i thought i did know a lot about scripting, at least the neccaseary stuff, but i dont. And it will move to the second camera. But then it stops somehow.
Code:
//Generated by BehavEd
rem ( "starting cutscene" );
camera ( /*@CAMERA_COMMANDS*/ ENABLE );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam1", ORIGIN)$, 0 );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam1", ANGLES)$, < 0.000 0.000 0.000 >, 0 );
wait ( 1000.000 );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam2", ORIGIN)$, 5000 );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam2", ANGLES)$, < 0.000 0.000 0.000 >, 0 );
wait ( 1000.000 );
affect ( "Altar_reborn_w", /*@AFFECT_TYPE*/ FLUSH )
{
//$"runOnly"@5
set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" );
set ( /*!*/ "SET_WALKING", /*!*/ "false" );
set ( /*!*/ "SET_RUNNING", /*!*/ "true" );
set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "true" );
set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "false" );
wait ( 1000.000 );
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "altar_reborn_w_1" );
wait ( 1000.000 );
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "altar_reborn_w_2" );
wait ( 1000.000 );
waitsignal ( "hands_up" );
wait ( 2000.000 );
waitsignal ( "end" );
//$"default"@6
set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" );
set ( /*!*/ "SET_CHASE_ENEMIES", /*!*/ "true" );
set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "true" );
set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "false" );
set ( /*!*/ "SET_WALKING", /*!*/ "false" );
set ( /*!*/ "SET_RUNNING", /*!*/ "false" );
set ( /*@SET_TYPES*/ "SET_ENEMY", "player" );
}
affect ( "Altar_reborn_e", /*@AFFECT_TYPE*/ FLUSH )
{
//$"runOnly"@5
set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" );
set ( /*!*/ "SET_WALKING", /*!*/ "false" );
set ( /*!*/ "SET_RUNNING", /*!*/ "true" );
set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "true" );
set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "false" );
wait ( 1000.000 );
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "altar_reborn_e_1" );
wait ( 1000.000 );
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "altar_reborn_e_2" );
wait ( 1000.000 );
signal ( "hands_up" );
wait ( 2000.000 );
waitsignal ( "end" );
//$"default"@6
set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" );
set ( /*!*/ "SET_CHASE_ENEMIES", /*!*/ "true" );
set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "true" );
set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "false" );
set ( /*!*/ "SET_WALKING", /*!*/ "false" );
set ( /*!*/ "SET_RUNNING", /*!*/ "false" );
set ( /*@SET_TYPES*/ "SET_ENEMY", "player" );
}
affect ( "altar_reborn_boss", /*@AFFECT_TYPE*/ FLUSH )
{
waitsignal ( "hands_up" );
wait ( 2000.000 );
set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCEFOUNTAIN1_START" );
set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 1000 );
set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCEFOUNTAIN1_MIDDLE" );
set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 1000 );
set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCEFOUNTAIN1_LOOP" );
set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 4000 );
set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCEFOUNTAIN1_STOP" );
set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 1000 );
kill ( "altar_reborn_n" );
kill ( "altar_reborn_e" );
kill ( "altar_reborn_w" );
signal ( "end" );
//$"default"@6
set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" );
set ( /*!*/ "SET_CHASE_ENEMIES", /*!*/ "true" );
set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "true" );
set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "false" );
set ( /*!*/ "SET_WALKING", /*!*/ "false" );
set ( /*!*/ "SET_RUNNING", /*!*/ "false" );
set ( /*@SET_TYPES*/ "SET_ENEMY", "player" );
}
affect ( "altar_reborn_n", /*@AFFECT_TYPE*/ FLUSH )
{
waitsignal ( "hands_up" );
wait ( 2000.000 );
waitsignal ( "end" );
//$"default"@6
set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" );
set ( /*!*/ "SET_CHASE_ENEMIES", /*!*/ "true" );
set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "true" );
set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "false" );
set ( /*!*/ "SET_WALKING", /*!*/ "false" );
set ( /*!*/ "SET_RUNNING", /*!*/ "false" );
set ( /*@SET_TYPES*/ "SET_ENEMY", "player" );
}
wait ( 1000.000 );
waitsignal ( "end" );
camera ( /*@CAMERA_COMMANDS*/ DISABLE );

