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ForumsCog Forum → cutscene homing
cutscene homing
2001-06-12, 4:17 PM #1
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.
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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