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cam view wont work!!!


Ockniel

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Posted

I just finished making a sp level and now I'm putting in some movies and whenever I make a ref_tag to be my cam it just points strait down even though I point it towards an info_null or just point it in the right direction, WHY!!!:confused:

Posted

I would think that LukeSkywalker1 hit the target with that one. When I first started, I did the same mistake. I (using a target_position instead of an info_null, but they're pretty much the same) selected the target_position first, then the ref_tag and connected them. It took me at least a day to figure out I had to select the ref_tag first and then the target_position. :D I can be such a stang-head sometimes.

Posted

Yeah scripting is a real pain, for example, ive been trying to get a guy to walk to his nav goal, but he wouldnt do it. It worked fine for everyone else. In the end, the problem was, that i didnt capitalize NPC_targetname i wrote npc_targetname. Pretty dumb huh?

Posted

First off, don't assume Im a beginner at scripting just because I have a problem with it, even though I am one:)

 

Anyways it was working and it just stopped working, I dont know why!!!

 

(to many smilies):D :D :D :D :D :D :D

Posted
Yeah scripting is a real pain, for example, ive been trying to get a guy to walk to his nav goal, but he wouldnt do it. It worked fine for everyone else. In the end, the problem was, that i didnt capitalize NPC_targetname i wrote npc_targetname. Pretty dumb huh?

 

Was that in cam view? Because when I did it in cam view, my character still didn't walk to the waypoint navgoal. I capitalized NPC_targetname and everything. And that problem still hasn't been solved.

Posted

its all the same, it doesnt matter whether its in cam view or not. The only difference between cam view and in game veiw is that your looking through a camera.

 

 

heres how to get an NPC to walk (make sure you check this throughly, because im not sure what the problem is, and it could be multiple things)

 

 

 

  • Make an NPC, click "cutscene" and then give it a key NPC_targetname then a value X (anything you want)
  • Put a nav goal 4 down where you want the NPC to walk. Give it a targetname X (whatever you want)
  • Save and compile your map.
  • Load up BehavEd. Double click affect, so it appears in the main view. It should say default in the affect box, change it to whatever you called your NPC_targetname
  • Then double click task, so when you click the little + sign next to affect, task will apear under it. Call the task X (or anything you want)
  • Then under task, choose set. Find set_navgoal. Call the NavGoal what you called the nav goal in radiant.
  • Then under affect double click dowait, and call it what you called your task.
  • Compile and it should work

 

BTW, dont forget to use the trigger_once and target_scriptrunner to load the script ingame. I hope it works, and i hope it makes sense....

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