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Cinematics tutorials

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 Anakin
03-15-2002, 3:31 AM
#1
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
 Kengo
07-22-2002, 12:23 PM
#2
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?
 Eagle_e7
07-22-2002, 12:33 PM
#3
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 :)
 Kengo
07-22-2002, 12:37 PM
#4
Thanks a lot :D
 Kengo
07-22-2002, 2:37 PM
#5
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:
 darth_micke
07-22-2002, 3:05 PM
#6
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
 Anakin
07-22-2002, 4:24 PM
#7
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
 Kengo
07-22-2002, 9:05 PM
#8
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?
 Anakin
07-23-2002, 3:52 PM
#9
Mmmm I shall see what I can do for you, just getting most of this right now :)

Anakin
 darth_micke
07-23-2002, 3:54 PM
#10
Take a screen of your script and show it and I can see if I find whats wrong :D
 idontlikegeorge
07-23-2002, 4:27 PM
#11
also try linking the player_start to the scriptrunner instead of a trigger brush (select the player start, then the scriptrunner, press ctrl-k)
 Kengo
07-23-2002, 7:02 PM
#12
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.
 Kengo
07-23-2002, 7:16 PM
#13
Just gave connecting the info_player start to the target_scriptrunner a go, no luck :(
 darth_micke
07-23-2002, 8:16 PM
#14
Hmm I cant see if there's any wrong.....try to get Eagle_e7 's attention.....he is one heck of a scripter!
 Kengo
07-23-2002, 8:48 PM
#15
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:
 Kengo
07-23-2002, 9:41 PM
#16
No luck, am completely out of ideas :eyeraise:
Any ideas anyone?
 Eagle_e7
07-24-2002, 5:45 AM
#17
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 );
 Kengo
07-24-2002, 11:36 AM
#18
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 :)
 Eagle_e7
07-24-2002, 11:41 AM
#19
Hey no problem;)

Glad you got it working:D
 Anakin
07-24-2002, 12:36 PM
#20
Bump
 Merritt
07-29-2002, 3:25 PM
#21
I'm having a few problems with scripting myself - i want an NPCs deathscript to unlock/activate a door - how would i do this?
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