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Lord_Grismath
06-26-2002, 07:00 AM
Bah. http://forums.massassi.net/html/frown.gif ParSec no longer displays any errors, and I cannot find what is amiss here. The level begins, and after 0.5 seconds, the mainboat moves, and the camera switches as normal, but no further frames are moved to...



# Jedi Knight Cog Script
#
# 01_Newcut.COG
#
# Description
# RoX TC 6.24.02
# -by Lord_Grismath
#
# This Cog is Not supported by LucasArts Entertainment Co

symbols

message startup

thing lifeboat
thing milcapt
thing mil0
thing mil1
thing sinkship
thing mainboat
thing wargalley
thing nachtull
thing orccapt
thing serpspawn
thing swimto
thing walkto
thing serpent local
thing player local
thing tahtele

thing boatcam
thing shorecam
thing galleycam
thing lifecam0
thing lifecam1
thing lifecam2

template serptemp

sound music0
sound music1
sound music2

sound tah0
sound tah1
sound tah2
sound capt0
sound orc0
sound gen0
sound gen1

sound chomp
sound aah

int openmus local
int serpmus local
int gamemus local

thing mdoor

template galltemp
template nachttemp
template ramp

thing rampspawn
thing galleyspawn
thing genspawn

end

# ================================================== ======================================

code

startup:

sleep(0.5);
jkBeginCutscene();
player = GetLocalPlayerThing();
SetActorFlags(player, 0xa00000);
StopThing(player);

SetCameraFocus(0, boatcam);
SetCurrentCamera(0);

openmus=playsoundlocal(music0, 1, 0, 0x0);

MoveToFrame(mainboat, 2, 2);
Sleep(3);
MoveToFrame(boatcam, 2, 2);
Sleep(4.8);
playsoundlocal(tah0, 1, 0, 0x0);
print("Tahben: The orcs are already besieging the city!");
StopSound(openmus, 4);
Sleep(4);

SetCameraFocus(0, lifecam0);
SetCurrentCamera(0);
playsoundlocal(serpmus, 1, 0, 0x0);

Movetoframe(mdoor, 1, 2);

MoveToFrame(lifeboat, 1, 1);
Sleep(3);
Movetoframe(mdoor, 0, 2);

SetCameraFocus(0, lifecam1);
SetCurrentCamera(0);
MoveToFrame(lifeboat, 2, 1);
MoveToFrame(lifecam1, 1, 1);
Sleep(1.8);
playsoundlocal(capt0, 1, 0, 0x0);
print("Captain: We'll make it yet, lads!");

serpent=CreateThing(serptemp, serpspawn);

Sleep(4);
SetCameraFocus(0, lifecam2);
SetCurrentCamera(0);
MoveToFrame(lifeboat, 4, 1);
Sleep(3);
AISetMoveSpeed(serpent, 1);
AISetMoveThing(serpent, swimto);
Sleep(4.5);
Movetoframe(lifecam0, 1, 3);

AISetFireTarget(serpent, lifeboat);
PlaySoundLocal(chomp, 1, 0, 0x0);
DestroyThing(lifeboat);
DestroyThing(milcapt);
DamageThing(mil0, 900, 0x10, serpent);
StopSound(openmus, 3);
Sleep(3);

SetCameraFocus(0, lifecam0);
SetCurrentCamera(0);
Sleep(1);
playsoundlocal(aah, 1, -1, 0x0);
Sleep(0.6);
playsoundlocal(chomp, 1, -1, 0x0);
Sleep(2);
DestroyThing(mil1);

AIsetmovething(nachtull, walkto);
Sleep(1);

SetCameraFocus(0, galleycam);
SetCurrentCamera(0);
//Waitforstop(nachtull);
Sleep(0.5);
AISetLookPos(orccapt, GetThingPos(nachtull));
Sleep(0.5);
playsoundlocal(orc0, 1, 0, 0x0);
print("Captain: General, there is a ship ahoy.");
Sleep(3.5);
AISetLookPos(nachtull, GetThingPos(mainboat));
Sleep(1);
Movetoframe(mainboat, 3, 2);
MoveToFrame(galleycam, 1, 2);
Sleep(2);
playsoundlocal(gen0, 1, 0, 0x0);
print("Nachtull: Tahben of Belport...");
Sleep(2);
playsoundlocal(gen1, 1, 0, 0x0);
print("The City was once his crib and shall soon be his grave...");
Sleep(4);

SetCameraFocus(0, shorecam);
SetCurrentCamera(0);

Movetoframe(mainboat, 4, 2);
Sleep(0.5);
SetThingLook(player, GetThingPos(nachtull));
Sleep(1);
playsoundlocal(tah1, 1, 0, 0x0);
print("Tahben: General Nachtull? A beast more vile that this");
Sleep(3);
playsoundlocal(tah2, 1, 0, 0x0);
print("serpent exists indeed... I must slay it as well.");
Sleep(4);
//Waitforstop(mainboat);

DestroyThing(wargalley);
DestroyThing(serpent);
DestroyThing(nachtull);
DestroyThing(orccapt);

CreateThing(galltemp, galleyspawn);
CreateThing(ramp, rampspawn);
CreateThing(nachttemp, genspawn);

jkEndCutscene();
SetCameraFocus(0, player);
ClearActorFlags(player, 0xa00000);
TeleportThing(player, tahtele);
gamemus=playsoundlocal(music2, 1, 0, 0x0);

return;

# .................................................. ......................................

end


This problem may not be due to this cog however, and if anyone is interested in taking a look at the actual level (5 meg) make this apparent and give me your e-mail (I'm looking prhaps at GBK if he has the time), and I shall send the files to you (or provide a url for downloading).

ZOOIkes
06-26-2002, 09:19 AM
Help this man!
I can't sleep untill this man is helped...!
(because he bugs me about it everytime I turn on IRC)
Help this man!

j/k http://forums.massassi.net/html/smile.gif

The things I tried (and didn't work):
Using jumptoframe and skiptoframe
using a diffrent boat
changing the speed, and sleeptimes
changing lifeboat into something else
Repostioning the boat and frames
changing it's thingflags

and probably more but I forgot...

Descent_pilot
06-26-2002, 09:42 AM
You could use the WaitForStop(); as a safeguard.

------------------
The Sniper Missions. Current project, The Sniper Missions

SaberMaster
06-26-2002, 10:27 AM
So everything besides the MoveToFrame() commands worked?

In that case, it's probably the level's fault. Make sure that the frames are correctly set up in the level. You could make a small test cog that would move a thing to it's first few frames upon creation.

------------------
Author of the JK DataMaster (http://www.geocities.com/sabersdomain/fileframe.html), Parsec (http://www.geocities.com/sabersdomain/fileframe.html), and the EditPlus Cog Files (http://www.geocities.com/sabersdomain/fileframe.html).
Visit Saber's Domain (http://www.geocities.com/sabersdomain).

Lord_Grismath
06-26-2002, 11:10 AM
Descent_pilot: As you can see in the cog, the WaitforStop();'s are commented out, because we have found that they didn't seem to be doing anything at all.

Saber master: The strange thing is that the firsat MoveToFrame command worked perfectly, and then nothing else moved after that.

gbk
06-26-2002, 11:13 AM
Well, just check all the frame variables on the level's objects. You should be able to spot any inconsistancies without difficulty.

------------------
I used to believe that we only want what we can't have. I was wrong. The truth is, the wonderful truth is, we only want what we think we can't have.

JK editing resources (http://www.tbns.net/GBK/ol/index.htm).

ZOOIkes
06-26-2002, 12:21 PM
I fail to see anything wrong with the frames, this is just really weird and spookey.
I think it's just devine interaction...

Lord_Grismath
06-28-2002, 12:22 PM
The Fates have deemed that my cutscene is too pathetic for the masses.

I removed most of the reliance on frames, and was able to pull the cutscene off while moving only one object to it's first frame.

SaberMaster
06-28-2002, 02:23 PM
Glad you have the problem resolved. http://forums.massassi.net/html/wink.gif

I would have offered to test your level, but I don't have MotS where I am. http://forums.massassi.net/html/frown.gif

------------------
Author of the JK DataMaster (http://www.geocities.com/sabersdomain/fileframe.html), Parsec (http://www.geocities.com/sabersdomain/fileframe.html), and the EditPlus Cog Files (http://www.geocities.com/sabersdomain/fileframe.html).
Visit Saber's Domain (http://www.geocities.com/sabersdomain).