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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Few questions

Author Topic: Few questions (5 messages, Page 1 of 1)
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Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Dec 9, 2008 09:03 PM    Msg. 1 of 5       
1) Cutscene help.

I've posted this before, but I didn't exactly get the answers. The problem is any script that I use just flashes the viewpoint from camera one for half a second, then it shifts back to player view. The script I am currently using is:

(script startup cutscene
(begin
(player_enable_input 0)
(camera_control 1)
(camera_set cam1 100)
(sleep 10)
(camera_set cam2 100)
(sleep 10)
(camera_set cam3 100)
(sleep 50)
(camera_control 0)
(player_enable_input 1)
(game_save)
)
)


What happens is cam1 flashes for a few seconds, then it shifts back to player view, but I can't move, because the disable input script is still in effect. After a few more seconds, I can control myself again, but the cutscene does not work at all.

2) Checkpoints

It should be simple to save at a trigger volume, right? The problem is that my checkpoints don't always occur. Here is my script:


(script startup atrium_red
(begin
(sleep_until (volume_test_objects save (players)) 15)
(game_save)
)
)


It does save, but only if I stand there for a few seconds. Originally I thought that it was because I put it under all these object_create and ai_place commands, but when I put it right under the trigger volume, it doesn't save.

That is all.


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Dec 9, 2008 10:05 PM    Msg. 2 of 5       
...Weird. I'll see what I can find. I'm having the same problem as number 2, as you can see in my SP map, Flood Containment on the main page, that there are rarely any checkpoints, though 4 were scripted to appear (one before the Ranger Elites, another after the Jackal Cave, the next before the Elite Commander battle and the last before the big Banshee fight.)

As for 1), do you want the camera to jump from point to point or slowly move towards the next camera?

(script startup cutscene
(begin
(player_enable_input 0)
(camera_control 1)
(camera_set cam1 0)
(sleep 100)
(camera_set cam2 0)
(sleep 100)
(camera_set cam3 0)
(sleep 100)
(camera_control 0)
(player_enable_input 1)
(game_save)
)
)

Apparently the 'sleep' controls the length of the camera staying there.

Forgive me if I'm wrong, I'm new at this.


Ermac
Joined: Nov 24, 2006

Pops up from time to time


Posted: Dec 9, 2008 10:11 PM    Msg. 3 of 5       
The game_save command will only save if you're not in any danger and you're not moving - and if none of those conditions are met within eight seconds, it will give up.

Use the game_save_no_timeout command. It'll keep trying until those conditions are met. If you need an immediate checkpoint, use the game_save_totally_unsafe command. Beware - it literally means what it says. It will save a checkpoint at any point in time, anywhere - even if you're getting messed up in the middle of a huge fight.

I'll see what I can find about the cutscenes. I'm still new to those, and I haven't practiced it much.
Edited by drillinstructor on Dec 9, 2008 at 10:12 PM


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Dec 10, 2008 01:48 PM    Msg. 4 of 5       
Also, for the camera script. I'm not going to tell you what you should do because I'm not sure if you want smooth transitions or not, but here's a simple guide on how to do it yourself:

(camera_set "camera" "ticks") - set the number of ticks to be as long as you want the transition between camera points to be. For example, if you want to go right to a camera point, the command would be (camera_set "camera" 0). However, if you want the camera to smoothly transition to a point in say, 100 ticks, then the command would be (camera_set "camera" 100).

(sleep "ticks") - in the case of camera scripts, use the sleep command to pause between either camera transitions or when pausing for a view of a still camera view. When doing transitions, usually it is best to set the sleep ticks to half of the ticks in the (camera_set) transition time. So, for example, if you have a command (camera_set "camera1" 100) to transition to "camera1" in 100 ticks, then you would set the sleep command after it to (sleep 50), or half the ticks. This way, the camera doesn't abruptly slow down or speed up when switching between camera points to move towards.

The only time you want the sleep time to be longer than the transition time is when you reach the last camera point, where the camera should allow to reach the point and stay settled there for a moment, as in: (camera_set "camera10" 100), (sleep 130).

If you're going for instant transitions, keep the (sleep) set to as long as you want the camera shot to be visible before changing to the next one.
Edited by Me KS on Dec 10, 2008 at 01:49 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Dec 10, 2008 11:09 PM    Msg. 5 of 5       
I want a cutscene that doesn't just show cam1. I've tried many, and most of them work for others, but none of them work for me.

 

 
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