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Author Topic: Player in cutscenes  (Read 498 times)

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BUNNY

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Player in cutscenes
« on: 26 Oct 2004, 07:12:36 »
I made cutscene that should have player in it, the players soldier is in it and it should move. I tried all kind of commands (that i know) but it won't move!? Is there any command that would put ai in players soldier or any command that would make it move anyway?

Offline C0LDSt33L

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Re:Player in cutscenes
« Reply #1 on: 26 Oct 2004, 10:51:16 »
It depends. If this is part of an intro or outro a simple waypoint should do the trick. If its an in mission cutscene then there arn't any commands to my knowledge that will put your guy under ai control. One trick you could try would be to teleport some bloke who looks like the player but is under ai control into the area and teleport the player out using setpos and then teleport them back at the end.

For a really good effect you'd have to have a script to make the dummy player have the same weapons and damage as the real player.

Someone will probably come along with a more elegant solution but this could be one way of doing it.

Offline nominesine

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Re:Player in cutscenes
« Reply #2 on: 26 Oct 2004, 11:01:10 »
IÂ've always wondered (but never checked my self for some reason), does disableUserInput affect what you can get the player unit to do in a cutscene, or does it just prevent the human player from using mouse and keyboard until variable is changed back to false again?
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Offline C0LDSt33L

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Re:Player in cutscenes
« Reply #3 on: 26 Oct 2004, 11:27:01 »
I think it's the latter. It's really annoying when you have DisableUserInput and forget to include a false. You have to ctrl-alt-del flashpoint and you lose all the unsaved changes to your mission.

The moral of this story is: save often

BUNNY

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Re:Player in cutscenes
« Reply #4 on: 26 Oct 2004, 11:30:53 »
That replace-with-dummy-idea is good. I did though of that but I wanted more to use the real-me-unit so I forgot it. I think that'll work. The switching and getting positions are quite easy to do.

Thanks!