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;
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Oh yeah?...Wow!...That's pissa!
...The only 3 sentences you need to know when talking to a computer geek.
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