AradorasXeon Posted October 12, 2012 Share Posted October 12, 2012 So, I was finally able to put in a camera in my map ( you know the one that makes the scenes in single player), but it absolutely uncontrollable, how does it decide where to spawn itself? since in behaved I only could make a command which puts me in camera mod (camera/enable), but I wasn't able to find any kind of variable in it, I mean no targetnames for camera entities. First it put itself in the only existing target_relay entity, now I deleted it, but it looks it finds that postion again and put itself there instead of my ref_tag named cam1. I've tried to change my ref_tag into a target_relay (the only one in the map now) and it has the targetname cam1. Well the camera put itself to the same position, and there is nothing in radiant what I can see, no specific entity or position (like 0 0 0). So How do I do this? And how do I tell an NPC to move from here to there? (Yes I'm working on a singleplayer map.) Link to comment
CrimsonStrife Posted October 12, 2012 Share Posted October 12, 2012 I bet @@Szico VII can answer that for you...by tagging him in this post I should have just summoned him to the thread for you too. Link to comment
mrwonko Posted October 12, 2012 Share Posted October 12, 2012 //(BHVD) rem ( "Enable cutscene mode, move the camera to the position/orientation of the ref_tag with targetname camera_ref_tag_name" ); camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "camera_ref_tag_name", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "camera_ref_tag_name", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); rem ( "Tell the NPC with npc_targetname npc_name to go to the waypoint_navgoal with targetname navgoal_name" ); affect ( "npc_name", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@ SET_TYPES*/ "SET_NAVGOAL", "navgoal_name" ); // Without the space after the @ - but the name-mention-highlighting is overly aggresive here. rem ( "Or, to pause script execution until he has arrived:" ); task ( "unique_task_name" ) { set ( /*@ SET_TYPES*/ "SET_NAVGOAL", "navgoal_name" ); // same } dowait ( "unique_task_name" ); print ( "!npc_name has arrived at navgoal_name!" ); } AradorasXeon likes this Link to comment
CrimsonStrife Posted October 12, 2012 Share Posted October 12, 2012 well that explains the 6 notifications I just received lol. Link to comment
mrwonko Posted October 12, 2012 Share Posted October 12, 2012 My message wouldn't show up so I clicked some more. Ooops. Edited the duplicates out. Also, the name highlighting is bugged - it certainly should not highlight stuff in blocks. Link to comment
CrimsonStrife Posted October 12, 2012 Share Posted October 12, 2012 I'll point it out to Caelum, see what he thinks. Link to comment
AradorasXeon Posted October 12, 2012 Author Share Posted October 12, 2012 //(BHVD) rem ( "Enable cutscene mode, move the camera to the position/orientation of the ref_tag with targetname camera_ref_tag_name" ); camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "camera_ref_tag_name", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "camera_ref_tag_name", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); rem ( "Tell the NPC with npc_targetname npc_name to go to the waypoint_navgoal with targetname navgoal_name" ); affect ( "npc_name", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@ SET_TYPES*/ "SET_NAVGOAL", "navgoal_name" ); // Without the space after the @ - but the name-mention-highlighting is overly aggresive here. rem ( "Or, to pause script execution until he has arrived:" ); task ( "unique_task_name" ) { set ( /*@ SET_TYPES*/ "SET_NAVGOAL", "navgoal_name" ); // same } dowait ( "unique_task_name" ); print ( "!npc_name has arrived at navgoal_name!" ); } First of all thanks for your help! This means a lot to me (since there isn't too many tutorial for scripting, at least I haven't found any detailed one)Well it work half way, no matter what I target with the ref_tag it turns somehow in a strange direction (tried it with another ref_tag targeted from the camera/pan, with the very same result), anyway my npc doesn't spawn in for some reason so I have to look after things. thanks again! Link to comment
mrwonko Posted October 12, 2012 Share Posted October 12, 2012 The important part for rotation is the PAN setting. You have to target your ref_tag to a target_position. You can also make the camera follow an npc, or export a camera animation as a .rof animation from the modelling tool of your choice (as long as that choice is either an ancient 3ds max with an official exporter or Blender, for which I wrote one). But for now, simple ref_tags will suffice. Link to comment
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