
Dark Ninja
Joined: May 26, 2008
The internet shows how stupid people are.
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Posted: Jul 1, 2008 05:35 PM
Msg. 1 of 5
I've made a script for my map, it compiles, but in-game it skips some parts. The beggining recorded animation works for a pelican, but then the exit animation for it doesn't. I put to create some objects, but it doesn't create it. I've used DEV cam in-game, and saw some stuff didn't spawn. I also used DEV mode and entered parts of the script in-game, and they worked fine. Does anyone know what I'm doing wrong? (script startup Attack_on_Covenant_Base (begin (cinematic_start) (camera_control 1) (camera_set cam1 100) (vehicle_load_magic pelican rider (unit (list_get (players) 0))) (vehicle_load_magic pelican driver (ai_actors drivers)) (vehicle_load_magic pelican rider (ai_actors spartans)) (vehicle_load_magic pelican rider (ai_actors marines)) (recording_play pelican old_hog_pelican_in) (sleep 150) (camera_set cam2 100) (sleep 50) (camera_set cam3 100) (sleep 50) (camera_set cam4 100) (sleep 50) (camera_control 0) (player_enable_input 0) (cinematic_set_title Attack_on_Covenant_Base) (sleep 275) (cinematic_stop) (sleep 100) (vehicle_unload pelican rider) (unit_set_enterable_by_player pelican 0) (player_enable_input 1) (recording_play pelican extraction_pelican_out) (object_destroy pelican) (activate_team_nav_point_flag default player flag1 0) (sleep_until (volume_test_objects trig1 (players))15) (ai_place base_entrance) (ai_place spirit_covenant) (ai_place spectre_driver) (ai_place spectre_gunner) (object_create_anew spirit) (object_create_anew spectre) (vehicle_load_magic spirit passenger (ai_actors spirit_covenant)) (objects_attach spirit cargo spectre "") (recording_play spirit temp_pelican_enter) (vehicle_unload spirit passenger) (objects_detach spirit spectre) (vehicle_load_magic spectre driver (ai_actors spectre_driver)) (vehicle_load_magic spectre gunner (ai_actors spectre_gunner)) (recording_play spirit lz_cship_landing_exit) (object_destroy spirit) (sleep_until (volume_test_objects trig2 (players))15) (game_save) (deactivate_team_nav_point_flag player flag1) (ai_place marines_dropoff) (ai_place drivers2) (object_create_anew hog_pelican) (object_create_anew scorpion) (objects_attach hog_pelican cargo scorpion "") (vehicle_load_magic hog_pelican driver (ai_actors drivers2)) (vehicle_load_magic hog_pelican rider (ai_actors marines_dropoff)) (recording_play hog_pelican extraction_pelican_in) (vehicle_unload hog_pelican rider) (objects_detach hog_pelican scorpion) (recording_play hog_pelican extraction_pelican_2) (object_destroy hog_pelican) (sleep_until (volume_test_objects trig3 (players))15) (object_create wraith) (object_create turret) (object_create banshee1) (object_create banshee2) (ai_place covenant_beach_vehicles) (ai_place covenant_beach) (ai_place base_guard) (ai_place door_control) (ai_go_to_vehicle covenant_beach_vehicles wraith driver) (ai_go_to_vehicle covenant_beach_vehicles turret driver) (ai_go_to_vehicle covenant_beach_vehicles banshee1 driver) (ai_go_to_vehicle covenant_beach_vehicles banshee2 driver) (activate_team_nav_point_flag default player flag2 0) (sleep_until (= (ai_living_count door_control) 0) 15) (game_save) (sleep_until (volume_test_objects switch (players))15) (deactivate_team_nav_point_flag player flag2) (activate_team_nav_point_flag default player flag1 0) (object_destroy door1) (object_create_anew door2) (sleep_until (volume_test_objects trig4 (players))15) (game_save) (ai_place spirit_covenant3) (object_create_anew spirit2) (vehicle_load_magic spirit2 passenger (ai_actors spirit_covenant3)) (recording_play spirit2 fort_cship_enter) (vehicle_unload spirit2 passenger) (ai_place spirit_covenant2) (object_create_anew spirit) (vehicle_load_magic spirit passenger (ai_actors spirit_covenant2)) (recording_play spirit temp_pelican_enter) (vehicle_unload spirit passenger) (recording_play spirit2 fort_cship_exit) (recording_play spirit lz_cship_landing_exit) (object_destroy spirit) (object_destroy spirit2) (sleep_until (volume_test_objects trig2 (players))15) (ai_place end) ) ) The ones in red are the ones that don't work. Edited by Dark Ninja on Jul 2, 2008 at 07:28 PM
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Ermac
Joined: Nov 24, 2006
Pops up from time to time
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Posted: Jul 2, 2008 11:36 PM
Msg. 2 of 5
Quote: (recording_play pelican extraction_pelican_out) (object_destroy pelican) The correct command for that is "(recording_play_and_delete pelican extraction_pelican_out)". You don't even need the object_destroy command for that one. Also, that could be what's causing the problem - you're telling the game to destroy the pelican right after telling it to run the recorded animation on it. It doesn't wait until it's finished. It looks like that's the case for a few of your recordings. Try fixing that first and see how it works out - it may allow the other parts of the script to function.
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Ermac
Joined: Nov 24, 2006
Pops up from time to time
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Posted: Jul 2, 2008 11:51 PM
Msg. 3 of 5
You shouldn't hijack someone else's thread.
PM me - I'll help you there.
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Dark Ninja
Joined: May 26, 2008
The internet shows how stupid people are.
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Posted: Jul 3, 2008 09:01 PM
Msg. 4 of 5
It helped. But the vehicles don't play the exit recording, only the enter. Do I need to put a sleep command in between? I thought the next command starts once the recorded animation is finished.
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Ermac
Joined: Nov 24, 2006
Pops up from time to time
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Posted: Jul 3, 2008 11:44 PM
Msg. 5 of 5
Yeah, you need to sleep it. Easy way of doing it:
(sleep (recording_time <recordinganimationhere>))
That sleeps it for the entire duration of the recorded animation.
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