If you want to start the cinematic from a trigger, it's actually very simple. Name your Cinematic Base Module something like cinema_1, set your trigger conditions, and enter the following code in your trigger's "On Avtication" field. cinema_1 spawn vn_fnc_cinematic_play; This starts your cinematic when the conditions of your trigger are met. Just make sure you remember the positions of your "actors" may change during the scenario. Cheers to SOG:PF Discord user Herbiie for the suggestion!
Thank you! I was one of the people who requested this and this video helped me understand it. I had no idea you could log your position from right click. I also think it might be possible to include titleText in the 'Run on Start' field of the Camera Shot module, which could help to establish location/time/story info. Lastly all I've learned about activating the cutscene manually is that you have to somehow exec/call fn_cinematic_play.sqf or VN_fnc_cinematic_play with the variable name of the Cinematic Base module as a parameter. I'm not very skilled with Arma's code but maybe that might make some sense to you. Thanks again for putting this together.
Hey, thanks for the suggestions! I actually tried calling vn_fnc_cinematic_play, but the module threw an error when I tried that. I think you can also use triggers to display title text as well, without having to use any scripting.
very much appreciated man, thanks for this! :) One question, would it be possible to make the camera just slew when it changes target on another shot? Like, I've set 3 shots, 1 with each different target but everytime the new shot starts it won't just slew to new position but it will just "cut" it off and start from the new position without the camera actually moving ... with normal script instead you can make it slew while changing target by writing "sleep" on sqf file.
Awesome instruction and effects! One thing I cannot figure out, how can I stop my team leader from his announcements, like "Hold Fire" at the beginning of the video? He really needs to wait until the video ends.
If at all possible, could you make one on the logistics / master arm modules? i cant figure out how to get the logistics working, or the master arm to show different vehicle types lol.
I want you to show me in a video how, in the editor, I direct soldiers to evacuate a house using CQB style, quick intervention .... the system of house evacuation and search
Another great video, thank you for taking the time to guide us through these modules. I'm guessing these modules create a 'dependency' on sogpf ? Is there anything similar for base game (module or even mod wise) Its working a treat for video capture/production but would like to do a mission intro or cutscene which doesnt force the player to have cdlc.
Great job! Nice tutorial. One thing... It's called dollying not panning. Panning stays at a static camera location and pivots left or right while a dolly or crane shot is a moving/tracking movement. Really you are recreating a crane or jib shot. Looks great!
If you want to start the cinematic from a trigger, it's actually very simple. Name your Cinematic Base Module something like cinema_1, set your trigger conditions, and enter the following code in your trigger's "On Avtication" field.
cinema_1 spawn vn_fnc_cinematic_play;
This starts your cinematic when the conditions of your trigger are met. Just make sure you remember the positions of your "actors" may change during the scenario. Cheers to SOG:PF Discord user Herbiie for the suggestion!
Absolutely loving the SOG modules series, keep them coming :)
Back in the day we had to script all the camera crap and it was a complete pain in the ARSE! Thank you for showing these modules! Keep em coming!!!
Thank you! I was one of the people who requested this and this video helped me understand it. I had no idea you could log your position from right click.
I also think it might be possible to include titleText in the 'Run on Start' field of the Camera Shot module, which could help to establish location/time/story info.
Lastly all I've learned about activating the cutscene manually is that you have to somehow exec/call fn_cinematic_play.sqf or VN_fnc_cinematic_play with the variable name of the Cinematic Base module as a parameter. I'm not very skilled with Arma's code but maybe that might make some sense to you.
Thanks again for putting this together.
Hey, thanks for the suggestions! I actually tried calling vn_fnc_cinematic_play, but the module threw an error when I tried that. I think you can also use triggers to display title text as well, without having to use any scripting.
Great tutorial! Thank you for taking the time to make it and share it with the community.
You are doing an incredible job with the SOG modules.
Thank you very much for your help !
Thank you for these.
Another great tutorial
very much appreciated man, thanks for this! :) One question, would it be possible to make the camera just slew when it changes target on another shot? Like, I've set 3 shots, 1 with each different target but everytime the new shot starts it won't just slew to new position but it will just "cut" it off and start from the new position without the camera actually moving ... with normal script instead you can make it slew while changing target by writing "sleep" on sqf file.
Great, simple, and thanks!
This is an awesome feature. Can I use this to fly in the players and debark from the landed heli?
Nice Tutorial, But how can i stop the music when the cinematic is done? thanks!
Any idea how to get that dope intro text that the default missions have? The typewriter style.
Did you ever get an update on triggering shots? Thanks for the video. 😊
Awesome instruction and effects! One thing I cannot figure out, how can I stop my team leader from his announcements, like "Hold Fire" at the beginning of the video? He really needs to wait until the video ends.
If at all possible, could you make one on the logistics / master arm modules? i cant figure out how to get the logistics working, or the master arm to show different vehicle types lol.
The Master Arm one is up now. Logistics to come later this week.
@@AudioAnodeI know I’m 3 years late but do you know how the advanced revive module works?
I want you to show me in a video how, in the editor, I direct soldiers to evacuate a house using CQB style, quick intervention .... the system of house evacuation and search
Another great video, thank you for taking the time to guide us through these modules. I'm guessing these modules create a 'dependency' on sogpf ? Is there anything similar for base game (module or even mod wise)
Its working a treat for video capture/production but would like to do a mission intro or cutscene which doesnt force the player to have cdlc.
Great job! Nice tutorial. One thing... It's called dollying not panning. Panning stays at a static camera location and pivots left or right while a dolly or crane shot is a moving/tracking movement. Really you are recreating a crane or jib shot. Looks great!
right click, log, log position to clipboard. Someone it's not copy anything at all. when i do ctrl+v nothing is pasted. any idea?
found the problem - I was using a Mac :) somehow it didn't copy/paste at all... i now have a windows and it works.
Thanks a lot, man!
Do you know how to call the START of an intro? I would like it to start via a trigger
See my pinned comment for instructions!
Thank you!
Thanks...helpful
Спасибо за туториал