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Icarus scripting, using animations


Digital:[Xero]

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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...

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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 );

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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

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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.

 

:fett:

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