Posted by: Decrosse - Sunday, January 29, 2012 7:41:55 PM
[IMG]http://i423.photobucket.com/albums/pp313/TF_Era/ea7cc534.png[/IMG]
(I'll reorganize it later)
Posted by: BR-Alexandre - Monday, January 30, 2012 4:43:19 PM
i can't help with building your cutscene as i don't know how that works, but if you make a Build list for the computer player he might not sell his non-faction buildings. i'm not sure about it but its worth try it (i suggest try the build list thing in other map so there's no risk to screw up the cutscene because of me)
Posted by: NewNightmare - Tuesday, January 31, 2012 12:28:17 PM
there's not much we can do... you're making the cutscene and youre the only one to know how it's mean't to look like, my only tip would be to open up few original missions and look at their camera setups.
Posted by: Decrosse - Tuesday, January 31, 2012 7:28:46 PM
thanks for the replies, say I choose for the AI to be America, how would I get 'him' to use a preplaced structure like China Gattling Gun?
Posted by: BR-Alexandre - Wednesday, February 1, 2012 3:48:31 AM
try adding 2 AI players with same color and remove them from score tab. i'm pretty sure in the stealth general's challege you face 2 AIs, the upper base AI and the lower base AI, both use same faction and same color. try this if you need AI to use different faction buildings
Posted by: i^love^mixery - Wednesday, February 1, 2012 4:56:52 PM
i didnt remember your name but after reading the first few words of yours, i remembered..
sry decrosse i knew this is already the second time but i havent given up on you yet:
[b]INSTEAD [/b]of telling us what you want to do, why you didnt post and how far youve come with your map or how you want your intro to look like [b]TELL US[/b] what the problem is.
example for the current situation:
"Hello guys, i dont know how to use timer conditions, please explain." PERIOD. NO need to tell us the epic story of your mapping life.
[u]
lets come back to your question:[/u]
what part of using timers dont you understand?
you create a timer with any name and an expiration time, from the moment that script starts the timer will run down to 0 and there is the script condition ***IF*** timer XYZ has expired. thats one way to trigger an event. of course creating an intro with such condition usually takes A LOT of testing so that the intro events occure smooth.
what of that dont you understand?
[u]you need 2 scripts:[/u]
First script:
*IF* Condition: NONE
Action if true: Set timer XYZ to expire in 5000 miliseconds.
Second script:
*IF* Condition: *IF* timer XYZ has expired.
Action if true: Car follow path.
[u]Now for an into you can use unlimited amounts of scripts and timers:[/u]
First script:
*IF* Condition: NONE
Action if true: Set timer INTRO_000000001 to expire in 5000 miliseconds.
Second script:
*IF* Condition: *IF* timer INTRO_000000001 has expired.
Action if true:
1. Car follow path.
2. Set timer INTRO_000000002 to expire in 5000 miliseconds.
Third script:
*IF* Condition: *IF* timer INTRO_000000002 has expired.
Action if true:
1. Car go boom.
2. Set timer INTRO_000000003 to expire in 5000 miliseconds.
Fourth script:
*IF* Condition: *IF* timer INTRO_000000003 has expired.
Action if true:
1. Play some sound.
2. Set timer INTRO_000000004 to expire in 5000 miliseconds.
.
.
.
.
.
.
.
.
thats how you create a damn intro. of course you can use other things than timers for the conditions.
Posted by: Decrosse - Wednesday, February 1, 2012 7:29:24 PM
ah sorry it has been awhile since I looked at it, but now that I've seen my map and it's scripts again...
[code]*** IF ***
[???] Player 'player0' starting position is 1 .
*** OR ***
[???] Player 'player0' starting position is 2 .
*** OR ***
[???] Player 'player1' starting position is 1 .
*** OR ***
[???] Player 'player1' starting position is 2 .
*** THEN ***
Start letterbox mode (hide UI, add border).
Disable mouse and keyboard input.
[???]The world is revealed for Player 'player0'.
[???]The world is revealed for Player 'player1'.
[???]The world is revealed for Player 'player2'.
[???]The world is revealed for Player 'player3'.
[???]The world is revealed for Player 'player4'.
[???]The world is revealed for Player 'player5'.
[???]The world is revealed for Player 'player6'.
[???]The world is revealed for Player 'player7'.
Move camera to Waypoint 'Waypoint 343' in 0.00 seconds, camera shutter 0.00 seconds, ease-in 0.00 seconds, ease-out 0.00 seconds.
Unit 'tower' will topple towards (1921.29,3402.51,0.00) if destroyed.
Set timer 'USAJets' to expire in 0.02 seconds.
[/code]
[code]*** IF ***
Timer 'USAJets' has expired.
*** THEN ***
Unit 'usaraptor1' EXACTLY follows waypoints, beginning at Waypoint Path 'start'
Unit 'usaraptor2' EXACTLY follows waypoints, beginning at Waypoint Path 'start'
Unit 'usaraptor3' EXACTLY follows waypoints, beginning at Waypoint Path 'start'
Have the camera follow Unit 'usaraptor1'. Snap camera to object is FALSE.
[/code]
now, it does follow 1 jet, though I'd like for at least 1 other to be in screen as well...
[code]*** IF ***
Unit 'usaraptor1' has reached the end of Waypoint Path 'start'
*** THEN ***
Unit '00000gatgun' begin attack on Unit 'usaraptor2'
Unit 'usaraptor1' begin attack on Unit 'ccore'
Unit 'am10' begin attack on Unit 'usaraptor2'
Unit 'am8' begin attack on Unit 'usaraptor1'
Unit 'chigun6' begin attack on Unit 'usaraptor3'
Unit 'am9' begin attack on Unit 'usaraptor2'
Unit 'chigun1' begin attack on Unit 'usaraptor1'
Set timer 'JetsEnd' to expire in 0.80 seconds.[/code]
problem is here because the AI autosells structures not of 'his' faaction, hmm off to test something... will update
(also 'ccore' is a building but its not supposed to take damage whether in cutscene or not)
Posted by: Decrosse - Wednesday, February 1, 2012 7:47:47 PM
Update: well, that's a start. having AI as USA I managed to get the; one for test purpose, china gattling gun to stay... [smile]
now just to actually get the patriots/whatever to actually attack the jet(s)...[question]
Posted by: BR-Alexandre - Thursday, February 2, 2012 2:13:19 AM
if you don't want a building to take damage, make it indestructible then script it to become destructible after cutscene. suggest you to use: [code]unit->affect flags set on object panel[/code]
patriots will not attack the raptors if you make them allies for the duration of the cutscene. suggest you to use: [code]Player->alliances->change how a player relates to another player[/code]
Posted by: Decrosse - Thursday, February 2, 2012 4:06:28 PM
[quote=BR-Alexandre]if you don't want a building to take damage, make it indestructible then script it to become destructible after cutscene. suggest you to use: [code]unit->affect flags set on object panel[/code]
[/quote]
plot building even after cutscene isn't to take damage (until much later in mission) but that's a later cutscene thing, for now just trying to get the start working right...
Posted by: BR-Alexandre - Thursday, February 2, 2012 4:36:32 PM
by what i see, the cutscene is not complicated, just hard as the camera and objects have to be at the right time, in the right moment. the rest i see you already know or is posted by someone. i'm sure its going to be hard but if you run into trouble again, just post
good luck
Posted by: Decrosse - Sunday, February 12, 2012 7:00:40 PM
cleaning up the map right now but will update when actual test commences how it went....
sorry for reply delay; having fun with Tiberium Wars/Kane's Rath (& Tiberium Sun/Firestorm)
now, for out of cutscene stuff...
is there a way to disguise structures as something else? - because I've some that need to be 'hidden' for most of the mission 'til end-game...
-----
other: I know in campaign missions you get airport structure which has 'special' command button, is that map.ini stuff? eventually might need some, might not, can compromise with whats available at the time...
maybe it can do without some cutscene bits (the cars/overlord? undecided atm), but first to set up scripts for main enemy ai... lots of waypoints then I guess...
would/how the team thing work I'd only need it for the AI enemy anyhow...?
off to test soon
Posted by: Decrosse - Friday, March 2, 2012 10:02:01 PM
Well, looks like I'll have to restart from scratch. No big, I can make the story in kind of parts or sections. plus been thinking for other possibilities like modding... (sometime).
[IMG]http://i43.tinypic.com/2mq2b1v.png[/IMG]
^^^I may have had WB open the day we had a poweroutage. sure comp downstairs came back on but as it loading windows/mac stuff power went out again. thinking same happened with my computer. (mac i use parallels desktopp 7 virtual machine)
Posted by: VTULCobra - Saturday, March 3, 2012 1:56:13 AM
Keep pressing ignore on that one.
Posted by: Decrosse - Saturday, March 3, 2012 10:10:00 AM
[quote=VTULCobra]Keep pressing ignore on that one.[/quote]
that ones fine, its the second that will take a longish time, even just clicking ok or cancel - the "replace missing unit". I'll just start fresh instead.
Posted by: VTULCobra - Sunday, March 4, 2012 12:14:08 AM
Go to America in the object list and replace it with a Particle Cannon just like it says then?
Posted by: Decrosse - Wednesday, May 30, 2012 12:50:30 AM
sorry for bump, computer problems. anyways, I think I can get the cutscene working... besides starting smaller now..
first to test, lets say I set AI to be "America", but player B also chooses "America" (player A could too just as well along with B)
so, how can I get the Patriot Missile thing to attack America Raptor Jet? for cutscene(s) if needed...
Posted by: Decrosse - Wednesday, May 30, 2012 3:20:43 AM
other question: is there a way to disguise structures as buildings? like GLA or China's superweapons as Civilian buildings?