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LE + Cinematics [message #326173] Mon, 14 April 2008 07:41 Go to next message
mrãçķz is currently offline  mrãçķz
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OK i created some LE Scripts that Plays Cinematics, but when i want
to use the Map (serverside) where do i need to put the Cinematic.txt
Just in Server/Data folder doesnt work
Re: LE + Cinematics [message #326175 is a reply to message #326173] Mon, 14 April 2008 07:42 Go to previous messageGo to next message
reborn is currently offline  reborn
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In the server's data folder with the .txt extension. However in your input parameter or your code in the API leave the file extension off.


Re: LE + Cinematics [message #326178 is a reply to message #326175] Mon, 14 April 2008 07:50 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Or you need an object on your levels that spawns when the level starts with the script "Test_Cinematic" attached to it to trigger the cinematic.

Re: LE + Cinematics [message #326180 is a reply to message #326178] Mon, 14 April 2008 07:59 Go to previous messageGo to next message
reborn is currently offline  reborn
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Jerad Gray wrote on Mon, 14 April 2008 10:50

Or you need an object on your levels that spawns when the level starts with the script "Test_Cinematic" attached to it to trigger the cinematic.



Unless the cinematic had some massively long wait time it would just play the cinematic immediately :-/

Rather then using the level_load event to play the cinematic it makes sense to create an invisible object on level load, but only attach the test_cinematic script to it when you want to play the cinematic file.

Actually you're probably saving time and load by creating the object and attaching the test_cinematic script as and when you want to play it, but destroying the object after the cinematic has played.



[Updated on: Mon, 14 April 2008 08:00]

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Re: LE + Cinematics [message #326185 is a reply to message #326173] Mon, 14 April 2008 08:32 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
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Its Just a Zone, when you have 900$ its Creating a Flare at a Position
where a Nod Jet or GDI A10 drops a Orca or Apache. And it plays a Sound.
Re: LE + Cinematics [message #326188 is a reply to message #326185] Mon, 14 April 2008 08:41 Go to previous messageGo to next message
reborn is currently offline  reborn
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Madrockz wrote on Mon, 14 April 2008 11:32

Its Just a Zone, when you have 900$ its Creating a Flare at a Position
where a Nod Jet or GDI A10 drops a Orca or Apache. And it plays a Sound.


So on the ::Entered event, if the player meets the conditions you create a signal_flare and attach test_cinematic to the flare with the cinematic file name as the third parameter of Attach_Script(obj, "test_cinematic", "a10_drop_off_orca_cinematic"); right?
(note there is no file extension in the third param)

And you've put the cinematic file in your servers data folder?

If you've done that and you know the cinematic works, then it must be your player isn't meeting the conditionals or something :-/



Re: LE + Cinematics [message #326204 is a reply to message #326188] Mon, 14 April 2008 14:01 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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reborn wrote on Mon, 14 April 2008 09:41

Madrockz wrote on Mon, 14 April 2008 11:32

Its Just a Zone, when you have 900$ its Creating a Flare at a Position
where a Nod Jet or GDI A10 drops a Orca or Apache. And it plays a Sound.


So on the ::Entered event, if the player meets the conditions you create a signal_flare and attach test_cinematic to the flare with the cinematic file name as the third parameter of Attach_Script(obj, "test_cinematic", "a10_drop_off_orca_cinematic"); right?
(note there is no file extension in the third param)

And you've put the cinematic file in your servers data folder?

If you've done that and you know the cinematic works, then it must be your player isn't meeting the conditionals or something :-/

Or the cinematic could be faulty, make sure to test it with an object that is already placed on the level with test cinematic, just to make sure it work, also make sure that the object isn't killing itself early or the script doesn't terminate itself early.


Re: LE + Cinematics [message #326205 is a reply to message #326173] Mon, 14 April 2008 14:04 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
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Its the SSGM Cinematic that drops a Vehicle by a Helicopter
Re: LE + Cinematics [message #326207 is a reply to message #326173] Mon, 14 April 2008 14:24 Go to previous messageGo to next message
cnc95fan is currently offline  cnc95fan
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AFAIK you can make cinematics through scripts.dll, rather then trying to learn how to work Renegade's way of using .txt cinematics.. You should take a look at SCUD Storm scripts and see how some of the cinematics in that works.
Re: LE + Cinematics [message #326208 is a reply to message #326205] Mon, 14 April 2008 14:30 Go to previous messageGo to next message
reborn is currently offline  reborn
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Madrockz wrote on Mon, 14 April 2008 17:04

Its the SSGM Cinematic that drops a Vehicle by a Helicopter


If you know the cinematic is correct, then I would start looking at your conditionals. Posting your code might prove useful.



Re: LE + Cinematics [message #326212 is a reply to message #326173] Mon, 14 April 2008 14:40 Go to previous message
mrãçķz is currently offline  mrãçķz
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I got it work, in the LE script itself i put in the Cinematic name.
Anyways thank you guys for Helping.
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