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Lord Kaisen

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Originally posted by Lord Kaisen

but how set the animations?

 

Animations are used with two script commands: SET_ANIM and SET_ANIM_HOLDTIME. Set_anim uses a special table that will give you all available choices (for the primary and the secondary gla). The Set_holdtime is self-explanatory, although "-1" to play the animation once is convenient most of the time.

 

See existing Raven scripts (included in a separate zip in the editing tools packet, SDK) for examples aplenty.

 

Uses ModView to browse through the available animations and pick the pointer names in the special table to those that suit your needs.

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I don't get anything of the scripting.

I want that a NPC walks to a place. So, I insert an info_null with the key: targetname and the value: ng_1.

I've gave the NPC I want to walk (Luke) the key: targetname and the value: LukeW. Then I opened BehavEd and insert this:

 

//Generated by BehavEd

 

rem ( "luke walks" );

 

affect ( "LukeW", /*@AFFECT_TYPE*/ FLUSH )

{

 

task ( "go_walk" )

{

set ( /*@SET_TYPES*/ "SET_NAVGOAL", "ng_1" );

}

 

}

 

 

What did I wrong??

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You didn't actually tell him to run the task. Try this:

affect ( "LukeW", /*@AFFECT_TYPE*/ FLUSH )
{

set ( /*@SET_TYPES*/ "SET_NAVGOAL", "ng_1" );

}

or

affect ( "LukeW", /*@AFFECT_TYPE*/ FLUSH )
{

task ( "go_walk" )
{
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "ng_1" );
}
dowait ( "go_walk" )
}

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You use incorrect entities and keys. Give the luke entity an NPC_targetname key instead of the ordinary targetname.

 

And info_null is about as wrong an entity as you could choose for navgoaling... It's even removed during compile time, thus not existing at all during gameplay...

 

Use a waypoint_navgoal instead.

 

And don't forget you have to run the script in order for anything to happen. Otherwise, just follow riceplant's advice.

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Okay, here's a demo map (Click) which should double as a pk3 if you rename it. I've included both compiled and uncompiled versions of all resources. Of coure, luke being luke, he jumps acros the room instead of walking, but you can fix that by setting no acrobatics mode.

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I want that Luke has his hands on his back and talks at the same time. I did this:

 

rem ( "Level Start" );

camera ( /*@CAMERA_COMMANDS*/ ENABLE );

camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam1", ORIGIN)$, 0 );

camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam1", ANGLES)$, < 0.000 0.000 0.000 >, 0 );

set ( /*@SET_TYPES*/ "SET_SABER1", "Katarn" );

set ( /*@SET_TYPES*/ "SET_FORCE_HEAL", "1" );

 

affect ( "LukeW", /*@AFFECT_TYPE*/ FLUSH )

{

//$"walkOnly"@6

set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" );

set ( /*!*/ "SET_WALKING", /*!*/ "true" );

set ( /*!*/ "SET_RUNNING", /*!*/ "false" );

set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "true" );

set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "false" );

set ( /*@SET_TYPES*/ "SET_NAVGOAL", "ng_jaden" );

}

 

wait ( 3000.000 );

 

affect ( "LukeW", /*@AFFECT_TYPE*/ FLUSH )

{

set ( /*@SET_TYPES*/ "SET_ANIM_UPPER", /*@ANIM_NAMES*/ "FACE_TALK3" );

set ( /*@SET_TYPES*/ "SET_ANIM_LOWER", /*@ANIM_NAMES*/ "BOTH_STAND4" );

set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_LOWER", 4000 );

set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_UPPER", 4000 );

}

 

wait ( 8000.000 );

camera ( /*@CAMERA_COMMANDS*/ DISABLE );

 

When i start my game, Luke lifts his arms up and do nothing. Why? :confused:

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  • 2 weeks later...

You need to set his upper animation to STAND4. The division is at the waist. The face will automatically play the talking animation if you specify a sound for him to play. Also, try BS_CINEMATIC rather than default. The AI might be getting in the way.

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