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Author Topic: Command ref.; setunitpos; talking.  (Read 1440 times)

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Sakato

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Command ref.; setunitpos; talking.
« on: 27 Aug 2002, 23:13:53 »
Some questions for the editing gurus...

1) Is there a Command Reference Maunal updated after v1.04 and, if yes, where can I find it?

2) What's the expression for crouched position with the "setunitpos" command?

3) What's the arcane meaning of the waypoint type "Talk"?
And how can I make people speak without seeming ventriloquists (eg move their mouth)?
And how can I make them stare at my player's face?

Thanks!

Sakato

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Re:Command ref.; setunitpos; talking.
« Reply #1 on: 27 Aug 2002, 23:15:56 »
I was forgetting one last thing:

How can I make story messages appear as radio messages (like when papabear speaks to me)?

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Re:Command ref.; setunitpos; talking.
« Reply #2 on: 28 Aug 2002, 02:10:02 »
1. the official site:

www.flashpoint1985.com

2. unitname playmoves "combattocrouch" - unfortunatly he wont stay crouched - there is no setunitpos command for crouch

3. Talk is more for scripted cutscenes

U need to create a sound file of the speaking (so record the didalogue) and then get the wavtolip program which creates a lip file - that makes them move their mouths - get it at the offcial site

unitname dowatch otherunitname

hope that all helps.

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LimeCordial

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Re:Command ref.; setunitpos; talking.
« Reply #3 on: 28 Aug 2002, 11:57:49 »
I was forgetting one last thing:

How can I make story messages appear as radio messages (like when papabear speaks to me)?

put in the on activ of the trigger or waypoint:

[west, "HQ"] sidechat "INSERT YOUR TEXT HERE"

if you want to have something again after and want a time dely, create another trigger with, let's say, talk1 as the condition. then after the first sidechat put

talk1=true

so it look like this in the on activ of the first trigger:

[west, "HQ"] sidechat "INSERT YOUR TEXT HERE"; talk1=true

then put the player's reply or whatever in the on acitv field of the second trigger:

p sidechat "INSERT TEXT"

now, on that trigger, select 'timeout' and in the boxes put the amount of seconds for the delay - let's say 5.

so now, HQ will say something then 5 secs later the player will respond.

Sakato

  • Guest
Re:Command ref.; setunitpos; talking.
« Reply #4 on: 28 Aug 2002, 21:56:49 »
Thanks guys, I will try these.

I add that I've found the way for keeping guys crouched, with init like:

unitname setunitpos "up"; unitname switchmove "combattocrouch"

this way the switchmove is held until further orders!