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ForumsCog Forum → More on MOTS Cutscenes
More on MOTS Cutscenes
2005-07-17, 8:24 AM #1
I'm making a cog in which an actor walks down a hallway. But halfway there, he turns around and starts walking backwards! He still gets there, but the effect is ruined. How would I go about fixing it.

Also, which key would I use to make kyleactor look like he's pushing a button?

Code:
# Jedi Knight Cog Script
#
# customcut.COG
#
# A cog that Blake asked me to make
# 
#
# This Cog is Not supported by LucasArts Entertainment Co

symbols

thing       trapdor0                            linkid=1  \\until further notice, all are for the switched door
surface     switch0                          linkid=2	\\DO NOT CHANGE!!!!!!!!!!!!!!

flex        movespeed=8.0		local
flex        sleeptime=2.0		local
flex        lightvalue=0.5		local

sound       onSound=set_hi2.wav              local
sound       offSound=lgclick1.wav            local
sound       locksound=df_door2-3.wav           local

int         doorsector                       local
int         numdoors=0                       local
int         doorstatus=0                     local
int         movestatus=0                     local
int         garbage=-1                       local
int         dummy=0                          local

thing      player                    local        \\here on is not from the door cog
thing      kyle                      local
template   gunless=Kyleactor   
thing		cam1					
thing		movghost1
thing		movghost2
keyframe		usekey

message     startup
message     arrived
message     blocked


end

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

code
startup:

player=GetLocalPlayerThing();
    jkBeginCutscene();

    
    SetActorFlags(player, 0xa00000);
    StopThing(player);
    Kyle = CreateThing(gunless, player);
    StopThing(Kyle);
    SetThingCurGeoMode(player, 0);


	setcamerafocus(0, cam1);
	sleep(2);
	print("Kyle, just out for a walk,");
	print("decides to go down the north hall");
	sleep(2);
	movetoframe(cam1, 1, 10);
	sleep(5);
aisetmovething(Kyle, movghost1);
aisetmovespeed(kyle, 1);
movetoframe(cam1, 2, 10);
sleep(5);
stopthing(kyle);
movetoframe(cam1, 3, 10);
sleep(3);
aisetmovething(Kyle, movghost2);
aisetmovespeed(Kyle, 1);
waitforstop(Kyle);
stopthing(kyle);
sleep(5);

movetoframe(cam1, 4, 7);
waitforstop(cam1);
Print("Hmm, a button.  I wonder what it does.");
aisetlookpos(Kyle, (-0.2/3.1/0.1));

playkey(kyle, usekey, 2);
jkendcutscene();







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

end



NOTE: I know there are un-used symbols and things and stuff, but the cog isn't finished yet. I just wanted to troubleshoot as I went along
I've got a website. It's at Geocities because I'm too cheap to get my own site.
2005-07-17, 11:53 AM #2
Quote:
Originally posted by Dude_Mann_JJ
Also, which key would I use to make kyleactor look like he's pushing a button?

Code:
PlayMode(thing, 13);
2005-07-18, 9:09 AM #3
appologies for noobishness, but would I use that before, after, or instead of Playkey() ?
I've got a website. It's at Geocities because I'm too cheap to get my own site.
2005-07-18, 1:07 PM #4
Instead of
2005-07-19, 1:35 PM #5
playmode(object, mode);

Yeah, a verb with an un-obvious name... I didn't know what it did until I got the Datamaster and looked at it...
Just a brief explanation on the verb -- it plays a key specified in the object's puppet file... the mode indicates which key to play... for example (as ReT posted) mode 13 is the "activate" animation. ky.pup has comments galore on most/all of the submodes within, as does the datamaster.
May the mass times acceleration be with you.
2005-07-19, 7:05 PM #6
Uh, he's not doing anything. He just stands there. And he still turns around as he's walking down the hall. I tried re-positioning the Ghost objects, but it didn't do anything

Code:
# Jedi Knight Cog Script
#
# customcut.COG
#
# A cog that Blake asked me to make
# 
#
# This Cog is Not supported by LucasArts Entertainment Co

symbols

thing       trapdor0                            linkid=1  \\until further notice, all are for the switched door
surface     switch0                          linkid=2	\\DO NOT CHANGE!!!!!!!!!!!!!!

flex        movespeed=8.0		local
flex        sleeptime=2.0		local
flex        lightvalue=0.5		local

sound       onSound=set_hi2.wav              local
sound       offSound=lgclick1.wav            local
sound       locksound=df_door2-3.wav           local

int         doorsector                       local
int         numdoors=0                       local
int         doorstatus=0                     local
int         movestatus=0                     local
int         garbage=-1                       local
int         dummy=0                          local

thing      player                    local        \\here on is not from the door cog
thing      kyle                      local
template   gunless=Kyleactor   local
thing		cam1					
thing		movghost1
thing		movghost2
keyframe		usekey

message     startup
message     arrived
message     blocked


end

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

code
startup:

player=GetLocalPlayerThing();
    jkBeginCutscene();

    
    SetActorFlags(player, 0xa00000);
    StopThing(player);
    Kyle = CreateThing(gunless, player);
    StopThing(Kyle);
    SetThingCurGeoMode(player, 0);


	setcamerafocus(0, cam1);
	sleep(2);
	print("Kyle, just out for a walk,");
	print("decides to go down the north hall");
	sleep(2);
	movetoframe(cam1, 1, 10);
	sleep(5);
aisetmovething(Kyle, movghost1);
aisetmovespeed(kyle, 1);
movetoframe(cam1, 2, 10);
sleep(5);
stopthing(kyle);
movetoframe(cam1, 3, 10);
sleep(3);
aisetmovething(Kyle, movghost2);
aisetmovespeed(Kyle, 1);
waitforstop(Kyle);
stopthing(kyle);
sleep(5);

movetoframe(cam1, 4, 7);
waitforstop(cam1);
Print("Hmm, a button.  I wonder what it does.");



PlayMode(Kyle, 13);
jkendcutscene();







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

end

I've got a website. It's at Geocities because I'm too cheap to get my own site.
2005-07-20, 10:08 PM #7
Do you have an ai file linked to your gunless kyle in the template? I think there's an instinct in there that makes an actor return to his original location...
May the mass times acceleration be with you.

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