Digital:[Xero] Posted April 18, 2003 Share Posted April 18, 2003 Hi, I was wondering how I can use the character animations for a single character, I want to do a sitting for Kyle, but I dont know how... Heres what I got: //(BHVD) rem ( "Kyle Sit" ); affect ( "Kyle_Cargo", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_SIT3" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", "-1" ); } Straight from Icarus... Thanks in advance... Oh yeah... Thats just a piece of script from a larger script I made... Just to let you know... Link to comment Share on other sites More sharing options...
War Master Posted April 18, 2003 Share Posted April 18, 2003 Your script looks ok but it depends who you're refering to in the affect statement. If it's meant for a NPC kyle who has a NPC_targetname Kyle_Cargo it should work. I don't think you can make "the player" Kyle sit. This is a script I use to get a Gran to sit. It's a spawnscript. //Generated by BehavEd rem ( "comment" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_NONE" ); set ( /*@SET_TYPES*/ "SET_PLAYER_TEAM", /*@TEAM_NAMES*/ "TEAM_NEUTRAL" ); set ( /*@SET_TYPES*/ "SET_ENEMY_TEAM", /*@TEAM_NAMES*/ "TEAM_NEUTRAL" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_SLEEP6STOP" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 ); Link to comment Share on other sites More sharing options...
Digital:[Xero] Posted April 18, 2003 Author Share Posted April 18, 2003 Thnx dude, another thing is how to get it to work in cinimatics? I've tried alot of different things, but they dont seem to work.... Thanks again... Link to comment Share on other sites More sharing options...
War Master Posted April 18, 2003 Share Posted April 18, 2003 Any events you want to have happen in your cutscene has to be placed in between the camera enable and disable commands. Here's an example of a script I'm using to turn off a big power generator: //Generated by BehavEd rem ( "cinematic shutdown of pipes" ); camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "campipe_shut", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "campipe_shut", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); task ( "turn_off" ) { wait ( 1000.000 ); use ( "pipe2" ); use ( "pipe_light1" ); sound ( /*@CHANNELS*/ CHAN_AMBIENT, "sound/effects/coldroom_off.mp3" ); wait ( 1000.000 ); use ( "pipe1" ); use ( "pipe_light3" ); wait ( 1000.000 ); use ( "pipe3" ); use ( "pipe_light2" ); wait ( 1000.000 ); use ( "pipebeam1" ); wait ( 1000.000 ); use ( "pipebeam2" ); wait ( 2000.000 ); } dowait ( "turn_off" ); camera ( /*@CAMERA_COMMANDS*/ DISABLE ); Kengo has some cutscene tutorials, check 'em out http://www.geocities.com/kengomaps/tutorials.html Link to comment Share on other sites More sharing options...
Digital:[Xero] Posted April 18, 2003 Author Share Posted April 18, 2003 Yes, I know that, but within the cinimatic, how do I get a character to sit, or, swing a saber... Like, a reborn walking down a hall and then sits on a chair.... Link to comment Share on other sites More sharing options...
War Master Posted April 18, 2003 Share Posted April 18, 2003 In Radiant give the npc you want to affect key:NPC_targetname value: insertnamehere. Place a waypoint_navgoal down the hall and give it targetname move1. Get him to walk down the hall. Next you need to get the npc to face the right angle before he sits, the angle depends on the orientation which you can figure out in Radiant. Next make him sit down. Inside the camera commands you should have something like this: affect ( "insertnamehere", /*@AFFECT_TYPE*/ FLUSH ) { task ( "walkdownhall" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "move1" ); } dowait ( "walkdownhall" ); task ( "facetherighway" ) { set ( /*@SET_TYPES*/ "SET_DYAW", 90.000 ); } dowait ( "facetherightway" ); task ( "sitdown" ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_SLEEP6STOP" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 ); } dowait ( "sitdown" ); } I haven't tested the script, I just made it up on the spot as an example. Use it as an example. Let me know if it works. Link to comment Share on other sites More sharing options...
Digital:[Xero] Posted April 18, 2003 Author Share Posted April 18, 2003 Ok, thnx, I'll try that after Link to comment Share on other sites More sharing options...
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