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ForumsCog Forum → I don't seem to have much luck with these cutscenes :[
I don't seem to have much luck with these cutscenes :[
2002-06-26, 4:00 AM #1
Bah. [http://forums.massassi.net/html/frown.gif] ParSec no longer displays any errors, and I cannot find what is amiss here. The level begins, and after 0.5 seconds, the mainboat moves, and the camera switches as normal, but no further frames are moved to...

Code:
# Jedi Knight Cog Script
#
# 01_Newcut.COG
#
# Description
#  RoX TC 6.24.02
#	-by Lord_Grismath
#
# This Cog is Not supported by LucasArts Entertainment Co

symbols

message	startup

thing		lifeboat
thing		milcapt
thing		mil0
thing		mil1
thing		sinkship
thing		mainboat
thing		wargalley
thing		nachtull
thing		orccapt
thing		serpspawn
thing		swimto
thing		walkto
thing		serpent	local
thing		player		local
thing		tahtele

thing		boatcam
thing		shorecam
thing		galleycam
thing		lifecam0
thing		lifecam1
thing		lifecam2

template	serptemp

sound		music0
sound		music1
sound		music2

sound		tah0
sound		tah1
sound		tah2
sound		capt0
sound		orc0
sound		gen0
sound		gen1

sound		chomp
sound		aah

int		openmus	local
int		serpmus	local
int		gamemus	local

thing		mdoor

template	galltemp
template	nachttemp
template	ramp

thing		rampspawn
thing		galleyspawn
thing		genspawn

end

# ========================================================================================

code

startup:

sleep(0.5);
jkBeginCutscene();
player = GetLocalPlayerThing();
SetActorFlags(player, 0xa00000);
StopThing(player);

SetCameraFocus(0, boatcam);
SetCurrentCamera(0);

openmus=playsoundlocal(music0, 1, 0, 0x0);

MoveToFrame(mainboat, 2, 2);
Sleep(3);
MoveToFrame(boatcam, 2, 2);
Sleep(4.8);
playsoundlocal(tah0, 1, 0, 0x0);
print("Tahben: The orcs are already besieging the city!");
StopSound(openmus, 4);
Sleep(4);

SetCameraFocus(0, lifecam0);
SetCurrentCamera(0);
playsoundlocal(serpmus, 1, 0, 0x0);

Movetoframe(mdoor, 1, 2);

MoveToFrame(lifeboat, 1, 1);
Sleep(3);
Movetoframe(mdoor, 0, 2);

SetCameraFocus(0, lifecam1);
SetCurrentCamera(0);
MoveToFrame(lifeboat, 2, 1);
MoveToFrame(lifecam1, 1, 1);
Sleep(1.8);
playsoundlocal(capt0, 1, 0, 0x0);
print("Captain: We'll make it yet, lads!");

serpent=CreateThing(serptemp, serpspawn);

Sleep(4);
SetCameraFocus(0, lifecam2);
SetCurrentCamera(0);
MoveToFrame(lifeboat, 4, 1);
Sleep(3);
AISetMoveSpeed(serpent, 1);
AISetMoveThing(serpent, swimto);
Sleep(4.5);
Movetoframe(lifecam0, 1, 3);

AISetFireTarget(serpent, lifeboat);
PlaySoundLocal(chomp, 1, 0, 0x0);
DestroyThing(lifeboat);
DestroyThing(milcapt);
DamageThing(mil0, 900, 0x10, serpent);
StopSound(openmus, 3);
Sleep(3);

SetCameraFocus(0, lifecam0);
SetCurrentCamera(0);
Sleep(1);
playsoundlocal(aah, 1, -1, 0x0);
Sleep(0.6);
playsoundlocal(chomp, 1, -1, 0x0);
Sleep(2);
DestroyThing(mil1);

AIsetmovething(nachtull, walkto);
Sleep(1);

SetCameraFocus(0, galleycam);
SetCurrentCamera(0);
//Waitforstop(nachtull);
Sleep(0.5);
AISetLookPos(orccapt, GetThingPos(nachtull));
Sleep(0.5);
playsoundlocal(orc0, 1, 0, 0x0);
print("Captain: General, there is a ship ahoy.");
Sleep(3.5);
AISetLookPos(nachtull, GetThingPos(mainboat));
Sleep(1);
Movetoframe(mainboat, 3, 2);
MoveToFrame(galleycam, 1, 2);
Sleep(2);
playsoundlocal(gen0, 1, 0, 0x0);
print("Nachtull: Tahben of Belport...");
Sleep(2);
playsoundlocal(gen1, 1, 0, 0x0);
print("The City was once his crib and shall soon be his grave...");
Sleep(4);

SetCameraFocus(0, shorecam);
SetCurrentCamera(0);

Movetoframe(mainboat, 4, 2);
Sleep(0.5);
SetThingLook(player, GetThingPos(nachtull));
Sleep(1);
playsoundlocal(tah1, 1, 0, 0x0);
print("Tahben: General Nachtull? A beast more vile that this");
Sleep(3);
playsoundlocal(tah2, 1, 0, 0x0);
print("serpent exists indeed... I must slay it as well.");
Sleep(4);
//Waitforstop(mainboat);

DestroyThing(wargalley);
DestroyThing(serpent);
DestroyThing(nachtull);
DestroyThing(orccapt);

CreateThing(galltemp, galleyspawn);
CreateThing(ramp, rampspawn);
CreateThing(nachttemp, genspawn);

jkEndCutscene();
SetCameraFocus(0, player);
ClearActorFlags(player, 0xa00000);
TeleportThing(player, tahtele);
gamemus=playsoundlocal(music2, 1, 0, 0x0);

return;

# ........................................................................................

end


This problem may not be due to this cog however, and if anyone is interested in taking a look at the actual level (5 meg) make this apparent and give me your e-mail (I'm looking prhaps at GBK if he has the time), and I shall send the files to you (or provide a url for downloading).
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2002-06-26, 6:19 AM #2
Help this man!
I can't sleep untill this man is helped...!
(because he bugs me about it everytime I turn on IRC)
Help this man!

j/k [http://forums.massassi.net/html/smile.gif]

The things I tried (and didn't work):
Using jumptoframe and skiptoframe
using a diffrent boat
changing the speed, and sleeptimes
changing lifeboat into something else
Repostioning the boat and frames
changing it's thingflags

and probably more but I forgot...
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2002-06-26, 6:42 AM #3
You could use the WaitForStop(); as a safeguard.

------------------
The Sniper Missions. Current project, The Sniper Missions
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2002-06-26, 7:27 AM #4
So everything besides the MoveToFrame() commands worked?

In that case, it's probably the level's fault. Make sure that the frames are correctly set up in the level. You could make a small test cog that would move a thing to it's first few frames upon creation.

------------------
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.
2002-06-26, 8:10 AM #5
Descent_pilot: As you can see in the cog, the WaitforStop();'s are commented out, because we have found that they didn't seem to be doing anything at all.

Saber master: The strange thing is that the firsat MoveToFrame command worked perfectly, and then nothing else moved after that.
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2002-06-26, 8:13 AM #6
Well, just check all the frame variables on the level's objects. You should be able to spot any inconsistancies without difficulty.

------------------
I used to believe that we only want what we can't have. I was wrong. The truth is, the wonderful truth is, we only want what we think we can't have.

JK editing resources.
And when the moment is right, I'm gonna fly a kite.
2002-06-26, 9:21 AM #7
I fail to see anything wrong with the frames, this is just really weird and spookey.
I think it's just devine interaction...
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2002-06-28, 9:22 AM #8
The Fates have deemed that my cutscene is too pathetic for the masses.

I removed most of the reliance on frames, and was able to pull the cutscene off while moving only one object to it's first frame.
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2002-06-28, 11:23 AM #9
Glad you have the problem resolved. [http://forums.massassi.net/html/wink.gif]

I would have offered to test your level, but I don't have MotS where I am. [http://forums.massassi.net/html/frown.gif]

------------------
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.

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