Lord Kaisen Posted July 20, 2005 Share Posted July 20, 2005 Can anyone give me some tips how I can make a cinematic, messages in the middle of the screen, and how to let my models talk? (Do you think I ask too much?) Link to comment Share on other sites More sharing options...
SMoKE Posted July 20, 2005 Share Posted July 20, 2005 Scripting... I can't help more than that, though... Learn to use BehavEd Link to comment Share on other sites More sharing options...
wedge2211 Posted July 20, 2005 Share Posted July 20, 2005 http://www.geocities.com/kengomaps/tutorials.html Link to comment Share on other sites More sharing options...
Lord Kaisen Posted July 21, 2005 Author Share Posted July 21, 2005 Ok, I can get into cinematic mode now, and the camera moves to the positions I want them to go, but how set the animations? Link to comment Share on other sites More sharing options...
lassev Posted July 21, 2005 Share Posted July 21, 2005 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. Link to comment Share on other sites More sharing options...
Lord Kaisen Posted July 22, 2005 Author Share Posted July 22, 2005 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?? Link to comment Share on other sites More sharing options...
riceplant Posted July 22, 2005 Share Posted July 22, 2005 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" ) } Link to comment Share on other sites More sharing options...
Lord Kaisen Posted July 22, 2005 Author Share Posted July 22, 2005 Your first theory doesn't work. I'm trying the second one now. Maybe you can make an example map for me? Link to comment Share on other sites More sharing options...
lassev Posted July 22, 2005 Share Posted July 22, 2005 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. Link to comment Share on other sites More sharing options...
riceplant Posted July 22, 2005 Share Posted July 22, 2005 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. Link to comment Share on other sites More sharing options...
Lord Kaisen Posted July 22, 2005 Author Share Posted July 22, 2005 Ok thanks. It works now. Link to comment Share on other sites More sharing options...
Lord Kaisen Posted July 22, 2005 Author Share Posted July 22, 2005 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? Link to comment Share on other sites More sharing options...
riceplant Posted August 3, 2005 Share Posted August 3, 2005 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. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.