Slunker Posted August 16, 2002 Share Posted August 16, 2002 For some reason, when I run a cut scene, and I make my kyle npc, I can't make him lose his weapon! I can make him change weapons, a bit, but set(SET_WEAPON,WP_NONE) simply doesn't work on him. Can someone help me out? -Slunker Link to comment Share on other sites More sharing options...
mli Posted August 16, 2002 Share Posted August 16, 2002 How do you make a cutscene? Link to comment Share on other sites More sharing options...
Slunker Posted August 16, 2002 Author Share Posted August 16, 2002 You have to have a basic idea of how to use ICARUS and BehavED, first of all, but you start one by using the Camera(ENABLE) command, and that creates a camera in the same place that your head is, and goes into cutscene mode. Then, you use the other camera and NPC commands to move around the camera and the characters, as well as use sound to play the voices. Finally, you must put Camera(DISABLE) at the end of your script. (this is very important! If you don't, there's no way to exit your level or anything- I have to restart my computer if I get stuck in cut scenes) Get the SDK package with BehavED- it comes with a manual for ICARUS scripting. -Slunker Link to comment Share on other sites More sharing options...
Slunker Posted August 16, 2002 Author Share Posted August 16, 2002 Okay! After a lot of experimentation, I've found out a very odd problem: the NPC simply does not respond to any "Affect" commands coming from the script for the cinematic! Remove() works just fine, but when the script runs, any affect()'s are skipped over immediately! Can anyone tell me why this is happening? -Slunker Link to comment Share on other sites More sharing options...
jipe Posted August 16, 2002 Share Posted August 16, 2002 Are you giving all the NPC's targetnames? You need to manually enter them in the entity editor (hit N with an entity selected) in Radiant, except for Kyle's, which is automatically "kyle". Link to comment Share on other sites More sharing options...
Slunker Posted August 17, 2002 Author Share Posted August 17, 2002 Uh, thanks... the problem turned out to be an odd combination of things- I'm not sure what exactly caused the problems, but I changed a few points to be like kejim_post's cinematic, and my guy started working! Now I have another small problem- to test speaking temporarily, I used a sound file from assets1.pk3... he speaks, and his mouth moves, but it doesn't wait for the sound to end before going on! Here's the snippet that handles the speaking... tell me what I'm doing wrong? affect ( "cinek", /*@AFFECT_TYPE*/ FLUSH ) { task ( "line1" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/home_mines/clint/line1.mp3" ); } do ( "line1" ); wait ( "line1" ); } -Slunker Link to comment Share on other sites More sharing options...
MilesTeg Posted August 17, 2002 Share Posted August 17, 2002 I´m not sure if this makes any change, but you should try dowait ( "up" ); That´s the way I do it. I can´t see anything else that could be wrong. Link to comment Share on other sites More sharing options...
Slunker Posted August 17, 2002 Author Share Posted August 17, 2002 I've tried it using dowait instead of do, wait... anyone else? Link to comment Share on other sites More sharing options...
Catscratch Posted August 17, 2002 Share Posted August 17, 2002 find the wav's length with winamp and give a wait(delay) command to make the script wait never tried but might work. Link to comment Share on other sites More sharing options...
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