Post your scripting questions / solutions here
Moderator: Moderators
Bjarne BZR
Site Admin
Posts: 3298 Joined: Wed Feb 05, 2003 2:04 pm
Location: Sweden
Contact:
Post
by Bjarne BZR » Tue May 10, 2005 6:59 pm
Rookie One.pl {sfx} wrote: Local.camera_trigger in one thread and local.camera_trigger in the other are not the same thing.
Damn, I totally missed that
Yes, replace
local with
level .
Admin .MAP Forums
Head above heels.
agentmad007
Brigadier General
Posts: 570 Joined: Tue Feb 24, 2004 3:52 pm
Post
by agentmad007 » Tue May 10, 2005 9:28 pm
Thanks It worked
Just some precisions please :
1)Why should I write level instead of local ?
2)Can whe make this trigger camera_use active , other way than pressing Use key? If player is touching the trigger for instance , that would fit better my desires.
Thanks
Deadly and slient.
agentmad007
Brigadier General
Posts: 570 Joined: Tue Feb 24, 2004 3:52 pm
Post
by agentmad007 » Tue May 10, 2005 9:33 pm
Just read in g_allclasses:
Code: Select all
doTouch( Entity touchingEntity )
sent to entity when touched.
I think it should work.I ll give feedbacks
edit: It says Dotouch applied to Nil listener, and when i press use key , the cam work though ?????weird.
here is the code I've used.
Code: Select all
pilot1_cam:
local.player = parm.other
level.camera_trigger doTouch local.player
end
Deadly and slient.
wacko
Field Marshal
Posts: 2085 Joined: Fri Jul 05, 2002 8:42 pm
Location: Germany
Post
by wacko » Tue May 10, 2005 9:42 pm
I dont get it at all. Hopefully its just me thinking into the wrong direction...
Anyway, if someone could give me a little demo map so I could see it in action, I'd really appreciate this (and would have a new piece for the recycling bin
)
agentmad007
Brigadier General
Posts: 570 Joined: Tue Feb 24, 2004 3:52 pm
Post
by agentmad007 » Tue May 10, 2005 10:41 pm
Sorry again with my questions:
How do you do to switch off the camera view? remove comand keep saying in console "applied to Nil listener"
Could i script teleport, moving objects or whatever whe can do with a normal trigger_use or multiple , using a trigger camera_Use.
Wanna move the player to a camera , to let him watch , what i want to.(moving objects and player beaming down especially).
Ps: Sorry wacko , i would gladly do a .map but i am lost..hehe
thanks
Deadly and slient.
Elgan
Lieutenant General
Posts: 890 Joined: Tue Apr 13, 2004 10:43 pm
Location: uk
Contact:
Post
by Elgan » Tue May 10, 2005 11:02 pm
try cueplayer
cueplayer local.player
agentmad007
Brigadier General
Posts: 570 Joined: Tue Feb 24, 2004 3:52 pm
Post
by agentmad007 » Tue May 10, 2005 11:16 pm
Code: Select all
pilot1_cam:
local.player = parm.other
level.camera_trigger doUse local.player
wait 5
level.camera_trigger cueplayer local.player
end
applied to Nil listener, This NIL grrrrrrrrrrrrrrrrrrrrrrrrrrrr
Deadly and slient.
Bjarne BZR
Site Admin
Posts: 3298 Joined: Wed Feb 05, 2003 2:04 pm
Location: Sweden
Contact:
Post
by Bjarne BZR » Tue May 10, 2005 11:42 pm
agentmad007 wrote: 1)Why should I write level instead of local ?
level and local are predefined objects that you can insert data into.
The difference is that local only lives inside the function ( between
function_name: and the following
end ), but level lives from the time the level starts until it ends.
Read detalis here:
http://gronnevik.se/rjukan/index.php?n= ... ptLanguage ( under the section named "predefined objects" )
agentmad007 wrote: 2)Can whe make this trigger camera_use active , other way than pressing Use key? If player is touching the trigger for instance , that would fit better my desires.
Yes, I guess you just use a trigger_multiple instead of a trigger_use.
Admin .MAP Forums
Head above heels.
Elgan
Lieutenant General
Posts: 890 Joined: Tue Apr 13, 2004 10:43 pm
Location: uk
Contact:
Post
by Elgan » Wed May 11, 2005 1:00 am
Code: Select all
pilot1_cam:
local.player = parm.other
level.camera_trigger doUse local.player
wait 5
cueplayer local.player
end
agentmad007
Brigadier General
Posts: 570 Joined: Tue Feb 24, 2004 3:52 pm
Post
by agentmad007 » Wed May 11, 2005 1:09 am
Let's say my trigger_use is targetnamed "my_trigger".
This trigger_use, once activated , teleport the player somewhere with some animated objects.I would like the camera to be set , so the player could see what happen.
shall i write the thing like that :
Code: Select all
level waittill prespawn
local.tgname = "cam_pilot1" + randomint 1000
local.camera = spawn Camera targetname local.tgname
local.camera.origin = (616 4400 2648 )
$my_trigger target local.tgname
main:
my_thread:
$my_trigger waittill trigger
local.player = parm.other
$my_trigger doUse local.player
wait .5
local.player tele XXXXXX
$my_object moveDown XXXXXX
$my_object waitmove
$my_trigger cueplayer local.player//That doesnt work though , but it will be nice to answer to everyone how to deactive the camera_view
end
Is that possible ? Cause i cant get it to work.
thank you for the HELP
Deadly and slient.
Elgan
Lieutenant General
Posts: 890 Joined: Tue Apr 13, 2004 10:43 pm
Location: uk
Contact:
Post
by Elgan » Wed May 11, 2005 1:45 am
cueplayer local.player
not $my_trigger cueplayer local.player
sud work if not i got some mroe sugestions
agentmad007
Brigadier General
Posts: 570 Joined: Tue Feb 24, 2004 3:52 pm
Post
by agentmad007 » Wed May 11, 2005 10:38 am
Elgan wrote: Code: Select all
pilot1_cam:
local.player = parm.other
level.camera_trigger doUse local.player
wait 5
cueplayer local.player
end
Sorry Elgan , Have not seen your post when i replied.It doesnt work.Nothing in console to Help.The player is still glued to the cam.
EDIT:
List of what i ve tried out:
cueplayer( [ Float switchTime ] )
cueplayer local.player
cuecamera local.player
cuecamera local.tgname
end of Edit
Deadly and slient.
Elgan
Lieutenant General
Posts: 890 Joined: Tue Apr 13, 2004 10:43 pm
Location: uk
Contact:
Post
by Elgan » Wed May 11, 2005 11:25 am
try doing
$my_trigger doUse local.player
again
stopwatchingactor - neevr used that? can u amke a players cma watcha actor?
watchactor - hmm i guess so
u cud make the cam watch the player.hehe
agentmad007
Brigadier General
Posts: 570 Joined: Tue Feb 24, 2004 3:52 pm
Post
by agentmad007 » Wed May 11, 2005 11:40 am
stopwatchingactor( Entity actor_to_stop_watching )
Makes the player's camera stop watching the specified actor.
So to use that comand, it need first the player to be set viewing an actor , wich is not the case currently....
Or what i shall i stop watching to ?
......
Btw i also tried
Code: Select all
local.player cut , as mentioned JV at start, the console said applied to NIL.
Deadly and slient.
Elgan
Lieutenant General
Posts: 890 Joined: Tue Apr 13, 2004 10:43 pm
Location: uk
Contact:
Post
by Elgan » Wed May 11, 2005 11:48 am
then are u sure your local.player was filled?