Mandalorian Posted September 13, 2017 Posted September 13, 2017 So I have no problem moving a npc around but when it comes to moving a fakeplayer around it either doesn't move or it disappears I cannot understand why there is a difference. Any one know if there are different rules for a fakeplayer npc. reading redasaurus singleplayer tutorial and following it exactly gets no result. I have tried a few different commands like task and dowait and i have looked at sample maps and scripts from singleplayer to no avail. The player in the cinematic just stands there being lazy.
Noodle Posted September 13, 2017 Posted September 13, 2017 Can you share with us how you're trying to achieve this? Maybe we can spot a mistake that way.
Mandalorian Posted September 13, 2017 Author Posted September 13, 2017 //Generated by BehavEd affect ( "fakeplayer", FLUSH ){ task ( "walk" ){set ( /*@SET_TYPES*/ "SET_NAVGOAL", "nav_player1" );} set ( /*@SET_TYPES*/ "SET_WEAPON", /*@@weaponx_NAMES*/ "WP_DISRUPTOR" );set ( /*@SET_TYPES*/ "SET_ANIM_UPPER", /*@ANIM_NAMES*/ "BOTH_GUARD_IDLE1" );set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );camera ( /*@CAMERA_COMMANDS*/ ENABLE );camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "startcam", ANGLES)$, < 0.000 0.000 0.000 >, 0 );camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "startcam", ORIGIN)$, 0 );wait ( 2000.000 );camera ( /*@CAMERA_COMMANDS*/ ZOOM, 40.000, 4000 );wait ( 2000.000 );dowait ( "walk" );} wait ( 8000.000 );remove ( "fakeplayer" );camera ( /*@CAMERA_COMMANDS*/ DISABLE );run ( "city/start" ); mind you that I have changed this script a few times to get it to work differently.
Noodle Posted September 13, 2017 Posted September 13, 2017 I see, you're trying to move it by making him travel through the waypoints. Are they properly connected? Could you share a screenshot of the map and how you've mapped the waypoint networks?
Mandalorian Posted September 13, 2017 Author Posted September 13, 2017 is there another way to do it? Is the way I have written there in the script fine? Do you want a screencap ingame with the show navgoals and paths or a picture of my .map in gtkradiant?
Mandalorian Posted September 13, 2017 Author Posted September 13, 2017 https://drive.google.com/open?id=0B1JUNHBFtLwnYnRVV0xfQ2tITzA Here's a pic in radiant. Pretty simple set up.
Mandalorian Posted September 16, 2017 Author Posted September 16, 2017 Would it be easier to use a origin tag and move the npc along it playing the animation? I havent used any of those functions yet so I don't really know how they work.
Solution Mandalorian Posted September 16, 2017 Author Solution Posted September 16, 2017 I separated the scripts into one for the camera and one that moves the player separately and I got it to work!thanks for the help anyway @@Noodle
Noodle Posted September 17, 2017 Posted September 17, 2017 That's a much better solution than anything I could've come up with!
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