Need some help -1 reply

Please wait...

ƒul*£ruM

I'm too Post to cool.

50 XP

24th November 2006

0 Uploads

449 Posts

0 Threads

#1 12 years ago

i need some help getting people to talk in cinematics and do animations. so far i have: //Generated by BehavEd rem ( "The Beginning" ); camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam1", ORIGIN)$, 0 ); wait ( 5000.000 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 20.000, 0 ); wait ( 5000.000 ); affect ( player ) { task ( "level1_explosion1rosh01" ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_CIN_46" ); } do ( "level1_explosion1rosh01" ); wait ( 3000.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE, "chars/rosh/01rop021" ); } wait ( 1000.000 ); camera ( /*@CAMERA_COMMANDS*/ DISABLE );

i have camera actions, but when i compile it it says:

ERROR: LINE: affect < player >

im using behavEd. please help!




ƒul*£ruM

I'm too Post to cool.

50 XP

24th November 2006

0 Uploads

449 Posts

0 Threads

#2 12 years ago

cmon anyone? is there another way to compile other than behavEd?




-Samurai-

I left this blank.

50 XP

19th July 2006

0 Uploads

592 Posts

0 Threads

#3 12 years ago

Give people time to respond. It could take days..




Szico VII

We want FF7-2/remake!

50 XP

14th September 2003

0 Uploads

1,683 Posts

0 Threads

#4 12 years ago

Thats not a problem with behavED. Probably a problem with the way you have made your script.

Im no expect on SP cutscene scripting, so my best suggestion is to take a skeg through some raven ones and see how they have arranged their commands.




lassev

Degenerate scripter

50 XP

21st June 2004

0 Uploads

847 Posts

0 Threads

#5 12 years ago

Your affect is missing quotation marks (among other things). Dunno where you lost them, but it needs them. Affects look like this in Notepad: affect ( "lady3", /*@AFFECT_TYPE*/ FLUSH )

And besides, the player is invisible in cinematics, so I don't really know what you are trying to do, anyway.

Also, it might be needless cluttering to place the SET_ANIM_BOTH in a task. But anyway you might want to place after that command the: set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 );

Edit: You might also want to PAN the camera to some direction.




ƒul*£ruM

I'm too Post to cool.

50 XP

24th November 2006

0 Uploads

449 Posts

0 Threads

#6 12 years ago
Im no expect on SP cutscene scripting, so my best suggestion is to take a skeg through some raven ones and see how they have arranged their commands.

yes i do that. how do you think i got BehavEd that far? :uhm:

Thats not a problem with behavED. Probably a problem with the way you have made your script.

:vikki:

Your affect is missing quotation marks (among other things). Dunno where you lost them, but it needs them. Affects look like this in Notepad: affect ( "lady3", /*@AFFECT_TYPE*/ FLUSH )

:nodding:

And besides, the player is invisible in cinematics, so I don't really know what you are trying to do, anyway.

no not if you do NPC_Player

i need some help getting people to talk in cinematics and do animations. so far i have:

Code:

//Generated by BehavEdrem ( "The Beginning" );camera ( /*@CAMERA_COMMANDS*/ ENABLE );camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam1", ORIGIN)$, 0 );wait ( 5000.000 );camera ( /*@CAMERA_COMMANDS*/ ZOOM, 20.000, 0 );wait ( 5000.000 );affect ( player ){ task ( "level1_explosion1rosh01" ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_CIN_46" ); } do ( "level1_explosion1rosh01" ); wait ( 3000.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE, "chars/rosh/01rop021" );}wait ( 1000.000 );camera ( /*@CAMERA_COMMANDS*/ DISABLE );

i have camera actions, but when i compile it it says:

Quote: ERROR:

LINE:

affect < player > im using behavEd. please help!

:nodding: :nodding: :nodding: :nodding:




lassev

Degenerate scripter

50 XP

21st June 2004

0 Uploads

847 Posts

0 Threads

#7 12 years ago
ful*crum;3397476
meNotice, as well, that the waits before and after the affect are in fact identical to having just one wait(6000) in place of either one.[/quote] :vikki: :vikki: :vikki:

Yeah. My mistake. I don't know what I was thinking when I wrote that. Probably nothing. Well, even R2D2 made mistakes...

[quote=ful*crum;3397476]no not if you do NPC_Player

The player has a hardcoded npc_targetname of "player", so it might not be wise to call your npc_player that. But your choice in the end, I suppose. If it works.

Well, fix the errors and it should work. It's a simple enough script otherwise.




ƒul*£ruM

I'm too Post to cool.

50 XP

24th November 2006

0 Uploads

449 Posts

0 Threads

#8 12 years ago

its worked by making ( player) talk for one line without having it disappear




ƒul*£ruM

I'm too Post to cool.

50 XP

24th November 2006

0 Uploads

449 Posts

0 Threads

#9 12 years ago

ty! 14 blocks compiled! no errors!