I've been having this strange problem with this cutscene cog in my level. Here, console is a switch. when it is acrivated it plays the cutscene then it updates the mission objectives. everything works, except for when the camera switches back to the player. at that point, the screen homs, but only it looks like its frozen. i can switch to third preson view and it works normal, but if I switch back to first person, the screen freezes again.
My code is a little bit sloppy, but i thik it should work. It might just be some careless error that I overlooked.
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My code is a little bit sloppy, but i thik it should work. It might just be some careless error that I overlooked.
Code:
# Jedi Knight Cog Script
#
# tiedie.cog
#
# This Cog is Not supported by LucasArts Entertainment Co
symbols
message activated
message startup
surface console
thing tie
thing cam
thing cam2
template shottem
sound hitswitch
sound firesnd
int objectivenum
int objval local
thing Player local
end
# ========================================================================================
code
startup:
Player = GetLocalPlayerThing();
setwallcel(console, 1);
return;
activated:
objval = getgoalflags(player, objectivenum);
if ((getsenderref() != console) || (objval == 2))
{
return;
}
playsoundlocal(shutdown, 50, 1.0, 0);
jkBeginCutscene();
SetActorFlags(player, 0xa00000);
StopThing(player);
setwallcel(console, 0);
sleep(.5);
SetCameraFocus(0, cam);
MoveToFrame(tie,1,5);
WaitForStop(tie);
MoveToFrame(tie,2,5);
WaitForStop(tie);
SetCameraFocus(0, cam2);
sleep(1);
fireprojectile(tie, shottem, firesnd, 18,0,0,0,0,0,0);
playsoundlocal(shottem, 1, 1.0, 0);
sleep(.5);
fireprojectile(tie, shottem, firesnd, 18,0,0,0,0,0,0);
playsoundlocal(shottem, 1, 1.0, 0);
sleep(2);
SetCameraFocus(0, Player);
ClearActorFlags(Player, 0xa00000);
jkEndCutscene();
SendMessageEx(GetMasterCOG(), user0, objectivenum, 0, 0, 0);
return;
end;------------------
Oh yeah?...Wow!...That's pissa!
...The only 3 sentences you need to know when talking to a computer geek.
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