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Speaking
Dude speaking?
#3
Posted 03 February 2006 - 07:25 PM
Toploader, on Jan 29 2006, 10:02 AM, said:
Yeah it can be done with scripted matinee. If your still interested I’ll walk you through it.
Tell Us All!
This post has been edited by Oagh: 03 February 2006 - 07:27 PM
#5
Posted 02 April 2006 - 10:44 AM
may i tops? i been learning this allso (thanks to your help)
k first open up postED,in your actor class browser extend keypoint and find P2 scripted sequence.
place that near your pawn.
open up the properties and then event and in the bit that says tag,call it pawn1 (can call it what you want ill use pawn1 as an example)
in your pawn properties extend the AI and in the AI tag put pawn1,if you click on the pawn there should now be a blue line between the two.
go back to your scripted sequence properties,extend the ai script and click new you now get a load of stuff you can have the pawn do.
for instance in a map i'm making i have this
ACTION_WaitForPlayer'MyLevel.ACTION_WaitForPlayer1'~makes the pawn wait till the player is close~
ACTION_Walk'MyLevel.ACTION_Walk2'~makes the pawn walk~
ACTION_MoveToPlayer'MyLevel.ACTION_MoveToPlayer0'~makes the pawn walk towards the player~
ACTION_TurnTowardPlayer'MyLevel.ACTION_TurnTowardPlayer3'~makes the pawn turn towards the player~
Action_PLAYANIM'MyLevel.Action_PLAYANIM13'~plays an animation,like the pawn folds his arms~
ACTION_Say'MyLevel.ACTION_Say16'~says something to the player~
ACTION_TurnTowardPlayer'MyLevel.ACTION_TurnTowardPlayer11'~turns towards player again~
Action_PLAYANIM'MyLevel.Action_PLAYANIM15'~plays another animation~
ACTION_TurnTowardPlayer'MyLevel.ACTION_TurnTowardPlayer5'~turns towards player again~
ACTION_TurnTowardPlayer'MyLevel.ACTION_TurnTowardPlayer12'~and again~
ACTION_WaitForAnimEnd'MyLevel.ACTION_WaitForAnimEnd14'~waits for the previous animation to end~
ACTION_EnemyHealth'MyLevel.ACTION_EnemyHealth0'~this one gives you a health counter like the cow boss at end of AW so if the pawns who you just set all this up for has 3000 health an icon and the pawns health will show up in the top left hand corner,so if you shoot it depending on how much damage you set the pawn to take from that weapon the health counter will count down by that amount. I'm not sure if this ones for AW only,i will open up my STP editor and do one come back and edit this if you can use this bit in STP.
this is the basics to it anyway,maybe toploader can add a bit more to it
EDIT:had a look in STP editor and i can't find enemy health so looks like the last bit is for AW only :/
k first open up postED,in your actor class browser extend keypoint and find P2 scripted sequence.
place that near your pawn.
open up the properties and then event and in the bit that says tag,call it pawn1 (can call it what you want ill use pawn1 as an example)
in your pawn properties extend the AI and in the AI tag put pawn1,if you click on the pawn there should now be a blue line between the two.
go back to your scripted sequence properties,extend the ai script and click new you now get a load of stuff you can have the pawn do.
for instance in a map i'm making i have this
ACTION_WaitForPlayer'MyLevel.ACTION_WaitForPlayer1'~makes the pawn wait till the player is close~
ACTION_Walk'MyLevel.ACTION_Walk2'~makes the pawn walk~
ACTION_MoveToPlayer'MyLevel.ACTION_MoveToPlayer0'~makes the pawn walk towards the player~
ACTION_TurnTowardPlayer'MyLevel.ACTION_TurnTowardPlayer3'~makes the pawn turn towards the player~
Action_PLAYANIM'MyLevel.Action_PLAYANIM13'~plays an animation,like the pawn folds his arms~
ACTION_Say'MyLevel.ACTION_Say16'~says something to the player~
ACTION_TurnTowardPlayer'MyLevel.ACTION_TurnTowardPlayer11'~turns towards player again~
Action_PLAYANIM'MyLevel.Action_PLAYANIM15'~plays another animation~
ACTION_TurnTowardPlayer'MyLevel.ACTION_TurnTowardPlayer5'~turns towards player again~
ACTION_TurnTowardPlayer'MyLevel.ACTION_TurnTowardPlayer12'~and again~
ACTION_WaitForAnimEnd'MyLevel.ACTION_WaitForAnimEnd14'~waits for the previous animation to end~
ACTION_EnemyHealth'MyLevel.ACTION_EnemyHealth0'~this one gives you a health counter like the cow boss at end of AW so if the pawns who you just set all this up for has 3000 health an icon and the pawns health will show up in the top left hand corner,so if you shoot it depending on how much damage you set the pawn to take from that weapon the health counter will count down by that amount. I'm not sure if this ones for AW only,i will open up my STP editor and do one come back and edit this if you can use this bit in STP.
this is the basics to it anyway,maybe toploader can add a bit more to it
EDIT:had a look in STP editor and i can't find enemy health so looks like the last bit is for AW only :/
This post has been edited by wolve: 02 April 2006 - 11:48 AM
#7
Posted 02 April 2006 - 06:39 PM
Yeah the best way to do it is to use a pawn.
So say you want it to be a dude matinee cause the dude is the player, make a room away from the map, remake the sence the player walks into, and then make a matinee inside your side box with a pawn as the dude, you have far more control this way.
EDIT
I never used enemy health! That's awesome, i'll have to get that in ED. Nice one wolve.
So say you want it to be a dude matinee cause the dude is the player, make a room away from the map, remake the sence the player walks into, and then make a matinee inside your side box with a pawn as the dude, you have far more control this way.
EDIT
I never used enemy health! That's awesome, i'll have to get that in ED. Nice one wolve.
This post has been edited by Toploader: 02 April 2006 - 06:43 PM
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