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)