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Cut-scenes in ICARUS


JavaGuy

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Some questions...

 

I read in a tutorial that a cut-scene should use an NPC_Kyle for the player in camera mode, with a spawnscript that makes it invisible and nonsolid until the appropriate time. That's what I did, and it works, but I'm wondering if there's any reason why that's preferable to simply not spawning the NPC_Kyle at all until it's needed.

 

How do I end a scenario from an ICARUS script? I tried the SET_MISSIONFAILED, but it didn't seem to do anything.

 

How do mission objectives work? The ICARUS manual isn't especially clear on this?

 

Lastly, is it possible to move the player in a script? I'm trying this:

 

affect ( "kyle", /*@AFFECT_TYPE*/ FLUSH )

{

set ( "SET_ORIGIN", $tag( "point1", ORIGIN)$ );

set ( "SET_ANGLES", $tag( "point1", ANGLES)$ );

}

 

 

...but nothing seems to happen. This happens at a point in the script where it's in camera mode, incidently, if that makes any difference. And yes, I want to move the actual player, not just the NPC_kyle.

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There's no ending level command in Icarus scripting. You keep completing the objectives and under some circumstances, the map loads the next one. At the end of the last mission, it gives the credits which you can with icarus. There should've been a command like closing the map and returning to the main menu.

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The last commands of the sp game ( from the last script "cinematic37.txt"):

 

set ( /*@SET_TYPES*/ "SET_END_SCREENDISSOLVE ", /*@BOOL_TYPES*/ "true" );

use ( "endcredit_music" );

wait ( 1000.000 );

set ( /*@SET_TYPES*/ "SET_CLOSINGCREDITS", /*@BOOL_TYPES*/ "true" );

 

I think that´s how you can get back to the menu

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I don't want to move NPC_Kyle; I know how to do that. What I want is for the player to be in the same position after I disable the camera that NPC_Kyle was in at that time. The tutorial at http://www.geocities.com/rellenbroek/tutorials/tutorial_4/tutorial_4.html does precisely that, except I can't get it to work for me.

 

Concerning ending the level, in the SP there's a part where you try to sneak past a bunch of guys undetected. If you get caught there's a cinematic of Kyle getting captured, and the mission failed screen comes up while it is still in camera mode. How is that done? And what is SET_MISSIONFAILED for anyway?

 

I'm still not clear on how the different SET_OBJECTIVE_ commands work. How do I create objectives?

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I'm still not clear on how the different SET_OBJECTIVE_ commands work. How do I create objectives?
you cant create new objectives, you have to change existing ones, and reference the regular tags

 

like say KEJIM_POST_OBJ1 is "Investigate the abandoned Imperial outpost.", just change the string in the objectives.sp file to read "blah blah", then in spawn script put a line like:

set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SHOW", /*@OBJECTIVES*/ "KEJIM_POST_OBJ1" );

and when you start your map blah blah will appear as an objective

 

 

And what is SET_MISSIONFAILED for anyway?

set ( /*@SET_TYPES*/ "SET_MISSIONFAILED", /*@MISSIONFAILED*/ "MISSIONFAILED_KYLECAPTURE" ); thats straight outta the script; the missionfailed_kylecapture references a string in the sp_ingame.sp file

 

basically, it seems that you have to use the default reference tags - they seem to be defined in the SP code; but you can still change the strings to suit your needs

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