gtkradiant cutscenes -1 reply

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jk2_roks

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#1 10 years ago

hi i need help for cutscenes. i know alot about it but i cant get characters to appear in them or even set any scripts for characters like deathscripts. when i name a character and give him a script he wont spawn. help me with both plz and thanks




lassev

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#2 10 years ago

If you give an NPC a targetname, the NPC has to be used (triggered, for example) in order for it to spawn in game. If you want to affect an NPC in a script, you need to give it an NPC_targetname. The NPC_targetname doesn't affect how the NPC is spawned in game. Practically speaking most of the NPCs in a cinematic should have a unique NPC_targetname. And naturally all NPCs should be spawned in an intelligent manner and not all be prespawned when the level starts, unless the level consists of just one room.




jk2_roks

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#3 10 years ago

that didnt help me much... I already know what to do except for the spawning part. I dont know how to get them to spawn. I dont know what to do to have them spawn at all.




lassev

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#4 10 years ago

I already told you 100% of what it takes to get an NPC to spawn, unless I also add some error situations like you placed the NPC inside a brush without checking an appropriate flag. But under normal circumstances if you want NPC instancing, you give an NPC spawner a targetname and later either have some entity target and trigger the spawning or use the use("targetname") command in a script.

That's all there is to bloody spawning NPCs. We aren't talking about quantum physics or protein folding here.




jk2_roks

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#5 10 years ago

so i just put a tigger brush have it trigger once or something, connect it to the npc? i dont know how to set it up but is this how?

EDIT: wait i think i get it.. the use command in a script. ill try it.




lassev

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#6 10 years ago

Aye. Depending on your level and how you direct the cutscene, when a player walks into the room where the cinematic takes place, he could walk through a trigger or a few making everything ready for the cinematic. At least the first NPCs appearing in it. If some NPCs later appear in the same cinematic, you have the option to spawn those using the use script command.

One thing to keep in mind about the use command way of spawning NPCs is that there could be a slight lag between the spawning and how soon the NPC will accept commands (affecting) from another script (like your cinematic master script). With a spawnscript such a lag obviously doesn't exist. So, it could pay off to spawn any later NPCs slightly earlier than when they are supposed to be in the picture and do something fancy.




jk2_roks

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#7 10 years ago

it works but, they dont use my script on where to go... im pretty sure i got it all right... do they need a spawn script attatched? also they wont go away even with the remove thing in the script...




jk2_roks

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#8 10 years ago

no help with this one?

(wont let me edit the other post)




lassev

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#9 10 years ago

You are doing something wrong. What exactly - impossible to say all the way from over here. If they aren't obeying navgoaling, you should make a simple test map and learn how to do it properly, how to set navgoals, etc. If they aren't removed with the remove command, you should make a test map to learn how to use it properly.

Also, it might pay off for you to turn on the icarus monitor (g_ICARUSDebug 5) so that you see your scripts are run for sure and if they terminate at some point possibly before they even reach the commands you think are causing trouble.

And no, the NPCs don't necessarily require a spawnscript. It's useful, though, to set some some things like weapons, running off and walking on, etc, when you prespawn them for the cinematic.