Hi again guys.
Thanks a lot for the very helpful replies to my last post.
I hope I didn't sound too harsh at all. I get a little frustrated sometines if something isn't working out the way I intended it to be, but I don't mean it to be pointed towards anyone really. I just feel frustrated when I cannot put it right, because there is something in the script that I don't understand what is causing my problem.
Again, I hope I didn't sound too harsh, and it wasn't intented to be pointed towads you guys.
*blush!*I really do appreciate the helpful replies too. Very much so.
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After my last reply, I went back again and looked over some parts of the Gestalt Scripts.
Finally, and unfortunately I still couldn't get my head around Gestalt Smooth Cam.
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Some of the explanation written by John Bye was somewhat confusing there, and I'm not sure if it fits to how I wanted to set it up in my script after "Balduvard" gave me the starting point for it.
I wanted the camera placed at a higher point above the players head, and a bit further back out behind the player too. This didn't seem to work out as I had expected, so I have decded to use a different cam effect instead - Gestalt Crane Cam.
It doesn't give the same, original effect which "Balduvard" had in the first place, but it just lifts the camera moving up a bit before the action starts with the 2 wolves.
I have used Gestalt Crane Cam before, and can understand it a bit better than the other ones at the moment.
Here is the script again to show what I have changed in it this time.
By the way, I am now having a different problem with it.
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#include "in_g_cutscene"
void main()
{
object oPC = GetFirstPC();
//Let's declare the wolves ahead of time to clean things up.
object oWolf1 = GetObjectByTag("WinterWolf1");
object oWolf2 = GetObjectByTag("WinterWolf2");
GestaltStartCutscene(oPC, "cranecam");
GestaltCameraCrane (0.0,
90.0, 3.0, 90.0, -0.0,
90.0, 3.0, 90.0, 3.0,
8.0, 10.0,
oPC, 0);
GestaltCameraCrane (25.60,
90.0, 3.0, 90.0, 3.0,
0.0, 3.0, 90.0, 3.0,
2.0, 35.0,
oPC, 1);
if (!GetIsPC(oPC)) return;
//Added this, setting duration to the end just after the last ActionMove
//commands will be completed firing (take their fDelay time and add the fTime
//used in the function).
GestaltInvisibility (0.0, oPC, 40.0);
//For the movement commands we will have to add WPs if we want the camera to
//be somewhere other than the wolves. For simplicity, I will just use the
//existing WPs
//Move wolves and camera to First WP in 2 seconds (2.0/18.0).
GestaltActionMove(8.30,oWolf1,GetWaypointByTag("WPWinterwolf1"),FALSE,0.0,2.0);
GestaltActionMove(8.30,oWolf2,GetWaypointByTag("WPWinterwolf2"),FALSE,0.0,2.0);
GestaltActionMove(8.30,oPC,GetWaypointByTag("WP_PC_Move1"),FALSE,0.0,2.0);
//Move wolves and camera to second WP in 2 seconds (2.0/18.0).
GestaltActionMove(24.10,oWolf1,GetWaypointByTag("WPWinterwolf1_2"),FALSE,0.0,2.0);
GestaltActionMove(24.10,oWolf2,GetWaypointByTag("WPWinterwolf2_1"),FALSE,0.0,2.0);
GestaltActionMove(24.10,oPC,GetWaypointByTag("WP_PC_Move2"),FALSE,0.0,2.0);
//...etc, etc, for the remaining WPs, until...
//Move wolves and camera to third and final WP in 2 seconds (16.0/18.0).
GestaltActionMove(24.10,oWolf1,GetWaypointByTag("WPWinterwolf1_3"),FALSE,0.0,2.0);
GestaltActionMove(24.10,oWolf2,GetWaypointByTag("WPWinterwolf2_2"),FALSE,0.0,2.0);
GestaltActionMove(24.10,oPC,GetWaypointByTag("WP_PC_Move3"),FALSE,0.0,2.0);
//The wolves should reach their destination at 18.0 seconds into the cutscene,
//and the camera should finish moving at 20.0 seconds; at this point we can
//move the PC camera back to where it started (I recommend using a new WP for
//this, or if you wanted the PC visibly left at its location, you can jump
//back to the clone you created by using GestaltActionJump with the tag of the
//created clone as the target).
//Clean up the cutscene actors (now that they're off-screen) and end the scene.
//If you wanted the PC to see the actors disappear, just move the fDelay on
//these up to 18.0, when the wolves reached their destinations.
GestaltDestroy(33.0,oWolf1);
GestaltDestroy(33.0,oWolf2);
DelayCommand(35.0, FadeToBlack(oPC, FADE_SPEED_MEDIUM));
AssignCommand(oPC, ActionWait(37.0f));
AssignCommand(oPC, ActionJumpToObject(GetObjectByTag("WP_PC_Port")));
if (!GetIsPC(oPC)) return;
}--------------------------------------------------------------------------------------------------------------------------------------------------
Instead of doing what Balduvard originally showed by sending the pc back to the start, via a starting waypoint, when the pc gets to the end of the road in that area, I have set it up so that the pc would teleport or jump to the next area instead. (again via a waypoint) But now there is a problem.
Using this effect at the end of my script, for some reason, the pc will NOT move a single inch!
The pc just stands there and won't move to follow the wolves.
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It will still port/jump the pc to the next area, but for some reason I cannot work out why the pc won't move now.
But if I delete that last part, it works fine again, and the pc follows the wolves.
Does anyone know why I'm having this problem at the end of my script please?
Modifié par MissJaded, 03 février 2011 - 01:31 .