" to a gamelogic, and you might be able to use a game logic instead of the drivers. Not sure about it though.
Whoah! Someone other than me, Avon and FSPilot replied in this thread! http://forums.bistudio.com/oldsmileys/biggrin_o.gif
P.S. Blackdog, you seem to have evolved... http://forums.bistudio.com/oldsmileys/rock.gif http://forums.bistudio.com/oldsmileys/tounge_o.gif
[Gareth Gates must die]
Was just reading through this thread (although I usually do multiplayer maps) and I thought I might let you know that you can do "this moveInCargo" to a gamelogic, and you might be able to use a game logic instead of the drivers. Not sure about it though.
Problems already fixed (I used that nifty trick where you group an empty object and a trigger).
But just so I know, what's a game logic?
It's under Side|Game Logic
It's essentially just something that you can use to do stuff, like activate triggers and so forth, without using soldiers.
[Gareth Gates must die]
This one is almost done, all I need to do is play with the briefing/overview to get it right and I'll probably post it at some popular website. I think I'm done working on it.
Anyway, look forward to a sequel and maybe even a trilogy coming up.
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