bengar Posted May 2, 2003 Share Posted May 2, 2003 Hi I searched the forums, i found a good thread with LDJ getting help from Raven. I followed that and I was able to get his lips to move except he didnt turn off his saber... he just stands in his fighting stance and talks. So i changed it the way i had it before. I will paste my script...... //Generated by BehavEd affect ( "kyle", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_VIEWTARGET", "spawnlando" ); set ( /*@SET_TYPES*/ "SET_MORELIGHT", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_SABERACTIVE", /*@BOOL_TYPES*/ "false" ); } camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "speakcam1", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "speakcam1", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 35.000, 4000 ); wait ( 3000 ); affect ( "landocin", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE_ATTEN, "sound/chars/lando/10lac001.wav" ); set ( /*@SET_TYPES*/ "SET_WATCHTARGET", "kylecin2" ); } wait ( 2000 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "landocam", ORIGIN)$, 7000 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "landocam", ANGLES)$, < 0.000 0.000 0.000 >, 7000 ); affect ( "kyle", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/kyle/10kyk001.mp3" ); } wait ( 2500 ); affect ( "landocin", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/lando/10lac002.mp3" ); } wait ( 4500 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "kylecam", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "kylecam", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); affect ( "kyle", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/kyle/misc/taunt.mp3" ); } wait ( 2500 ); affect ( "kyle", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/kyle/10kyk008.mp3" ); } wait ( 2000 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "landocam", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "landocam", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); affect ( "landocin", /*@AFFECT_TYPE*/ INSERT ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/lando_trouble.mp3" ); } wait ( 2000 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "kylecam", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "kylecam", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); affect ( "kyle", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/kyle/10kyk009.mp3" ); } wait ( 1500 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "speakcam1", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "speakcam1", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); affect ( "landocin", /*@AFFECT_TYPE*/ FLUSH ) { wait ( 1000 ); sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/lando/10lac010.mp3" ); } camera ( /*@CAMERA_COMMANDS*/ ZOOM, 50.000, 4000 ); wait ( 4000 ); camera ( /*@CAMERA_COMMANDS*/ DISABLE ); remove ( "kylecin2" ); With this Kyle says his lines but no lips moving. I had the affect to the name of the Kyle NPC which is "kylecin2" but there was no Kyle sound with my script that way. I'm trying to remember, i think when i had Kyles lips moving I had a "spawnscript" on the Kyle NPC in radiant but i had a few little bugs doing it that way... like it would take a couple seconds for the cinematic to start and Kyle wouldnt put away his saber. Anyways, the way i have it in radiant now is with a trigger that spawns Kyle NPC and the Kyle NPC targeting a scriptrunner. I hope someone can help me make Kyle's lips move. If not, no biggie, I'll just put the camera at the back of his head so u cant se his lips move..lol. Thanks in advance Bengar Link to comment Share on other sites More sharing options...
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