DanM, on Feb 10 2010, 05:35 PM, said:
2595 for pistol shot, set it up timed to fire at 30 / 60 / 90 intervals
pistols kills chain, chain activates cut scene
ta-da
Wow, what a genius idea. That works perfectly... It'll take a fair bit of precise cut scene work and such to get it working exactly as intended, but that otherwise does the trick.
What I'll do is have 6 shooters (for 6 small cut scenes) in a line. In front of each shooter, there will be 2 chains back to back. The first of each chain is just a dud, which is destroyed at level load when the player triggers a DPTOUCHPLATE that activates all the timed shooters. That way, each shooter activates right up and kills that first 'dud' chain, and with their shade set to 2, each shooter will then fire its successive cut scene-activating shot at the desired interval later.
The reason I'm doing it that way is because the cut scenes will all involve a fair few models and animated textures (some with LOTS of frames), so I want to open the level in a way that let's the player view all these assets with ample time for the game to get over the stuttering and pausing involved with getting them loaded properly. I noticed while testing all this out that if the cut scene jumps straight to one of the intensive views (lots of explosions, a big sexy Galactica mesh) then the pauses would result in the cut scene starting about halfway through its track.
Not to worry, I'll get it all hammered out soon enough. Thanks again

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