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Cinematic SET_LOOK_TARGET


Obsidian-Jovani

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I would say info_notnull, not a ref_tag. Although I cannot say if ref_tag would or would not work. But info_notnull is what I'm using. And also you can target some NPC with its NPC_targetname. That is also quite convenient, as the other NPC will then follow the target NPC, even if it's moving (like walking around).

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Okay. One more question. Can the SET_LOOK_TARGET work for angles? If not what command do I use? Can I set the target at the navgoal? Right now I have the info_notnull located in a stairway down at an angle from the npc.

 

For example, I have my cinematic npc_kyle walk to navgoal1 and stop. Then I want the npc_kyle to look down a flight of stairs (so he can SEE navgoal2) and walk to navgoal2.

 

Right now he walks to navgoal1 and stops. But I don't think he is looking down the stairs because he isn't moving towards his next navgoal. When I give him a force push, he stands up, sees the navgoal and continues down the stairs.

 

Here is the script:

 

affect ( "holocron_kyle", /*@AFFECT_TYPE*/ FLUSH )

{

set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_CINEMATIC" );

set ( /*@SET_TYPES*/ "SET_WEAPON", /*@BOOL_TYPES*/ "WP_NONE" );

set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );

set ( /*@SET_TYPES*/ "SET_WALKSPEED", 55 );

 

task ( "KYLE_WALK1" )

{

set ( /*@SET_TYPES*/ "SET_NAVGOAL", "move1" );

}

 

dowait ( "KYLE_WALK1" );

set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "false" );

set ( /*@SET_TYPES*/ "SET_LOOK_TARGET", "look_down_stairs" );

wait ( 1000.000 );

set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );

 

task ( "KYLE_WALK2" )

{

set ( /*@SET_TYPES*/ "SET_NAVGOAL", "move2" );

}

 

dowait ( "KYLE_WALK2" );

set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "false" );

wait ( 1000.000 );

}

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Update

=====

 

Well I removed the SET_LOOK_TARGET command and replaced it with a SET_DPITCH command with a value of 90. This makes the npc_kyle look down the stairs when he walks to navgoal1 and stop, but he just stairs down as if "well isn't that nice"...lol.

 

Ideas?

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Update#2

=======

Well even though the SET_DPITCH made the NPC look down I replaced it with the SET_VIEWTARGET, which targets an info_notnull that is in front of the 2nd navgoal in the stairway, and he looks down but the dumb dude won't move.

 

Here is the updated script:

 

affect ( "holocron_kyle", /*@AFFECT_TYPE*/ FLUSH )

{

set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_CINEMATIC" );

set ( /*@SET_TYPES*/ "SET_WEAPON", /*@BOOL_TYPES*/ "WP_NONE" );

set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );

set ( /*@SET_TYPES*/ "SET_WALKSPEED", 55 );

 

task ( "KYLE_WALK1" )

{

set ( /*@SET_TYPES*/ "SET_NAVGOAL", "move1" );

}

 

dowait ( "KYLE_WALK1" );

set ( /*@SET_TYPES*/ "SET_VIEWTARGET", "look_down_stairs" );

 

task ( "KYLE_WALK2" )

{

set ( /*@SET_TYPES*/ "SET_NAVGOAL", "move2" );

}

 

dowait ( "KYLE_WALK2" );

set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "false" );

wait ( 1000.000 );

set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );

 

task ( "KYLE_WALK3" )

{

set ( /*@SET_TYPES*/ "SET_NAVGOAL", "move3" );

}

 

dowait ( "KYLE_WALK3" );

set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "false" );

wait ( 1000.000 );

set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );

 

task ( "KYLE_WALK4" )

{

set ( /*@SET_TYPES*/ "SET_NAVGOAL", "move4" );

}

 

dowait ( "KYLE_WALK4" );

set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "false" );

wait ( 1000.000 );

set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );

 

task ( "KYLE_WALK5" )

{

set ( /*@SET_TYPES*/ "SET_NAVGOAL", "move5" );

}

 

dowait ( "KYLE_WALK5" );

}

 

 

Any suggestions?

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So the problem is walking down the stairs? I have never done that in a script, so I cannot really say, if that works or if not, why. Maybe the stairs are too steep or there's something wrong with the navgoal. You might also try to add some waypoints from navgoal one to navgoal two, on the strairs.

 

Sorry, but I cannot help any further. I have done many cinematics and only the very last one worked right away (and I was quite astonished because of that). Keep trying. I'm sure you will succeed.

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Originally posted by lassev

Maybe the stairs are too steep or there's something wrong with the navgoal. You might also try to add some waypoints from navgoal one to navgoal two, on the strairs.

 

Yeah the stairs are kind of steep, but I added one in the middle and one at the bottom. The problem is the navgoal in the middle isn't being seen even when he looks down. I guess I could add a few more waypoints on the stairs.

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