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Cinematics tutorials


Anakin

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  • 4 months later...

They're very good tutorials, and I managed to do a small bit of cinematics that I think should, in theory, work. However, I can't actually get it going, the problem is either that I've done something wrong with the script/map, or that I can't get the map to recognise where the script is when you run it. You have to compile the script and map together (in seperate folders) in a PK3 right, then run the pk3 in jk2? I can get the map to run no probs, but there's no sign of that scripting. The trigger_once is there leading to a target scriptrunner with the correct location (I think). All the rest of it seems to be like the tutorial says. Anyone got any ideas what I might be doing wrong? :doh:

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Also keep the scripts seperate from those in the main scrips folder so create a

 

../gamedate/base/scripts/newscripts /

 

folder, or call it what you want.

 

JK likes it better that way.

 

Plus once I have finished of one of our maps I will show you guys how to do cutscenes :)

 

Anakin

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OK, I'm still a bit stuck...

 

I got a scripts folder at....

C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\base\scripts\cin

 

Inside this I have a cin1.IBI file.

 

In the target scriptrunner I have

Key: Usescipt

Value: cin/cin1

 

The target scriptrunner is activated by a trigger_once that is where the info_player_start begins. It's just a room with some lights other than that, with the ref_tags for camera position. I compile the map, run it, and its just a room, no cinematics. :confused: Any ideas what I'm still doing wrong anyone?

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Thanks guys :), the script is:

 

//Generated by BehavEd

 

camera ( /*@CAMERA_COMMANDS*/ ENABLE );

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

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

wait ( 2000.000 );

camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam2", ORIGIN)$, $5000$ );

camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam2", ANGLES)$, < 0.000 0.000 0.000 >, $5000$ );

wait ( 8000.000 );

camera ( /*@CAMERA_COMMANDS*/ DISABLE );

 

Any problems with this script that anyone can see?

 

I'll give that scriptrunner direct from the info_player_start a go in a sec too.

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Originally posted by Kengo

Thanks guys :), the script is:

 

//Generated by BehavEd

 

camera ( /*@CAMERA_COMMANDS*/ ENABLE );

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

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

wait ( 2000.000 );

camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam2", ORIGIN)$, $5000$ );

camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam2", ANGLES)$, < 0.000 0.000 0.000 >, $5000$ );

wait ( 8000.000 );

camera ( /*@CAMERA_COMMANDS*/ DISABLE );

 

Any problems with this script that anyone can see?

 

I'll give that scriptrunner direct from the info_player_start a go in a sec too.

 

It looks like "cam1" has 2 origin commands. for the pan camera, put in the key angles like you have with the second one.

 

Also i noticed that your cameras seem to have a $$ between the 0 and 5000 at the end.

 

And lastly try to keep the move and pan commands together, i've had trouble moving these around in the past so it's probebly a good idea to keep them together:)

 

Try this script

 

//Generated by BehavEd

 

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 );

wait ( 2000.000 );

camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam2", ORIGIN)$, 5000 );

camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam2", ANGLES)$, < 0.000 0.000 0.000 >, 5000 );

wait ( 8000.000 );

camera ( /*@CAMERA_COMMANDS*/ DISABLE );

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