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Author Topic: Cutscene actions  (Read 527 times)

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Gooner861

  • Guest
Cutscene actions
« on: 01 Jul 2004, 14:52:57 »
Ok ive asked sumthing like this b4 but it didnt get answered  :'( .

Ok picture a cutscene with a guy standing. I make a few shots of him frm different angles than once those shots have been played i want the man to walk ova to a house. But how do i make him move on time in a cutscene. Wot u put in the script to activate the waypoint or do u just have to time the cutscene?

Sorry if this sounds a bit weird, im writing this pretty quick ( i need the toilet)  :-[  ;D .

Cheers.

Gooner

ponq

  • Guest
Re:Cutscene actions
« Reply #1 on: 01 Jul 2004, 15:29:18 »
maybe this could work:
in the waypoint
condition: walk

in the cutscene script , after the shots
walk = true

Cool Z

  • Guest
Re:Cutscene actions
« Reply #2 on: 01 Jul 2004, 18:13:33 »
Ye, that should work. You could also just have his waypoint on a timer and work out how long it would take for the shots to have finished. What ponq said is far more practical. I only suggested that so I actually seemed to be trying to help.  ;)

Ade

  • Guest
Re:Cutscene actions
« Reply #3 on: 05 Jul 2004, 02:13:40 »
I normally don't use a waypoint in this situation - I put a gamelogic where I want the guy to go and give it a name.  Then after the camera script, I add the line

_man doMove getPos _gamelogic

You can put in setSpeedMode and setBehaviour prior to the doMove command for more control.

Don't set him any other waypoints though, because he'll go to his next waypoint immediately on completing the doMove command.

I find that if I want to script a lot for a loon or vehicle from a script this gives a bit more control than waypoints.

Hope this helps,

Ade