I think we should give a demo map and script that works in JK, I have used the one from EF but that doesnt work too well.
Anyone want to make it??
Anakin
I know it's all scripting, sadly, and I guess I'm gonna have to learn it :violin: . Does anyone know of any good tutorials/sources of info for cinematic scripting in JK2?
Here ya go:D
http://www.geocities.com/rellenbroek/main_realscripts.html)
Check out tutorials 3 and 4, it's for elite force but it seems to work for jk2 aswell :)
They're very good tutorials, and I managed to do a small bit of cinematics that I think should, in theory, work. However, I can't actually get it going, the problem is either that I've done something wrong with the script/map, or that I can't get the map to recognise where the script is when you run it. You have to compile the script and map together (in seperate folders) in a PK3 right, then run the pk3 in jk2? I can get the map to run no probs, but there's no sign of that scripting. The trigger_once is there leading to a target scriptrunner with the correct location (I think). All the rest of it seems to be like the tutorial says. Anyone got any ideas what I might be doing wrong? :doh:
Well..u could make an script folder in your base map .. and put your script there....then....in the scriptrunner u simple type:
Key: usescript
value: yourscript
Tadaaaaaaaaaa
Also keep the scripts seperate from those in the main scrips folder so create a
../gamedate/base/scripts/newscripts /
folder, or call it what you want.
JK likes it better that way.
Plus once I have finished of one of our maps I will show you guys how to do cutscenes :)
Anakin
OK, I'm still a bit stuck...
I got a scripts folder at....
C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\base\scripts\cin
Inside this I have a cin1.IBI file.
In the target scriptrunner I have
Key: Usescipt
Value: cin/cin1
The target scriptrunner is activated by a trigger_once that is where the info_player_start begins. It's just a room with some lights other than that, with the ref_tags for camera position. I compile the map, run it, and its just a room, no cinematics. :confused: Any ideas what I'm still doing wrong anyone?
Mmmm I shall see what I can do for you, just getting most of this right now :)
Anakin
Take a screen of your script and show it and I can see if I find whats wrong :D
also try linking the player_start to the scriptrunner instead of a trigger brush (select the player start, then the scriptrunner, press ctrl-k)
Thanks guys :), the script is:
//Generated by BehavEd
camera ( /*@CAMERA_COMMANDS*/ ENABLE );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam1", ORIGIN)$, $0$ );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam1", ORIGIN)$, < 0.000 0.000 0.000 >, 0 );
wait ( 2000.000 );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam2", ORIGIN)$, $5000$ );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam2", ANGLES)$, < 0.000 0.000 0.000 >, $5000$ );
wait ( 8000.000 );
camera ( /*@CAMERA_COMMANDS*/ DISABLE );
Any problems with this script that anyone can see?
I'll give that scriptrunner direct from the info_player_start a go in a sec too.
Just gave connecting the info_player start to the target_scriptrunner a go, no luck :(
Hmm I cant see if there's any wrong.....try to get Eagle_e7 's attention.....he is one heck of a scripter!
I just noticed that in kejim_post the target_scriptrunners have a targetname run_scriptname, so if guess if I add that on my map I might get some joy. Heres hoping :yeldance:
No luck, am completely out of ideas :eyeraise:
Any ideas anyone?
Originally posted by Kengo
Thanks guys :), the script is:
//Generated by BehavEd
camera ( /*@CAMERA_COMMANDS*/ ENABLE );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam1", ORIGIN)$, $0$ );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam1", ORIGIN)$, < 0.000 0.000 0.000 >, 0 );
wait ( 2000.000 );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam2", ORIGIN)$, $5000$ );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam2", ANGLES)$, < 0.000 0.000 0.000 >, $5000$ );
wait ( 8000.000 );
camera ( /*@CAMERA_COMMANDS*/ DISABLE );
Any problems with this script that anyone can see?
I'll give that scriptrunner direct from the info_player_start a go in a sec too.
It looks like "cam1" has 2 origin commands. for the pan camera, put in the key angles like you have with the second one.
Also i noticed that your cameras seem to have a $$ between the 0 and 5000 at the end.
And lastly try to keep the move and pan commands together, i've had trouble moving these around in the past so it's probebly a good idea to keep them together:)
Try this script
//Generated by BehavEd
camera ( /*@CAMERA_COMMANDS*/ ENABLE );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam1", ORIGIN)$, 0 );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam1", ANGLES)$, < 0.000 0.000 0.000 >, 0 );
wait ( 2000.000 );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam2", ORIGIN)$, 5000 );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam2", ANGLES)$, < 0.000 0.000 0.000 >, 5000 );
wait ( 8000.000 );
camera ( /*@CAMERA_COMMANDS*/ DISABLE );
Eagle, you the man! :D
Thanks a lot, finally got it working, its not v complex now, but now I know I can do it I can work on improving it! Thanks big time :)
Hey no problem;)
Glad you got it working:D
I'm having a few problems with scripting myself - i want an NPCs deathscript to unlock/activate a door - how would i do this?