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moving player while in cutscene


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I have a question concerning player positioning. Normally whenever the player triggers a trigger, (in my case a cutscene)  where i have the fake player actually walk. I want my player to start from that position, soi thought it required me to place down a navgoal from it to start, but i realized that didnt do the trick, since that is probably for NPC's. So how can I have my player start from a different after the cutscene ends.

 

At this point the script is as following.

//Generated by BehavEd

rem ( "----------" );
rem ( "Cutscene Start" );
rem ( "----------" );

if ( $get( FLOAT, "RodianChat")$, $=$, $1$ )
{
	rem ( "----------" );
	rem ( "Affects with fake_player and npc" );
	rem ( "----------" );

	affect ( "fakeplayer", /*@AFFECT_TYPE*/ FLUSH )
	{
		set ( /*@SET_TYPES*/ "SET_WEAPON", /*@[member='weaponx']_NAMES*/ "WP_NONE" );
		set ( /*@SET_TYPES*/ "SET_WATCHTARGET", "NPC_NebbZa" );
		set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );
		set ( /*@SET_TYPES*/ "SET_RUNNING", /*@BOOL_TYPES*/ "false" );
		set ( /*@SET_TYPES*/ "SET_NAVGOAL", "fakeplayer_position_1" );
		wait ( 6000.000 );
	}


	affect ( "NPC_NebbZa", /*@AFFECT_TYPE*/ FLUSH )
	{
		set ( /*@SET_TYPES*/ "SET_WATCHTARGET", "fakeplayer" );
		wait ( 1000.000 );
		set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND5SHIFTWEIGHT" );
	}


	affect ( "player", /*@AFFECT_TYPE*/ FLUSH )
	{
		set ( /*@SET_TYPES*/ "SET_NAVGOAL", "fakeplayer_position_1" );
	}

	rem ( "----------" );
	rem ( "Camera Positions" );
	rem ( "----------" );
	camera ( /*@CAMERA_COMMANDS*/ ENABLE );
	camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cutscene_camRodian1", ORIGIN)$, 0 );
	camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cutscene_camRodian1", ANGLES)$, < 0.000 0.000 0.000 >, 0 );
	wait ( 5000.000 );
	camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cutscene_camRodian2", ORIGIN)$, 0 );
	camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cutscene_camRodian2", ANGLES)$, < 0.000 0.000 0.000 >, 0 );
	wait ( 5000.000 );
	camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cutscene_camRodian3", ORIGIN)$, 0 );
	camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cutscene_camRodian3", ANGLES)$, < 0.000 0.000 0.000 >, 0 );
	wait ( 5000.000 );
	remove ( "fakeplayer" );
	camera ( /*@CAMERA_COMMANDS*/ DISABLE );
	set ( "RodianChat", "2" );
}


Do i need to add another entity, rather than the navpoint where it starts from?

 

... doh

 

Figured that "Set_teleport_dest" with a tag on the navpoint actually did the trick (and i couldnt find how to close and delete this forum post)

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