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Scripting/cutscene problem


Anakin

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I have been reading this thread since the begining. I think we need to get a map built to test and see how it all works, I keep getting mine through floors. and the then panning about. I think its something to do with either the script of the angle of the ref_tag.

 

But yeah im glad to help were I can :)

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  • 4 months later...

Try placeing the move and pan commands for the second camera together, It's usually a good idea to keep these two commands directly next to each other:)

 

If you want to pan in the camera to another direction it might be easier just to make another camera:)

 

But what specifically is'nt it doing?

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Nope...that didnt help either :(

 

Man, I fail on a easy scripting like this!!!!!!!!

 

 

:( :(

 

 

Any more cute ideas?

 

 

Btw; what shall happen: the camera moves and u hear the voices of a Rodian(a commander in my new(first) sp level) who says "waa wa aeowejmweo¨äijw" and one of the stortroopers say "Yes, sir" ....and that is not working....the camera is but not the voices......any idea?

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so the camera moves fine but you dont hear the speech.

 

The rodian one should work that looks fine, but with the stormtrooper one you need to add the folder "misc" to it.

 

the path i think goes like this:

 

sound/chars/st1/misc/31st1013

 

Other than that the script looks like it should work fine.

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Originally posted by darth_micke

Btw, have u got msn??? coz if u have I would be glad to have it!!

 

Im collecting good ppl on these things, and guess what.....your the sharpest scripter I have seen so far ! :D

 

Wow thanks:D

 

Unfortunatly i dont have msn though, im not too keen on chat programs:)

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Damn... well, well guess we have to keep this thread alive then (=

 

Btw have a question 'bout waypointing while in a cutscene...

 

I (as u might figured) got the ppl to talk....but on the end I want the two stoormtroopers go one way and the rodian another..and u are going to se a little of it in the camera......and since Im very very very new at this I need your help on 'bout....EVERYTHING...(=

 

 

Best Regrets,

 

Micke

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I made a little file for you to help give you an idea of what you need to do:)

 

http://www.geocities.com/eagle_e7/Pagespec.html?1027192390830

 

Theres a map file that you can load in radient and there's also a script.

 

When you load the map in the game a little message will appear when you trigger the npc to run to its nav point. This has nothing to do with getting it to work at all, i only put it there just for a little comedy:D

 

I hope this file helps you:)

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Hmm you see......this is times you need msn....so u could explain very nice for the little no understanding noob.....

 

Coz yeah I could just use the same method...but I wouldnt understand it......

 

Here my question bout the whole thing:

(scripting first)

1. Why are u using AFFECT instead of TASK in the script?

2. The second line, when I try that I always seem to miss the BSTATE_STRING part....which is it?

(now for the other things)

3. The editor shows two waypoints.....u use one.... how come?

 

 

Hmm I guess that would be it......

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Originally posted by darth_micke

1. Why are u using AFFECT instead of TASK in the script?

 

The affect command basically tells the script whos going to be doing the running, so in the script youll notice that its affect>bob, bob being the name of the npc in the map.

Otherwise the script dosent know who needs to perform the action.

 

In that tutorial from the website, whats happening is that, that script is being used as a "spawnscript" A spawnscript is a script that activates as soon as the npc appears in the game, and what happens in the script applies ONLY to the npc that activates it, BUT spawnscripts can only be used as i said when the NPC is first activated into the level. But lets ignore spawnscripts for now.

 

But with our small level, we wanted the npc to run away when the player walks up to it, and not just run straight away as it would with that spawnscript.

 

So we use a trigger_once to active the target_scriptrunner, this way we can customise WHEN bob runs away.

 

But when you activate that script, it needs to know WHO is to perform those actions, so you put in affect and you put in bobs name.

 

Originally posted by darth_micke

2. The second line, when I try that I always seem to miss the BSTATE_STRING part....which is it?

 

For that command its easier just to copy and paste it into the text file that Behaved creates when you save, then go back into behaved and the command should be there.

 

Originally posted by darth_micke

3. The editor shows two waypoints.....u use one.... how come?

 

The waypoint is the entity next to the door right at the end, there is'nt any others to the best of my knowledge:)

The other two entitys are activated by the "trigger" and are as follows:

 

"Target_scriptrunner" - I explained this earlier

"Target_print" - What this entity does is it prints a message on the screen, in this case "EEK A JEDI!!":D

It bears absolutely no relation to the running NPC, please ignore it:)

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(since my quote is fukked I do it this way *sigh*)

Okey, got the affect part..... this works with multiple enemies to yes? (wit different targetnames etc)

 

------------------------------------------------------------------

For that command its easier just to copy and paste it into the text file that Behaved creates when you save, then go back into behaved and the command should be there.

-----------------------------------------------------------------

Uhm however HOW do u do it in BehavED.. I would really like to know it....coz feels just stupid and takes extra time to edit the txt file.... please?

 

 

 

 

Uhm okey...since I worked earlier before I loaded your lvl might be my waypoint :rolleyes:

 

 

-------------------------------------------------------------------

"Target_scriptrunner" - I explained this earlier

"Target_print" - What this entity does is it prints a message on the screen, in this case "EEK A JEDI!!"

It bears absolutely no relation to the running NPC, please ignore it

---------------------------------------------------------------------

 

 

 

Yeah I got that part from the beginning.....

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Originally posted by darth_micke

Uhm however HOW do u do it in BehavED.. I would really like to know it....coz feels just stupid and takes extra time to edit the txt file.... please?

 

To be honest i've never tried it in behaved before so i dont know:D

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Haha okey..... Well .... Uhm dont u have ANYTHING that u can talk live wit ppl.....I've got some stupid questions for u (=

 

But well, well I try here.....

 

 

How much do u write in the txt file, and what exactly do u write?

 

Okey, that was only one....but well well...kinda important to me (=

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Originally posted by darth_micke

Haha okey..... Well .... Uhm dont u have ANYTHING that u can talk live wit ppl.....I've got some stupid questions for u (=

 

But well, well I try here.....

 

 

How much do u write in the txt file, and what exactly do u write?

 

Okey, that was only one....but well well...kinda important to me (=

 

Personally i only use the text file for copy and pasting from other parts of my scripts:)

 

So if i wanted and npc to run to a nav point all i would do is open up one of my previous scripts and copy and paste the code into my new one:D

 

This saves allot of time and bother:)

 

And unfortunatly i dont have any chat programs:)

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What is it you would like to know?

 

Also if you want some script examples go into your tools folder and you should fine a folder called spscripts, unzip it and you'll have all the scripts that were used in the sp game:)

 

Also check out the "icarus manuel" for scripting help, its in the tools folder:)

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