Re: MotS cutscenes


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Posted by Antony Espindola on July 21, 1998 at 14:21:32:

In Reply to: Re: MotS cutscenes posted by Fourwood on July 19, 1998 at 18:11:43:


symbols
message startup
thing player local
thing actor local
thing camera
thing moveto
keyframe run=kyrun0.key local
template kyle=KyleBryarActor local
int keynum local

end

code

startup:
player = GetLocalPlayerThing();
jkBeginCutscene();
SetActorFlags(player, 0xa00000);
StopThing(player);
SetThingGeoMode(player, 0);
actor = CreateThing(gunless, player);
StopThing(actor);
SetCameraFocus(0, camera);
Sleep(0.5);
keynum=PlayKey(actor, run, 1, 0x4);
AISetMoveSpeed(actor, 2.0);
AISetLookPos(actor, GetThingPos(moveto);
AISetMoveThing(actor, moveto);
Sleep(3.0);
StopKey(actor, keynum, 0);
Sleep(0.5);
jkEndCutscene();
ClearActorFlags(player, 0xa00000);
SetThingGeoMode(player, 4);
DestroyThing(actor);
SetCameraFocus(0, player);
end

Ok, everything looks fine except that you don't
need to use the "run" animation to make it look like
Kyle is running - when he moves towards an object using
the AISetMoveThing() command, he will automatically
look like he's running anyway.

Try removing the PlayKey and StopKey commands and see
if this fixes your problems. If it doesn't, let me know
how far the cog gets (like does it switch to the external
camera?) and we'll take it from there.



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