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.
What could be wrong?
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?