Lazarus Posted December 9, 2017 Share Posted December 9, 2017 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) Link to comment
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