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 );