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;
endWhat could be wrong?