000nate Posted February 8, 2003 Share Posted February 8, 2003 In behaved how can I get kyle to raise the transmiter type device he carries around, and puts up to his face in cutscenes. I already have the cutscene its self I just need to get kyle to raise his hand up to his face in part of it holding the transmiter so that it looks like hes talking to jan. Link to comment Share on other sites More sharing options...
Kengo Posted February 8, 2003 Share Posted February 8, 2003 This is one animation I do know how to do: In the script, affect the targetname of the npc_kyle. Then from the affect have a set_animation - there is one for using the animation. Also you need a set_animation_holdtime, make it as long as you want him to hold up the mic. That should do it Link to comment Share on other sites More sharing options...
000nate Posted February 8, 2003 Author Share Posted February 8, 2003 thanks Link to comment Share on other sites More sharing options...
000nate Posted February 8, 2003 Author Share Posted February 8, 2003 Wait I was looking at it and need a little more desciption than that. Could you go through a sort of quick step by step proscess? Thanks. I'm still very new to behaved so I need things described in simple terms. Thanks for your time. Link to comment Share on other sites More sharing options...
Kengo Posted February 9, 2003 Share Posted February 9, 2003 If you go here: http://www.geocities.com/kengomaps/tutorials.html The camera tutorials should get you started on behaved. I don't think I know enough to write a full tutorial for animation, plus I'm suffering from tutorial_writing_burnout Hopefully the camera tutorials will give you enough insight for what I've said about animation to make sense. Link to comment Share on other sites More sharing options...
000nate Posted February 10, 2003 Author Share Posted February 10, 2003 Kengo as I might have told you before in a previous message I know of your camera tutorial and have used it. Thats why I said I have the cameras working. And that was done in a detailed explination. Why can't you give me a detailed explination on how to add anims to it? :I have moving cameras and all. Link to comment Share on other sites More sharing options...
000nate Posted February 10, 2003 Author Share Posted February 10, 2003 sory kengo didn't see that you didn't know enough to write a tutorial on anims. Didn't read the message clearly enough the first time. stupid me. Link to comment Share on other sites More sharing options...
Kengo Posted February 11, 2003 Share Posted February 11, 2003 Np man. I just need to be certain on something before I write a tutorial on it, writing tutorials with a lot of uncertainty and "this might work, "or it might not" just isn't good I'm gonna leave the tutorial writing for a bit and work on mapping some more, and hopefully learn more on animations. Basically, you need to affect the NPC (who needs to be given a targetname to identify them) , then set the animation (i recommend animation_both), then set animation_holdtime directly below, and the amount of time you want the animation to last in the animation holdtime command. That's basically the ground floor of how you do it, I just recommend you experiment and see what you can do, I really don't know anymore about animations than what I've just typed, yet Link to comment Share on other sites More sharing options...
lassev Posted February 11, 2003 Share Posted February 11, 2003 Come on, 000nate. If you already know how to run scripts, how to control NPCs and cameras, you are certainly advanced enough to have a look at the Raven scripts and start to learn things yourself. Kengo's tutorials are great and undoubtly much needed in the beginning, but still the best source in scripting are the ready made scripts and simple, pure trials. How do you think Kengo or many others learnt BehavEd in the first place? Link to comment Share on other sites More sharing options...
000nate Posted February 11, 2003 Author Share Posted February 11, 2003 I never new raven had scripts out till I saw them. I soppose your right about that. But I wonder if you know where I can find the transimiter anim in the zip file. Link to comment Share on other sites More sharing options...
000nate Posted February 11, 2003 Author Share Posted February 11, 2003 I've been searching forever in the anims.h file and still can't find the anim, whats the name of it? Link to comment Share on other sites More sharing options...
000nate Posted February 11, 2003 Author Share Posted February 11, 2003 I need to know more and I can't find it anywhere! like Kengo said to use the targetname thig to identify the npc well what do I name it and what do I put in my script to corr with that. Link to comment Share on other sites More sharing options...
lassev Posted February 12, 2003 Share Posted February 12, 2003 Well, in the cinematics, when you are animating your characters, you have basically three ways: you might just apply some animation (like with anim_both) and then see how it looks like in the game. The other way is to open your chap in the ModView and then play the animatic sequences, one by one or by choosing animations with intelligent names and see how the dude rolls his hands. The third way is to study the Raven scripts. The key in this business is to try to remember the actual game. Like with compad, I think Kyle used that at least in the end of the Kejim_Base map, that is, if I remember correctly. And bear in mind also the fact that cinematic scripts are all in the same cinematics folder, not in level specific folders. To have Kyle hold the compad in his hand, you also need to issue some command. targetname thig to identify the npc well what do I name You use NPC_targetname if you want to affect an NPC. It's a good custom to name your characters in the manner you remember later, like cinkyle or cinjan etc. That name you will use with affect command. Link to comment Share on other sites More sharing options...
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