I made this cog, simular to a cog I once did, but now I can't get it to work.. ![http://forums.massassi.net/html/frown.gif [http://forums.massassi.net/html/frown.gif]](http://forums.massassi.net/html/frown.gif)
The idea is that that you cross a adjoin, camera starts rolling, and you see the main badguy moving.
The cam movement and all work perfectly, but the 'Kihr' person refuses to walk, he does look to the right frames though...
It must be something small, since I used that command before.
![http://forums.massassi.net/html/frown.gif [http://forums.massassi.net/html/frown.gif]](http://forums.massassi.net/html/frown.gif)
The idea is that that you cross a adjoin, camera starts rolling, and you see the main badguy moving.
Code:
# Jedi Knight Cog Script # #kihrmove1 #Hake sees Kihr move through window # This Cog is Not supported by LucasArts Entertainment Co symbols message crossed float patrolspeed=1 // defaults to walk surface crs thing cam thing Kihr thing player local flex speed=2.0 # ======================================================================================== end # ======================================================================================== code crossed: if (done) return; done = 1; { // setup first player = GetLocalPlayerThing(); jkBeginCutscene(); // switch the player for an Actor SetActorFlags(player, 0xa00000); StopThing(player); SetCameraFocus(0, cam); MoveToFrame(cam, 1, speed); MoveToFrame(cam, 2, speed); MoveToFrame(cam, 3, speed); MoveToFrame(cam, 4, speed); MoveToFrame(cam, 5, speed); MoveToFrame(cam, 6, speed); MoveToFrame(cam, 7, speed); MoveToFrame(cam, 8, speed); MoveToFrame(cam, 9, speed); Sleep(22.0); AiSetLookFrame(Kihr, 0); Sleep(0.5); AiSetMoveFrame(Kihr, 0); Sleep(0.5); AiSetLookFrame(Kihr, 1); Sleep(0.5); AiSetMoveFrame(Kihr, 1); Sleep(0.5); AiSetLookFrame(Kihr, 2); Sleep(0.5); AiSetMoveFrame(Kihr, 2); Sleep(0.5); AiSetLookFrame(Kihr, 3); Sleep(0.5); AiSetMoveFrame(Kihr, 3); Sleep(0.5); AiSetLookFrame(Kihr, 4); Sleep(0.5); AiSetMoveFrame(Kihr, 4); Sleep(0.5); AiSetLookFrame(Kihr, 5); Sleep(0.5); AiSetMoveFrame(Kihr, 5); Sleep(0.5); AiSetLookFrame(Kihr, 6); Sleep(0.5); AiSetMoveFrame(Kihr, 6); Sleep(7.0); jkEndCutscene(); SetCameraFocus(0, jkGetLocalPlayer()); if (jkGetSaberCam() == 1) CycleCamera(); // unfreeze's Kyle ClearActorFlags(Player, 0xa00000); } return; end
The cam movement and all work perfectly, but the 'Kihr' person refuses to walk, he does look to the right frames though...
It must be something small, since I used that command before.