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a few more cutscene questions...


lukeskywalker1

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Well, ive learned a lot so far... at least i think its a lot...but ive got a few more questions:

 

1) How can i get an NPC to walk (main question) i dont have a clue.... is it just the walking animations, and turning animations?

 

2) How do i get them to use force? (i think its just animations right?)

 

3) How can i make stuff fall, like in the end of return of the jedi, when vader threw his saber and that little bridge like thing fell?

 

I think thats all. Im really sorry, because i know this is a lot...

 

thanks a lot!!!

 

well, im ganna keep looking through the scripts, but i know ill need help with making an NPC walk around...

 

-lukeskywalker1

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Ok, ive gotten walking, and running to work. Its easy now... I did it like this:

 

 

//(BHVD)

 

affect ( "strooper1", /*@AFFECT_TYPE*/ FLUSH )

{

 

task ( "walk1" )

{

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

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

sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/st3/misc/31st3032.mp3" );

}

 

do ( "walk1" );

}

 

 

 

easy enough, now that i know how to do it.

 

 

And im ganna review the SP scripts to c how thye used the force in the game, during a cutscene, like when kyle was choking tavion. And that falling thing should be in one of the scripts too.

 

Thanks!!!

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Originally posted by lukeskywalker1

i got the 1st part :

 

( <set_types> "set bahavior state", but not the 2nd part:

 

<BSTATE_STRINGS> "BS_WALK" )

 

how did they get that in, i didnt see it... or am i not looking right??? Or did they just type it in??

 

-lukeskywalker1

 

Bring up set behavoir state, then double click on that set command and press 'Re-evaluate' and the various behavoir states should appear in a drop down box.

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