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Thread: How to make intro/outro for missions.

  1. #21
    Quote Originally Posted by Rick Rawlings View Post
    I was just about to post this. These tutorials helped me alot too! They also teach you how to make the camera lock on to 'targets' while moving and how to 'attach' the cam to a unit or vehicle.

  2. #22
    I like this thread alot however I have a couple of quick questions? Is there anyway to convert regular video to a format accepted by arma and get it into a mission be it a cutscene or intro?

    I also noticed a G cam video advertised up there on yuou tube for capturing video and I downloaded it one day love the angles I can get in a moment with no real knowlege but again you have to be able to convert the video from what FRAPS captures to something the game will display.

  3. #23
    Quote Originally Posted by Breeze View Post
    I like this thread alot however I have a couple of quick questions? Is there anyway to convert regular video to a format accepted by arma and get it into a mission be it a cutscene or intro?

    I also noticed a G cam video advertised up there on yuou tube for capturing video and I downloaded it one day love the angles I can get in a moment with no real knowlege but again you have to be able to convert the video from what FRAPS captures to something the game will display.
    That I am not sure about. If you can find a mission where it has been used you could just un .pbo that one and see what they did. There is a film grain module in the editor so the easiest way may be just to recreate it yourself in the editor, if you can!

    RR

  4. #24
    A Film grain Module? what is that?

  5. #25
    Quote Originally Posted by Breeze View Post
    A Film grain Module? what is that?
    I presume it puts film grain on the screen! I tried the sepia one and Bam! everything goes sepia in the mission. The film grain one didn't seem to do anything immediately, you may have to sync it with the cam player or something else, just look under the modules tab in the editor and you will see there are a few movie related ones.

    RR

  6. #26
    Just wanted to add that you can also use the initIntro.sqf (or sqs) to initiate an intro movie, as opposed to calling it from a unit within the intro. It is automatically called just like regular init.sqf. Event scripts: http://community.bistudio.com/wiki/Event_Scripts. I use it, and I've seen it used in Operation Arrowhead missions. I'm not aware of anything equivalent for outros, and the last mission of OA (CE8_scenePressConf) uses the method discussed in this thread, which is to call a script from a unit inside the outro.

  7. #27
    Is this method not working with open a previously created mission and select the intro from the right upper tab? Don't know how to configure it, still not working, class Intro section wont load, but it seems every scipts are O.K.
    Last edited by AkeR; Feb 20 2011 at 18:24.

  8. #28

    i can't go to intro

    when i started the game this skip the intro and started the mision i can see anyting in intro. i try crieted the payable end play person in intro put the intro.sqs and try do anyting know .

  9. #29

    i can't make intros

    anyone cam make one turtorial in youtube for me :} plxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

    i can't seve the mision only the paste and i can't rum this . i can't start the intro . and i don't know do this pls help ME

  10. #30
    I shall not insult moderators
    Join Date
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    1,576
    Making a decent intro can be quite complex - this is what I know about it.
    This method is for single player. For multiplayer you have to do the intro in the mission part of the editor and then call the script when players join.

    1. You need to create an intro mission with objects and units in the intro part of the editor (select at top right).
    2. You need to create a script (eg scene.sqf / sqs) that runs the camera work and music etc
    3. You need to initiate the scene.sqf / sqs with an initIntro.sqf or (initIntro.sqs if using that method). This is important - it acts like an init.sqf for the intro. The intro will not activate without it.

    4.NB the above is for running the intro at the beginning of the mission before the briefing screen. If you want an intro/video after the briefing you will have to call it from within the mission in the usual way by nul = execVM "scene.sqf";.
    I have just learned all about it by searching for intro and initIntro on these forums - there is plenty of good information.

    1. The intro mission.
    Create it in the usual way with, Player, objects, triggers, units waypoints etc. The engine will play this mission before the actual mission starts.

    2. The scene.sqf and camera work
    Have a look at the Youtube videos mentioned in previous posts. This can be done in sqs or sqf format. I prefer sqf as that is how everything else works now and it saves confusion.

    To get camera positions (as in the Youtube tutorial) start the camera in the intro by running
    Code:
    this exec "camera.sqs"
    in the players init or in a game logic.

    To get a Camera start position:
    -Start a preview of the intro in the editor.
    -Move the camera to the position you want.
    -Press the left mouse button.
    -Abort preview.
    Save mission then Alt - Tab to notepad.
    Ctrl - V to paste data into notepad.
    example:
    Code:
    ;=== 22:11:02
    _camera camPrepareTarget [684.73,98559.95,-27662.98]
    _camera camPreparePos [2545.07,2486.85,9.91]
    _camera camPrepareFOV 0.700
    _camera camCommitPrepared 0
    @camCommitted _camera
    The sqf verion of the above is:
    Code:
    //=== 22:11:02
    _camera camPrepareTarget [684.73,98559.95,-27662.98];
    _camera camPreparePos [2545.07,2486.85,9.91];
    _camera camPrepareFOV 0.700;
    _camera camCommitPrepared 0;
    waitUntil {camCommitted _camera};
    http://community.bistudio.com/wiki/camera.sqs

    http://community.bistudio.com/wiki/C...Camera_Control

    Some examples:

    An initIntro.sqf from AZCoder (nice work - saved me lots of problems!)
    (Your initIntro can of course contain everything, no need for separate scene.sqf. Best if you only have 1 cam-scene in the whole mission)
    http://forums.bistudio.com/showpost....29&postcount=4
    -The cutText blacks the screen out till the camera in the next script is ready.
    -fadeSound turns the sound volume to 0
    Spoiler:


    An example scene.sqf continuing from the above.
    This one attaches to a helicopter rather than using camera positions:

    Spoiler:
    Last edited by PELHAM; Mar 22 2011 at 15:39. Reason: add info

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