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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Camera Cut-Scene
Lutex~rb
General Member
Since: Dec 23, 2006
Posts: 18
Last: Dec 23, 2006
[view latest posts]
Level 1
Category: SoFII Mapping
Posted: Thursday, Mar. 27, 2003 12:55 am
wasup y'all,
alright, I already created a cut-scene about half a year ago, and found help in this forum (use the search function to find my post). Unfortunately, I deleted this map file and I havent touched the SOF2sdk since then, too busy tryin the new stuff (UT2k3, which sucks cause its based on static meshes and so on and a game whose I title I dont wanna name for legal reasons...carmack is the MAN though, :-)). ok, so I came back to SOF II since the modified q3 engine, in my opinion, can still keep up with the more recent titles. but anyways, lets get to the point, here are a couple of questions for you guys:

1) im using the spawnscript key in worldspawn to start the cut-scene right away from the beginning of the level. if im triggering the cut-scene manually by walking through a trigger it always starts from my current position instead of from starting point (an info_notnull or ref_tag) i set. so whats wrong there?

name of the map is "test" and i put in the base/maps folder
name of the script is "camera" and it's located in the base/scripts/test folder

ok now the entities used for the cut-scene:

-------------------------
example:
*name of entity*
key  value
-------------------------

*worldspawn*
spawnscript  test/camera

*trigger_multiple*
once_only  true
target  cam

*script_runner*
targetname  cam
script  test/camera

*info_notnull*
ICARUSname  pos0
targetname  pos0

and here's the camera.IBI file (the ICARUS script):

//Generated by BehavEd

rem ( "comment" );

affect ( "pos0", /*@AFFECT_TYPE*/ FLUSH )
{
camera ( /*@CAMERA_COMMANDS*/ ENABLE );
}

i simply targeted the info_notnull entity and gave the command to enable the camera at its position. somehow that doesnt work though, either i see a completely black screen or the camera is shaking around. the black screen looks like the camera is falling into the void, the outside of the map cube, although all my walls are solid.

2) most of the time when i shoot an enemy, he loses his body armor, which looks dumb in the cut-scene though. in this particular case im using the NPC_Prometheus_Soldier. in the cut-scene he is shot by a marine npc and then sometimes loses his armor when hes dead. is there a key in radiant or command in BehavEd to make him keep his armor?

3) and also how can i make bodies stay and not disappear after some time?

4) since sometimes the npcs yell commands when they encounter signs of an enemy (things like "He's mine" or "I hear you") what sounds stupid during a cut-scene with background music i used the SET_SOUNDBLOCK ON command in BehavEd to block all sounds made by this npc. nevertheless, i want to hear the sound of the weapon when hes shooting and footsteps and so on, i just wanna block any orders he might be screaming, so how do i do this?

Thanks in advance!

Lutex
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mechanodroid~rb
General Member
Since: Dec 23, 2006
Posts: 154
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: SoFII Mapping
Posted: Tuesday, Apr. 1, 2003 09:02 pm
1.
I'd recommend using the spawnscript field in the worldspawn, if you use a trigger to walk over and then go to the cut scene you will need to move the camera first to the position you want it to be in, which is more work.

2.
On the entity info inside the editor click the INVINCIBLE_GUN spawnflag, this should count for armor as well, but test it first.

3.
set the spawnfield "bodytime" to however many milliseconds you want the body to hang out.  30000 is the default (30 seconds).
4.
set the spawnfield "reports" to "false"
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