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Any one knows a good BehavEd tutorial?

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 tFighterPilot
06-03-2003, 3:31 PM
#1
I've already found one, but it isn't so good.

I'm looking for a tutorial which is mostly about cutscenes.
 Obsidian-Jovani
06-03-2003, 8:28 PM
#2
 lassev
06-04-2003, 6:22 AM
#3
And don't forget you have also at your disposal all the scripts Raven used in the cinematics of the original SP game, in cinematics folder (shipped with JK2 Editing tools).
 tFighterPilot
06-05-2003, 6:35 PM
#4
Thanks for the links. :)

lassev, I already looked at them, but they did not help much.
 Obsidian-Jovani
06-05-2003, 9:21 PM
#5
Originally posted by imyourfather
I already looked at them, but they did not help much.

They'll help you once you are on your way to understanding what it all does. And to understand it look at those tutorials I posted previously and make yourself a few test cutscenes. Then you can start to see the light...
 tFighterPilot
06-05-2003, 11:56 PM
#6
I can make the camera move. My problem is to make the bastard talk.
 Eagle_e7
06-06-2003, 12:09 AM
#7
It's been a long time since i've done this stuff, so my scripting is a little rusty. :)

But to get a charector to say a line, place an "affect" in for him and also throw in a "task" for good measure. Then when you want him to say his line simply activate it with a "do" command. ;)

Like this:

affect ( "boss", /*@AFFECT_TYPE*/ FLUSH )
{

task ( "BOSS_LINE1" )
{
sound ( CHAN_AUTO, "sound/tragingalo/l2.mp3" );
}

do ( "BOSS_LINE1" );
}
 tFighterPilot
06-06-2003, 9:16 AM
#8
sound ( CHAN_AUTO, "sound/tragingalo/l2.mp3" ); Isn't it supposed to be CHAN_VOICE?

I already did all this, with the help of the existing scripts, but that didn't work.
 Eagle_e7
06-06-2003, 10:24 AM
#9
Yes, "CHAN_AUTO" works but it's best to use "CHAN_VOICE" for charectors speaking.

If you're using custom sounds for your voices then try checking that they are encoded correctly, which I think if memory serves is into Mono 16bit sound running at 44100 Hz. :)

Also, try checking that your charectors are named "npc_targetname" and not "targetname";)
 tFighterPilot
06-06-2003, 12:02 PM
#10
So it should be npc_reb?

Thanks! :D

I'll try that.
 tFighterPilot
06-06-2003, 12:22 PM
#11
meh, still no talking.

Here it is (http://www.angelfire.com/droid/tfighterpilot/TalkingRebel.pk3), of coure I've included the map file and the txt file of the script.

I hope you can help.
 Leslie Judge
06-06-2003, 12:35 PM
#12
Originally posted by imyourfather
So it should be npc_reb?

Thanks! :D

I'll try that. He meant that give the NPC an NPC_targetname key otherwise the affect command will not work.
 tFighterPilot
06-06-2003, 12:37 PM
#13
oops, I'll try it now.
 tFighterPilot
06-06-2003, 12:49 PM
#14
Thanx for your help, he talks now. :D
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