Can you play cut scenes? Created 17 years ago2007-02-16 09:17:10 UTC by Stanley Stanley

Created 17 years ago2007-02-16 09:17:10 UTC by Stanley Stanley

Posted 17 years ago2007-02-16 09:17:10 UTC Post #212653
Hello,

Is there a way to play a cut scene?

Ive been playing with faceposer and making simple vcds. Do i do it by using those?

I want to make it so i walk into a room, and it plays a cut scene of the person paying and a npc talking. Someone told me you have to add a new camera and stuff.

Could someone please enlighten me!

Many Thanks
Posted 17 years ago2007-02-16 10:14:21 UTC Post #212666
Ive been playing with it and i take it you use the entity point_viewcontrol?

How do i disable the player and make it switch to point_viewcontrol entity?

At the moment, it appears to dissable the player camera and the view just drops to the floor!
Posted 17 years ago2007-02-16 10:43:26 UTC Post #212671
Ive been playing with it and i take it you use the entity point_viewcontrol?

Yes you sure do.

How do i disable the player and make it switch to point_viewcontrol entity?

Make a block covered with trigger texture, tie it to trigger_once and make the output of that trigger target the view_control to I believe activate.

At the moment, it appears to dissable the player camera and the view just drops to the floor!

The camera might be facing down?
Habboi HabboiSticky White Love Glue
Posted 17 years ago2007-02-16 12:49:49 UTC Post #212693
Thanks for your response mate.

When it switch to the camera, obviously the player player character isnt there.

How do i get around this?

I thought about having a npc that can appear and then dissapear?
If i place them on the map i know i can use "kill" to get rid of them, however the problem is i dont know how to make them only appear when the scene is played!

Any help much appreciated!
Posted 17 years ago2007-02-16 13:12:41 UTC Post #212696
Use NPC_maker or NPC_template_maker

NPC_maker simply spawns an NPC, you can edit some few properties.

NPC_template_maker is better tho because you can edit all of the properties for that certain NPC.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-02-16 13:38:32 UTC Post #212698
Thanks, im trying to get that to work but when i run the game it says:

"npc_template_maker spawnmaker: template NPC barny not found!"

Under the options, what should i be putting under:

"Name of template NPC"

Should that be the name of an NPC already in my game?

Thanks
Posted 17 years ago2007-02-16 13:56:48 UTC Post #212700
Yes, the name of the NPC should refer to an other NPC wich you have created in an other spot of the map.
Make an NPC (in this case NPC_Barney)
Give him the name "Barney".
Set him up as you want with the props, go to flags and check "TEMPLATE", when you check template the NPC will not spawn but he can be spawned using an NPC_template_maker.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-02-17 15:28:49 UTC Post #212777
Thanks madcow, works a treat!
Posted 17 years ago2007-02-17 17:06:23 UTC Post #212780
No problem mate.
Don't forget that if you got outputs wich you want to influence on your NPC wich aren't spawned yet (if you use NPC_maker) hammer will give you an error, but it will work anyway.
If you use NPC_template_maker the template excists in hammer so it can find them.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-02-18 10:36:25 UTC Post #212891
Thanks again madcow, one more thing.

Can you make the camera change which entity it is looking at half way though a vcd?

(Ive got 2 npcs at each end of a corridor, and i want the camera to switch views to look at each of them)

Thanks
Posted 17 years ago2007-02-18 10:42:21 UTC Post #212893
Also when using the NPC_template_maker, how can i choose which way the spawned npc is facing? obviously for the cutscene i need them to be looking in the right direction!!

Sorted: Using Pitch Yaw Control Stupid!!!
Posted 17 years ago2007-02-18 13:47:15 UTC Post #212918
1. Using triggers and outputs, for example - if you want it to look at an other entity after 2 minutes, you:
Make a logic_timer.
Sets time to 120 (60 + 60, it counts in seconds).
Make an output saying

"OnTimer"
"<NAME OF YOUR POINT_VIEWCONTROLER>"
"Entity to follow"
"<ENTITY NAME>"
I think.

But I suggest you don't use a timer, I suggest that you use something else to trigger the event such as using a scripted_sequence with the output "OnSequenceFinnished" or something, then it will change camera when the sequence is done.

I don't have hammer 4 infront of me right now so I don't know the exact names.
Did it help anyway?
Madcow MadcowSpy zappin my udder
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