Anakin Posted March 15, 2002 Share Posted March 15, 2002 I think we should give a demo map and script that works in JK, I have used the one from EF but that doesnt work too well. Anyone want to make it?? Anakin Link to comment Share on other sites More sharing options...
Kengo Posted July 22, 2002 Share Posted July 22, 2002 I know it's all scripting, sadly, and I guess I'm gonna have to learn it . Does anyone know of any good tutorials/sources of info for cinematic scripting in JK2? Link to comment Share on other sites More sharing options...
Eagle_e7 Posted July 22, 2002 Share Posted July 22, 2002 Here ya go:D http://www.geocities.com/rellenbroek/main_realscripts.html Check out tutorials 3 and 4, it's for elite force but it seems to work for jk2 aswell Link to comment Share on other sites More sharing options...
Kengo Posted July 22, 2002 Share Posted July 22, 2002 Thanks a lot Link to comment Share on other sites More sharing options...
Kengo Posted July 22, 2002 Share Posted July 22, 2002 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? Link to comment Share on other sites More sharing options...
darth_micke Posted July 22, 2002 Share Posted July 22, 2002 Well..u could make an script folder in your base map .. and put your script there....then....in the scriptrunner u simple type: Key: usescript value: yourscript Tadaaaaaaaaaa Link to comment Share on other sites More sharing options...
Anakin Posted July 22, 2002 Author Share Posted July 22, 2002 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 Link to comment Share on other sites More sharing options...
Kengo Posted July 23, 2002 Share Posted July 23, 2002 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. Any ideas what I'm still doing wrong anyone? Link to comment Share on other sites More sharing options...
Anakin Posted July 23, 2002 Author Share Posted July 23, 2002 Mmmm I shall see what I can do for you, just getting most of this right now Anakin Link to comment Share on other sites More sharing options...
darth_micke Posted July 23, 2002 Share Posted July 23, 2002 Take a screen of your script and show it and I can see if I find whats wrong Link to comment Share on other sites More sharing options...
idontlikegeorge Posted July 23, 2002 Share Posted July 23, 2002 also try linking the player_start to the scriptrunner instead of a trigger brush (select the player start, then the scriptrunner, press ctrl-k) Link to comment Share on other sites More sharing options...
Kengo Posted July 23, 2002 Share Posted July 23, 2002 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. Link to comment Share on other sites More sharing options...
Kengo Posted July 23, 2002 Share Posted July 23, 2002 Just gave connecting the info_player start to the target_scriptrunner a go, no luck Link to comment Share on other sites More sharing options...
darth_micke Posted July 24, 2002 Share Posted July 24, 2002 Hmm I cant see if there's any wrong.....try to get Eagle_e7 's attention.....he is one heck of a scripter! Link to comment Share on other sites More sharing options...
Kengo Posted July 24, 2002 Share Posted July 24, 2002 I just noticed that in kejim_post the target_scriptrunners have a targetname run_scriptname, so if guess if I add that on my map I might get some joy. Heres hoping Link to comment Share on other sites More sharing options...
Kengo Posted July 24, 2002 Share Posted July 24, 2002 No luck, am completely out of ideas Any ideas anyone? Link to comment Share on other sites More sharing options...
Eagle_e7 Posted July 24, 2002 Share Posted July 24, 2002 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 ); Link to comment Share on other sites More sharing options...
Kengo Posted July 24, 2002 Share Posted July 24, 2002 Eagle, you the man! Thanks a lot, finally got it working, its not v complex now, but now I know I can do it I can work on improving it! Thanks big time Link to comment Share on other sites More sharing options...
Eagle_e7 Posted July 24, 2002 Share Posted July 24, 2002 Hey no problem;) Glad you got it working:D Link to comment Share on other sites More sharing options...
Anakin Posted July 24, 2002 Author Share Posted July 24, 2002 Bump Link to comment Share on other sites More sharing options...
Merritt Posted July 29, 2002 Share Posted July 29, 2002 I'm having a few problems with scripting myself - i want an NPCs deathscript to unlock/activate a door - how would i do this? Link to comment Share on other sites More sharing options...
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