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ForumsCog Forum → huh?
huh?
2002-06-09, 1:44 AM #1
Weird bug in a little cutscene I made, I based it off a cog I wrote earlier (which worked fine) and I didn't change anything in the base, I just changed some keys and dialogues and made it start by crossing an adjoin in stead of on startup.

But it does really weird after the adjoin is crossed, it doesn't focus on the camera (CAM), but it stays with the player, the debugtexts on top of the screen start to HOM and then when CAM starts moving it finally focusses on it, the rest of the cog works fine.

Code:
symbols

message	crossed
thing        cam
thing		look
thing         INS
thing		PL
thing		DT
thing        player                             local   
flex		speednormal=4.0 
int          done=0                             local
surface	entersec
keyframe	key1
keyframe	key2
sound        Conversation3 
int		idle0					local
int		idle1					local
int          check                              local
end     

code
crossed:

	if (done) return;
	done = 1;
	// setup first 
	player = GetLocalPlayerThing(); 
	jkBeginCutscene(); 
	// switch the player for an Actor 
	SetActorFlags(player, 0xa00000); 
	StopThing(player);
	Sleep(0.5);
 	SetCameraFocus(0, cam);
	Sleep(1.0);
	Print("-82 years ago-");
	Sleep(3.0);
	MoveToFrame(cam, 3, speednormal);
	Idle0 = playkey(PL, key1, 1, 0x00);
	Idle1 = playkey(INS, Key2, 1, 0x00);
	Sleep(6.0);
	PlaySoundLocal(Conversation3, 1, 0, 132);	
	Print("PL: This is the first temple we found, it's devoted to their god of war...");
	Sleep(4.0);
	Print("...Those Hallways we came through are the only landroute to the ruins.");
	Sleep(4.0);
	Print("Ins: What about security?");
	Sleep(3.0);
	AiSetLookPos(INS, GetThingPos(look));
	AiSetMoveFrame(DT, 1);
	Print("PL: We could afford ourselves some Darktroopers and many turrets.");
	Sleep(3.0);
	Print("PL: The next hall, which will magicly illuminate is devoted to their sungod...");
	Sleep(3.0);
	jkEndCutscene();
	SetCameraFocus(0, player);
	if (jkGetSaberCam() == 1)
	CycleCamera();
	// unfreeze's Kyle
	ClearActorFlags(Player, 0xa00000);
	return;

end


What could be wrong?
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2002-06-09, 2:33 AM #2
Consistency checker and parsec stay silent...
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2002-06-09, 3:23 AM #3
I don't think the problem is caused by the cog, but by the level. Make sure that cam starts out with the correct sector. From what you say, it seems that cam is in the wrong sector to begin with, and when it crosses into a new sector after the MoveToFrame() command, it is given the correct sector and the mistake is corrected.

Also, what do you mean by "switch the player for an Actor"? And do you realize what jkGetSaberCam() is used for?

------------------
Author of the JK DataMaster, Parsec, and the EditPlus Cog Files.
Visit Saber's Domain.
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2002-06-09, 4:20 AM #4
hmmm somehow jed didn't like the camera standing on an adjoin, I placed it up a bit and now it works fine.
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com

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