Anakin Posted March 15, 2002 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
Kengo Posted July 22, 2002 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?
Eagle_e7 Posted July 22, 2002 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
Kengo Posted July 22, 2002 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?
darth_micke Posted July 22, 2002 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
Anakin Posted July 22, 2002 Author 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
Kengo Posted July 23, 2002 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?
Anakin Posted July 23, 2002 Author Posted July 23, 2002 Mmmm I shall see what I can do for you, just getting most of this right now Anakin
darth_micke Posted July 23, 2002 Posted July 23, 2002 Take a screen of your script and show it and I can see if I find whats wrong
idontlikegeorge Posted July 23, 2002 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)
Kengo Posted July 23, 2002 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.
Kengo Posted July 23, 2002 Posted July 23, 2002 Just gave connecting the info_player start to the target_scriptrunner a go, no luck
darth_micke Posted July 24, 2002 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!
Kengo Posted July 24, 2002 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
Kengo Posted July 24, 2002 Posted July 24, 2002 No luck, am completely out of ideas Any ideas anyone?
Eagle_e7 Posted July 24, 2002 Posted July 24, 2002 Quote 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 );
Kengo Posted July 24, 2002 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
Merritt Posted July 29, 2002 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?
Recommended Posts
Archived
This topic is now archived and is closed to further replies.