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cinematics

Posted: Sun Jan 27, 2008 3:54 pm
by XZodia
i'm having trouble finding which reflexives i need to null....

cinematics

Posted: Sun Jan 27, 2008 5:00 pm
by Aumaan Anubis
This is for getting rid of the cinematics?

Can't you just delete the cinematic-related chunks?

cinematics

Posted: Sun Jan 27, 2008 5:30 pm
by XZodia
well ive nulled everything related to cinematics that i can find but nothing changes :?

cinematics

Posted: Sun Jan 27, 2008 5:35 pm
by neodos
Cinematics are fully scripted, you'll need to "remove" those, but you need to understand how it works to do a "jump" between map loading/cinematic/player spawn.

cinematics

Posted: Mon Jan 28, 2008 12:23 am
by JacksonCougar
Neodos I'm not getting on your case in a bad way but you really need to be more specific; saying that you need to "understand it" and not give and actual helpful information as a follow-up is very annoying. It send the message to me that you don't care to share your knowledge of this matter :|

Just my thoughts on the matter.

cinematics

Posted: Mon Jan 28, 2008 12:26 am
by Aumaan Anubis
Neodos doesn't ever seem to feel compelled to release his methods. All he does is give you a hint, and in this case, a bad one <_<

cinematics

Posted: Mon Jan 28, 2008 12:30 am
by JacksonCougar
Oh he releases; you just need some vice-grips, and something to push against :l0l:

cinematics

Posted: Mon Jan 28, 2008 6:54 am
by neodos
There is no tutorial for scripting, each map's cinematics are executed by the scripts in a different way.

Just start by looking at the startup script, see what it does, follow the scripts execution order(they slipt sometimes) until the end, then you should be able to know what scripts you can remove so the cinematics are removed.
But look at all scripts because some does sbsp loading which is necessary of course and may be in a cinematic script.

Also i don't always explain because i wouldn't know how to explain.

cinematics

Posted: Mon Jan 28, 2008 8:10 am
by Supermodder911
Exactly a person sart enough to reaize that it's not rocket scince they would simply follow into it and sooner or later figure how it works. Some Cutscene's/AISqad spawns are done through TriggerZones/badly named DeathZones *Stares at xzodia.
This is how I figuresd how Campaign scripts worked and I've done some cool stuff with AI Sqad spawns.

cinematics

Posted: Mon Jan 28, 2008 4:48 pm
by XZodia
Supermodder911 wrote:TriggerZones/badly named DeathZones *Stares at xzodia.
.....my scnr plugin correctly names the trigger zones reflexive, there is however another reflexive for death zones which references trigger zones...

cinematics

Posted: Fri Feb 01, 2008 4:21 am
by Supermodder911
Well the plugins I looked at in Entity UE 1.6 have it labeled as Death Zones...
Must be a older plugin.