JavaGuy Posted September 14, 2002 Share Posted September 14, 2002 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. Link to comment Share on other sites More sharing options...
UltimateZeus Posted September 14, 2002 Share Posted September 14, 2002 You have to use NPC_kyle as the player does not show up in camera mode. Use camera_Disable to disable the camera You have the right method of moving the character Zeus Link to comment Share on other sites More sharing options...
Catscratch Posted September 14, 2002 Share Posted September 14, 2002 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. Link to comment Share on other sites More sharing options...
MilesTeg Posted September 14, 2002 Share Posted September 14, 2002 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 Link to comment Share on other sites More sharing options...
JavaGuy Posted September 14, 2002 Author Share Posted September 14, 2002 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? Link to comment Share on other sites More sharing options...
idontlikegeorge Posted September 15, 2002 Share Posted September 15, 2002 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 Link to comment Share on other sites More sharing options...
JavaGuy Posted September 16, 2002 Author Share Posted September 16, 2002 That worked for me, thanks! Where are you guys getting the .txt versions of the scripts that come with the game? I can only find the .ibi versions. Link to comment Share on other sites More sharing options...
idontlikegeorge Posted September 16, 2002 Share Posted September 16, 2002 jkeditingtools2 came with a SP_scripts.zip, which has them all in .txt format Link to comment Share on other sites More sharing options...
JavaGuy Posted September 16, 2002 Author Share Posted September 16, 2002 Awesome! Thanks again. Link to comment Share on other sites More sharing options...
Leslie Judge Posted September 16, 2002 Share Posted September 16, 2002 Hmm... idontlikegeorge, where are those files you mentioned? I mean objectives.sp and sp_ingame.sp? I was looking them for half an hour. Link to comment Share on other sites More sharing options...
idontlikegeorge Posted September 16, 2002 Share Posted September 16, 2002 their in base/strip, if you extracted all the assests paks Link to comment Share on other sites More sharing options...
Leslie Judge Posted September 19, 2002 Share Posted September 19, 2002 Err... actually, I did not. Link to comment Share on other sites More sharing options...
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