Livingdeadjedi Posted April 23, 2003 Share Posted April 23, 2003 Ive made a script with some cameras again this time i want it to flick from 1 camera to the other without Panning or Moving like on a TV chat show here is part of the script //Generated by BehavEd camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam2", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam2", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); wait ( 1000.000 ); affect ( "kylebar", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_MORELIGHT", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_SABER" ); set ( /*@SET_TYPES*/ "SET_SABERACTIVE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_LOOK_TARGET", "NULL" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_TALKGESTURE5" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 5000 ); task ( "kyletalk1" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/charskyle/09kyk002.wav" ); } dowait ( "kyletalk1" ); wait ( 100.000 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam3", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam3", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); affect ( "bar1", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_MORELIGHT", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_LOOK_TARGET", "NULL" ); set ( /*@SET_TYPES*/ "SET_USE_SUBTITLES", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_TALKGESTURE16" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 5000 ); task ( "bartalk1" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/gran2/09gr2001.wav" ); } dowait ( "bartalk1" ); wait ( 500.000 ); as you see its meant to go from cam 2 to cam 3 now in the rest of the script ive put cam 2 and 3 again for each person im just wondering if i should have put CAM 4 , 5 etc or do i put something else Link to comment Share on other sites More sharing options...
bengar Posted April 24, 2003 Share Posted April 24, 2003 Hello I'm not an expert or anything on scripting or cameras or anything but I did same thing with my cameras... two people talking and the camera going back n forth with no panning just a instananeous CUT. I believe Cam 2 and 3 is fine.... you dont have to put Cam 4 and 5 Bengar Link to comment Share on other sites More sharing options...
Kengo Posted April 24, 2003 Share Posted April 24, 2003 You got it right in that script, 0 time for origin and angle = instant. You can re-use the same cameras more than once, so if you want to use the camera 2 angle again just have cam2 again and it should work fine Link to comment Share on other sites More sharing options...
lassev Posted April 24, 2003 Share Posted April 24, 2003 If your conversation is longer than just some exchanged words, I would suggest adding cameras 3 and 4. Perhaps position them at somewhat different locations and use a closer zoom. Then you can, when either of the characters is saying something very important, get a closer zoom at his face and thus have a nice effect. So, this is not exactly a scripting technique suggestion, but movie making in general. Link to comment Share on other sites More sharing options...
Livingdeadjedi Posted April 25, 2003 Author Share Posted April 25, 2003 yep script looks ok and all as ya say Ive set the right NPC_targetname and the cameras are there but when i test the level, it gets to the cinematic part, the camera activates then it sticks and i have to do CTRL ALT delete to end task. //Generated by BehavEd camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam2", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam2", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); wait ( 1000.000 ); affect ( "kylebar", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_MORELIGHT", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_SABER" ); set ( /*@SET_TYPES*/ "SET_SABERACTIVE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_TALKGESTURE5" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 5000 ); task ( "kyletalk1" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/kyle/09kyk002" ); } dowait ( "kyletalk1" ); wait ( 100.000 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam3", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam3", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); wait ( 100.000 ); affect ( "bar1", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_MORELIGHT", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_USE_SUBTITLES", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_TALKGESTURE16" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 5000 ); task ( "bartalk1" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/gran2/09gr2001.wav" ); } dowait ( "bartalk1" ); wait ( 500.000 ); affect ( "bar1", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_MORELIGHT", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_USE_SUBTITLES", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_TALKGESTURE16" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 5000 ); task ( "bartalk2" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/gran2/misc/suspicious4.wav" ); } dowait ( "bartalk2" ); wait ( 500.000 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam2", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam2", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); wait ( 100.000 ); affect ( "kylebar", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_MORELIGHT", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_SABER" ); set ( /*@SET_TYPES*/ "SET_SABERACTIVE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_TALKGESTURE5" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 5000 ); task ( "kyletalk2" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/kyle/03kyk003" ); } dowait ( "kyletalk2" ); wait ( 100.000 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam3", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam3", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); wait ( 100.000 ); affect ( "bar1", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_MORELIGHT", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_USE_SUBTITLES", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_TALKGESTURE16" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 5000 ); task ( "bartalk3" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/gran2/misc/suspicious2.wav" ); } dowait ( "bartalk3" ); wait ( 500.000 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam2", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam2", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); wait ( 100.000 ); affect ( "kylebar", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_MORELIGHT", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_SABER" ); set ( /*@SET_TYPES*/ "SET_SABERACTIVE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_TALKGESTURE5" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 5000 ); task ( "kyletalk3" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/kyle/10kyk008" ); } dowait ( "kyletalk3" ); wait ( 100.000 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam3", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam3", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); wait ( 100.000 ); affect ( "bar1", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_MORELIGHT", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_USE_SUBTITLES", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_TALKGESTURE16" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 5000 ); task ( "bartalk4" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/gran2/misc/detected3.wav" ); } dowait ( "bartalk4" ); wait ( 500.000 ); camera ( /*@CAMERA_COMMANDS*/ DISABLE ); remove ( "self" ); } } } } } } } thats the whole script Link to comment Share on other sites More sharing options...
lassev Posted April 25, 2003 Share Posted April 25, 2003 Are you sure you can omit the .mp3 from the file names? Strange, I have done so many cinematics that I should remember if the extension is included or not, but I don't. Still, I can tell you one thing: bad sound files or sound files not existing can freeze your script. So check them. Is "kylebar" spawned? Do you see everything through the camera as you expect you should, before the script freezes? Are the camera-ref_taqs named with ordinary targetnames and not script_targetnames or something else inappropriate? Link to comment Share on other sites More sharing options...
Leslie Judge Posted April 25, 2003 Share Posted April 25, 2003 And does any part of the script work? I mean it freezes in the beginning or just at the end? Link to comment Share on other sites More sharing options...
Livingdeadjedi Posted April 25, 2003 Author Share Posted April 25, 2003 it goes to the first camera then freezes and you watch as the two people just stand there LOL I might have to put .mp3 but the last script hadnt got that and worked the bits with .wav are for the sections that will be Subtitled for some reason subtitles work only for sounds that have .wav after them Link to comment Share on other sites More sharing options...
Livingdeadjedi Posted April 26, 2003 Author Share Posted April 26, 2003 ive tried all kinds of different formats now with and without .mp3 i actually got the first one to say something but then it froze on kyles section Doesnt anyone know out of all those "expert" cutscene makers or should i again ask mike gullmelt ? this script is getting on my nerves. why cant they make it Simple Link to comment Share on other sites More sharing options...
lassev Posted April 28, 2003 Share Posted April 28, 2003 the bits with .wav are for the sections that will be Subtitled for some reason subtitles work only for sounds that have .wav after them I don't think that's quite true. Maybe you should check your subtitles (strip) file to see if there's anything wrong. I cannot say, if that could cause a script to freeze, but it's worth a shot. Link to comment Share on other sites More sharing options...
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