trigen
There is lava at the Dam level. I want to put the same lava on my level. How to do it and where to get it (lava)? 2) As for closed rooms: Where can I get the floors, walls, ceilings, can I "cut through" doorways in the walls?
I didn’t download the tutorial (it didn’t work), but I already figured it out with lava. Thank you.
I wrote my own script, but there is one problem. Tasks (even those that were present in the original) should be entered in the list as they were written in the script, i.e. in English, but I need to be in Russian (the original was in Russian!) When I try to write in Russian in the script, then rubbish is written in the list of tasks. Likewise with a toggle trigger: Instead of "Press action to insert card" he writes to me: @insert_keycard. What to do?
1) How to make it so that (where is this script) in the original my level was the starting one? (Instead of Training) 2) AIs can navigate by moving between TagPoints until they notice the player. But how to make sure that when they notice me they start running wherever they want, shooting at me?
Nope, I pressed Reload Script, but the boat driver still doesn't want to go between Tag Points. And the anchors don't work either. Both (the driver and the machine gunner) got into the boat, but did not want to go.
The map is almost ready, I'm adjusting the small details. Not a masterpiece, of course, but you can play. So the question is: I created Tag Points to patrol the mercenaries. When I run AI Physics in the editor, I see the mercenaries patrolling Tag Points regularly. However, in the real game, when I get to this place, almost no one is patrolling. Some drown in the water (quietly going beyond the Forbbiden Area), others climb the mountain, some generally disappear somewhere. How to make sure that the mercenaries strictly patrol before my arrival and there was no such disgrace? (The Forbbiden Area is inactive).
Triggers may be needed. Thank you. But I still haven't learned how to make screensavers. Difficult with animations. For example, I want to repeat the screensaver where the dead Crow lies, and next to the radio with Krieger lies. It was on the River.
I can write instructions for creating a Scene at the End of the Volcano Doyle's Death)))
Do it ???
All my Hidden Comments on this Page to Jack Carver Here in the hidden text, the creation of the Dead Crow scene is described in detail there.
WARNING, the hidden text is too large.
Spoiler
I created 6 CAM triggers and they work
1. Player task trigger.
2. Material trigger.
3. Trigger for moving objects and the Player (teleport).
4. Trigger of restart of transport in the game.
5. Leading trigger. Allows you to become the leader for the AI ​​and walk on the tag points **** _ LEAD
where **** is the name of the AI ​​object.
6. Trigger for the player. Gives the player the specified equipment and weapon for the player, marked with the True and unchecked False.
Who needs these Triggers? Write.
How to teleport? SCHAS
If for Tagpoint then ... write to the mission script
function Mission: Event_Function name For example: Teleport ()
local move = _localplayer
local entity = Game: GetTagPoint ("Name of the tagpoint for example: Player_MOVE");
if ((move) and (entity)) then
move: SetPos (entity: GetPos ());
move: SetAngles (entity: GetAngles ());
end
end
Then in the editor you create a Tag Point where you need to appear to the Player and write the name that you have written in the mission script, I have "Player_MOVE". Then you create a ProximityTrigger and in the Enter event for the Mission Handler you select your function, I have Teleport. And you come to this Trigger and immediately appear in another place where TagPoint was set.
And so go into the editor and on the top line of the editor find the word Mission, click on it, and four more Functions will appear below this word. Click the Properties function
. A window will appear. On the right side of this Window there are four words: Browse, Create, Reload and Edit. Click on the word Create and another window will appear. Now select the folder where the Script to Save, this is the Folders - Default / Entities / Triggers and at the bottom name it as ObjectiveTrigger click Save and this window will disappear now click the word Edit in the first window and a document will appear in the form of Notepad, Mission Parameters are written there Erase EVERYTHING and paste this is ......
ObjectiveTrigger = {
type = "Trigger",
Properties = {
ScriptCommand = "",
PlaySequence = "",
Objective1 = "",
Objective2 = "",
Objective3 = "",
Objective4 = "",
Objective5 = "",
},
FinishMission = {
NextLevel = "",
bComleteLevelFade = 1,
bSavePlayerElements = 1,
},
Objective0 = {
Message = "NewObjective",
Objective = "",
Radar = "",
},
Objective1 = {
Message = "NewObjective",
Objective = "",
CompleteObjective = "",
Radar = "",
},
Objective2 = {
Message = "NewObjective" ,
Objective = "",
CompleteObjective = "",
Radar = "",
},
Objective3 = {
Message = "NewObjective",
Objective = "",
CompleteObjective = "",
Radar = "",
},
Objective4 = {
Message = "NewObjective",
Objective = "",
CompleteObjective = "",
Radar = "",
},
Objective5 = {
Message = "NewObjective",
Objective = " ",
CompleteObjective =" ",
Radar =" ",
},
Objective6 = {
Message =" NewObjective ",
Objective =" ",
CompleteObjective =" ",
Radar =" ",
},
Objective7 = {
Message =" NewObjective ",
Objective = "",
CompleteObjective = "",
Radar = "",
},
Objective8 = {
Message =" NewObjective ",
Objective =" ",
CompleteObjective = "",
Radar = "",
},
Objective9 = {
Message = "NewObjective",
Objective = "",
CompleteObjective = "",
Radar = "",
},
OutsideMap = {
WarningMessage = "",
},
},
Editor = {
Model = "Objects / Editor / T.cgf",
},
}
function ObjectiveTrigger: OnPropertyChange ()
self: OnReset ();
end
function ObjectiveTrigger: OnInit ()
self: EnableUpdate (0);
self: SetUpdateType (eUT_Physics);
self: TrackColliders (1);
self.Who = nil;
self.Entered = 0;
self.bLocked = 0;
self.
self: RegisterState ("Inactive");
self: RegisterState ("Empty");
self: RegisterState ("Occupied");
self: OnReset ();
end
function ObjectiveTrigger: OnShutDown ()
end
function ObjectiveTrigger: OnSave (stm)
--WriteToStream (stm, self.Properties);
stm: WriteInt (self.bTriggered);
end
function ObjectiveTrigger: OnLoad (stm)
--self.Properties = ReadFromStream (stm);
--self: OnReset ();
self.bTriggered = stm: ReadInt ();
end
function ObjectiveTrigger: OnReset ()
self: KillTimer ();
self.bTriggered = 0;
local Min = {x = -self.Properties.DimX / 2, y = -self.Properties.DimY / 2, z = -self.Properties.DimZ / 2};
local Max = {x = self.Properties.DimX / 2, y = self.Properties.DimY / 2, z = self.Properties.DimZ / 2};
self: SetBBox (Min, Max);
--self: Log ("BBox:" .. Min.x .. "," .. Min.y .. "," .. Min.z .. "" ..Max.x .. ",". .Max.y .. "," .. Max.z);
self.Who = nil;
self.UpdateCounter = 0;
self.Entered = 0;
if (self.Properties.bEnabled == 1) then
self: GotoState ("Empty");
else
self: GotoState ("Inactive");
end
end
------------------------------------------------ ---------------------
function ObjectiveTrigger: Event_Delete_ALL_Objectives (sender)
Hud: FlashObjectives ();
function ObjectiveTrigger: Event_Delete_Objective_1 (sender)
Hud: FlashObjectives ((self.Properties.DeleteObjectives.Objective1));
end
------------------------------------------------- --------------------
function ObjectiveTrigger: Event_Delete_Objective_2 (sender)
Hud: FlashObjectives ((self.Properties.DeleteObjectives.Objective2));
end
------------------------------------------------- --------------------
function ObjectiveTrigger: Event_Delete_Objective_3 (sender)
Hud: FlashObjectives ((self.Properties.DeleteObjectives.Objective3));
end
------------------------------------------------- --------------------
function ObjectiveTrigger: Event_Delete_Objective_4 (sender)
Hud: FlashObjectives ((self.Properties.DeleteObjectives.Objective4));
end
------------------------------------------------- --------------------
function ObjectiveTrigger: Event_Delete_Objective_5 (sender)
Hud: FlashObjectives ((self.Properties.DeleteObjectives.Objective5));
end
------------------------------------------------- --------------------
function ObjectiveTrigger: Event_Objective_0 (sender)
Hud: AddMessage (Localize ((self.Properties.Objective0.Message)), 17);
Hud: PushObjective ({}, Localize ((self.Properties.Objective0.Objective)));
Hud: SetRadarObjective ((self.Properties.Objective0.Radar));
end
------------------------------------------------- --------------------
function ObjectiveTrigger: Event_Objective_1 (sender)
Hud: AddMessage (Localize ((self.Properties.Objective1.Message)), 17);
Hud: PushObjective ({}, Localize ((self.Properties.Objective1.Objective)));
Hud: CompleteObjective (Localize ((self.Properties.Objective1.CompletObjective)));
Hud: SetRadarObjective ((self.Properties.Objective1.Radar));
end
------------------------------------------------- --------------------
function ObjectiveTrigger: Event_Objective_2 (sender)
Hud: AddMessage (Localize ((self.Properties.Objective2.Message)), 17);
Hud: PushObjective ({}, Localize ((self.Properties.Objective2.Objective)));
Hud: CompleteObjective (Localize ((self.Properties.Objective2.CompletObjective)));
Hud: SetRadarObjective ((self.Properties.Objective2.Radar));
end
------------------------------------------------- --------------------
function ObjectiveTrigger: Event_Objective_3 (sender)
Hud: AddMessage (Localize ((self.Properties.Objective3.Message)), 17);
Hud: PushObjective ({}, Localize ((self.Properties.Objective3.Objective)));
Hud: CompleteObjective (Localize ((self.Properties.Objective3.CompletObjective)));
Hud: SetRadarObjective ((self.Properties.Objective3.Radar));
end
------------------------------------------------- --------------------
function ObjectiveTrigger: Event_Objective_4 (sender)
Hud: AddMessage (Localize ((self.Properties.Objective4.Message)), 17);
Hud: PushObjective ({}, Localize ((self.Properties.Objective4.Objective)));
Hud: CompleteObjective (Localize ((self.Properties.Objective4.CompletObjective)));
Hud: SetRadarObjective ((self.Properties.Objective4.Radar));
end
------------------------------------------------- --------------------
function ObjectiveTrigger: Event_Objective_5 (sender)
Hud: AddMessage (Localize ((self.Properties.Objective5.Message)), 17);
Hud: PushObjective ({}, Localize ((self.Properties.Objective5.Objective)));
Hud: CompleteObjective (Localize ((self.Properties.Objective5.CompletObjective)));
Hud: SetRadarObjective ((self.Properties.Objective5.Radar));
end
------------------------------------------------- --------------------
function ObjectiveTrigger: Event_Objective_6 (sender)
Hud: AddMessage (Localize ((self.Properties.Objective6.Message)), 17);
Hud: PushObjective ({}, Localize ((self.Properties.Objective6.Objective)));
Hud: CompleteObjective (Localize ((self.Properties.Objective6.CompletObjective)));
Hud: SetRadarObjective ((self.Properties.Objective6.Radar));
end
------------------------------------------------- --------------------
function ObjectiveTrigger: Event_Objective_7 (sender)
Hud: AddMessage (Localize ((self.Properties.Objective7.Message)), 17);
Hud: PushObjective ({}, Localize ((self.Properties.Objective7.Objective)));
Hud: CompleteObjective (Localize ((self.Properties.Objective7.CompletObjective)));
Hud: SetRadarObjective ((self.Properties.Objective7.Radar));
end
------------------------------------------------- --------------------
function ObjectiveTrigger: Event_Objective_8 (sender)
Hud: AddMessage (Localize ((self.Properties.Objective8.Message)), 17);
Hud: PushObjective ({}, Localize ((self.Properties.Objective8.Objective)));
Hud: CompleteObjective (Localize ((self.Properties.Objective8.CompletObjective)));
Hud: SetRadarObjective ((self.Properties.Objective8.Radar));
end
------------------------------------------------- --------------------
function ObjectiveTrigger: Event_Objective_9 (sender)
Hud: AddMessage (Localize ((self.Properties.Objective9.Message)), 17);
Hud: PushObjective ({}, Localize ((self.Properties.Objective9.Objective)));
Hud: CompleteObjective (Localize ((self.Properties.Objective9.CompletObjective)));
Hud: SetRadarObjective ((self.Properties.Objective9.Radar));
end
------------------------------------------------- --------------------
function ObjectiveTrigger: Event_Outside_Map (sender)
Hud: AddMessage (Localize ((self.Properties.OutsideMap.Message)), 17);
end
------------------------------------------------- --------------------
function ObjectiveTrigger: Event_Play_Sequence_and_Script_Command (sender)
if (self.Properties.ScriptCommand and self.Properties.ScriptCommand ~ = "") then
dostring (self. Properties.ScriptCommand);
end
if (self.Properties.PlaySequence ~ = "") then
Movie: PlaySequence (self.Properties.PlaySequence);
end
end
------------------------------------------------ ---------------------
function ObjectiveTrigger: Event_Death_Player (sender)
if (god) then
god = nil;
end
_localplayer.timetodie = 0.01;
local player = _localplayer
player: SetPos (self: GetPos ());
player: SetAngles (self: GetAngles ());
end
Save this document and try to reload it by clicking on the word in the first Reload window. There will be errors. Write ..
Now click on the word Browse and find the ClassRegistry.lua script. Insert the following in it ..
XXX {"", "AISpeed", 204, "AI /AISpeed.lua "},
Insert {"", "ObjectiveTrigger", 205, "Triggers / ObjectiveTrigger.lua"},
XXX};
The xes show the parameters that should not be inserted, they were inserted a long time ago in 2008. Attention !!! each parameter must have its own ID number, if there are identical ID numbers in some parameters, then exiting the editor and launching it again A Critical Error appears that the Editor saw the same ID numbers in the ClassRegistry.lua script, by pressing OK the editor immediately will close.
Now Save this Document and reload the Script and exit the window. Save the editor and exit, now launch CryEngine Sandbox 1 Editor again, open your favorite level, wait for your favorite level to load. After loading, Click the word Entity and the Triggers folder on the PollupBar window, then you will immediately see the New Trigger, it is called ObjectiveTrigger, place it wherever you want and insert something in the Properties, words and send it the Event below another trigger, and everything should work right away and a message written by you should appear near the radar, the List of Objectives for the player and a point on the Radar, if you named it in the Properties.
_________________________________________________________
CREATING A "DEAD CROW" BREAKING SCREEN AT THE VERY END OF THE LEVEL. |
_________________________________________________________ |
Well Jack Carver Episode One Read ... or copy this comment into Word or WordPad (Notepad).
And in the process of reading, create a Dead Crow Screensaver.
Create a New Level. Call it what you want, I named it Scene Died Crowe.
NEXT
Create an object in SimpleEntity
Change Model - Objects characters story_characters mertz mertz_ingame_dead.cgf
Place it X = 1041.35, Y = 818.98, Z = 19.53
Rotate it to 0 XYZ.
Set the HiddenInGame checkbox to True.
Rename Died_Crowe
Create Entity Others AnimObject.
Place it at X = 1042.27, Y = 819.58, Z = 19.47
Rotate it at X = 0, Y = 0, Z = -85
Change Model - Objects characters pmodels hero hero.cgf.
Erase everything in attachmet1 Object and boneName.
Set the HiddenInGame checkbox to True.
Rename it to Jack_Without_Mobile
Select Dead Crow and copy it Ctrl + C
Place it at X = 1040.84, Y = 820.05, Z = 19.53
Rotate it to 0 XYZ
Change Model - Objects characters story_characters mertz mertz_hat.cgInG Check the Hidden
box True.
Rename it to Hat
Select the Crow Hat and copy it Ctrl + C
Place it at X = 1041.56, Y = 819.58, Z = 19.53
Rotate it to X = 90, Y = 0, Z = 80
Change Model - Objects characters mercenaries accessories river_cs1_radio_krieger_rhand.cgf
Set the HiddenInGame checkbox to True.
Rename it to Mobile.
Create the object in Entity Others AnimObject.
Place it at X = 1042.24, Y = 819.45, Z = 19.47
Rotate it to X = 0, Y = 0, Z = -85 The same rotation and the same position as yours: D :) without mobile phone.
Change Model - Objects characters pmodels hero hero.cgf.
Change in attachmet1 Object - Objects characters mercenaries accessories river_cs2_radio_data_lhand.cgf
In boneName write this - Bip01 R Hand. Reload the script and the mobile phone will be near his palm.
Set the HiddenInGame checkbox to True.
Rename it to Jack_With_Mobile
Now Create Blood
Create a particle in Entity Particle ParticleEffect.
Place it at X = 1041.26, Y = 819.67, Z = 19.53
Rotate it to 0 XYZ
Now go to the DataBaseView and click on the Particles tab. At the top, click on Library and select Load Library.
Choose Bllod (Blood). You should have this ParticleEffect1 selected. If selected then
Click on the plus next to the cutscenes folder and select the crowe_blood particle with the left mouse button and select
Assign To Selected Objects. After that, the Crow Blood particle should appear,
now in the particle properties uncheck the Active on False checkbox and reload the script.
Rename it to Blood_Crowe
Now Create Cameras.
Select Camera and
Place it at X = 1041.57, Y = 819.64, Z = 20.12
Rotate it to X = 85.6, y = 0, Z = 138.8
its name is Camera1, leave that name.
Copy new camera Camera2
Place it at X = 1039.33, Y = 817.21, Z = 20.78 Rotate
it to X = 2.8, Y = 0, Z = 129.4
And copy the last camera Camera3
Place it at X = 1041.93, Y = 819.26, Z = 19.26
Rotate it to X = -80.36, Y = 1.4, Z = 104.01
Everything !!! We have created everything, now we create a splash screen.
Go to TrackView and click on the plus sign. Call the splash screen what you want, I'll call it Died_Crowe.
Select the Blood_Crowe particle and click the plus square on the TrackVia panel. An object will appear in TrackVia.
Select the gray Blood_Crowe cube on the left and select Add Track with the left mouse button and select Events.
We do not need the position and rotation of this particle to delete them by pressing the Delete key. We only need the Events node.
Choose a Mobile and create it in TrackVia, also ster the position and rotation and add one Visibility track
Select Hat add one Rotation to the TrackVia Ster and add 2 tracks Visibility and Scale.
Choose Yourself :))) i.e. Jack without Mobile (Jack_Without_Mobile) created. in Trace Via Add 5 tracks Animation1,
Visibility, Expression1, Expression2 and Expression3
Pos. and Rotate. Do not need Remove them.
Add Jack with Mobile (Jack_With_Mobile) to Tr.Via and the same 5 tracks as yours :))) without a mobile.
Select a Dead Crow and create it in TrackVia, sterilize the position and rotation and add one Visibility track.
And select all 3 cameras and add them to TrackVia, pos. and rot. are needed, do not delete them, But in the 3rd camera, delete the position.
Now you have added everything to TrackVia.
Choose the 3rd man with lines.
Check the boxes for Cut Scene, Disable HUD, DisablePlayer, Disable Physics, Disable AI and Disable Sounds.
Put the number in the EndTime box: to 13.5 Click OK.
You changed the properties of the sequence. Well now we are creating the Screensaver Scene.
Find the 0.000 timer on the TrackVia panel and to the left of it 1 icon with a red cross, there is an icon where the cursor
with a plus and an oval, click on this icon (Add Key).
Now open with a plus node (gray cube) Blood_Crowe and where the Events time line press for 0 seconds into it,
where is the pink slider (Time indicator). And you will see the oval created by you is the key.
Click on it right. button mouse and select Fire Event: Pulse Event. Close this window.
Now open the Mobile node. On the Visibility time bar, press 0 seconds. The blue bar on Visibility is the
Show object on the Screensaver, there is no blue bar in this line it is the Hiding of the object.
Make knots on: Hat and on Died_Crowe Visibility also for 0 seconds, as in Mobile.
Select the first Camera (Camera1). On the TrackVia panel, click on the Red Circle (Record). The slider (Time indicator)
will change color from Pink to Red, which means that recording is in progress . Move Camera 1 and rotate it,
then cancel Ctrl + Z. Move the Red slider by 3 seconds, and you will see that ovals (keys) appear on the
Position and Rotation time lines by 0 seconds. Leave them, now how you moved the red slider by 3 seconds,
then move the 1st Camera to X = 1041.52, Y = 819.56, Z = 21.46 and rotate it to X = 85.59, Y = 0, Z = 117.49
Click again on the red circle, stop Recording. Click on Stop and then on Playback, And watch how the camera
moves and turns, and even the blood began to flow and then Disappear. Well, looked at how the beginning of the Scene is created?
Well, let's continue to work and try :): D
Create a Key on the Jack_Without_Mobile node and on the Animation1 line for 1.5 seconds Select Animation river_cs_p1
The Jack_With_Mobile node is the same.
Create a key on the Mobile - Visibility node for 5.5 seconds. The blue bar is visible from 0 seconds to 5.5 seconds.
Create Keys on the Jack_Without_Mobile - Visibility node for 5.5 seconds, 9.8 seconds and 12.5 seconds. Blue stripe
should be visible from 0 seconds to 5.5 seconds and from 9.8 seconds to 12.5 seconds.
Create Keys on the Jack_With_Mobile- Visibility node for 0 seconds, 4 seconds and 9.8 seconds. The blue bar
is visible from 4 seconds to 9.8 seconds.
Create a Key on the Died_Crowe node for 10 seconds. Blue bar: 0 to 10 seconds.
Click on the entry (Red Circle). Move the Red Slider 12.4 seconds. Move Crowe's Corpse Hat and undo and resize, undo.
Ctrl + Z. Then move the Red slider 12.5 seconds and this time move the hat to X = 1041.82, Y = 819.25, Z = 19.53
and Resize to 5 in the Time Scale line.
Now move the Remaining Cameras.
Red slider for 3 seconds, move camera 2 and cancel Ctrl + Z.
Then move the slider for 10 seconds and at this time
Move camera 2 to X = 1040.46, Y = 816.54, Z = 20.78 Rotate
camera 2 to X = 12.6, Y = 0, Z = 160.8 Move the
red slider to 12.4 seconds. rotate camera 3 and cancel Ctrl + Z.
Move the slider to 12.5 seconds and during this time
, turn the camera 3 on the X = -105.76, Y = 1.4, Z = 90.61
All animation is created, and the vanishing of objects too, but you did not create the master node for Screensavers and sounds a series
of showing on camera ... And for you :))) Jack no blinks, facial expressions, you need to Create all this in order to Complete
Completely the Entire Screensaver, Yes? Well, of course Same :))), Well, Well, Proceed Further.
On the TrackVia panel to the right of the square with a plus, there is a small camera icon, click on this Icon.
The Scene Node will appear and the Camera Track will create a key on this line for 0 seconds and rights. book mouse select Camera1
2nd key for 3 seconds select Camera2, and 3rd key for 10 seconds Camera3. Add 2 Sound1
and Sound2 Tracks to This Main Node.
Create a Key in the Sound1 Time line for 0 seconds rights. book Select
this sound file with the mouse - Languages ​​ missiontalk river templeruins_specific_e_1.wav Close this window.
And create a key in the Sound2 time bar for 12.5 seconds. Select this sound file - Sounds Weapons shocker fire3.wav
Close this window.
All Sound You Created Our Creator Of The First Screensaver :)))
Now there is Mimicry and Blinking of Your Jack: D :) Our Creator :))
Create a Key on the Jack_With_Mobile node with an Expression1 time string for 6.3 seconds. Open the window of this node rights. book mouse
You see that there are 5 windows: MorphTgt, BlendIn, Hold, BlendOut and Amp. Put in MorghtTgt:
#phoneme_a mouth animation. In the BlendIn box: the number 0.1 in the Hold box: 0.1 in the BlendOut: 0.1 and in the Amp: keep the same number 1.
Create a key in the same line for 6.6 seconds. Change this Key. MorphTgt: #phoneme_e, BlendIn: 0.1, Hold: 0.1,
BlendOut 0.1 and Amp: 1.
Create Next Key for 6.6 seconds. MorphTgt: #phoneme_i, BlendIn: 0.1, Hold: 0.1, BlendOut 0.1, Amp: 1.
Next 7.2 seconds. MorphTgt: #phoneme_a, BlendIn: 0.1, Hold: 0.1, BlendOut 0.1, Amp: 1.
And create the last key on this line for 7.5 seconds. MorphTgt: #phoneme_i, BlendIn: 0.1, Hold: 0.1, BlendOut 0.1,
Amp: 1.
Move the slider and see how your mouth is))) began to open, close, ie Talk.
Further on the same node in the Expression2 time line, create a key for 6.7 seconds. The properties of this key are as follows:
MorphTgt: #rndexpr_closed_eyes, BlendIn: 0.1, Hold: 0.2, BlendOut 0.1, Amp: 1.
Create a key on this Node and create on this line for 8.5 seconds. MorphTgt: #rndexpr_closed_eyes, BlendIn: 0.1, Hold: 0.2,
BlendOut 0.1, Amp: 1.
Next, create a key on the same node in the Expression3 time line for 6.5 seconds. Properties: MorphTgt: #full_angry_noteeth and leave the same numbers in the window.
Now you have eyes :))) i.e. Jack Blinks and his mouth Speaks.
Now it remains to make you :)) talking and blinking Without Mobile.
In the Jack_Without_Mobile node in the Expression1 line, create a Key for 11.3 seconds. Properties: MorphTgt: #phoneme_i,
BlendIn: 0.1, Hold: 0.1, BlendOut 0.1, Amp: 1.
Next at 11.6 seconds. MorphTgt: #phoneme_a, BlendIn: 0.1, Hold: 0.1, BlendOut 0.1, Amp: 1.
Next at 11.9 seconds. MorphTgt: #phoneme_o, BlendIn: 0.1, Hold: 0.1, BlendOut 0.1, Amp: 1.
And the last key on this line at 12.2 seconds. MorphTgt: #phoneme_e, BlendIn: 0.1, Hold: 0.1, BlendOut 0.1, Amp: 1.
Now there is Blinking left.
The same node is the Expression2 time string, create the Last key at 11.7 seconds. The properties are as follows:
MorphTgt: #rndexpr_closed_eyes, BlendIn: 0.1, Hold: 0.2, BlendOut 0.1, Amp: 1.
Next, create a key on the same node in the Expression3 time line for 11.6 seconds. Properties: MorphTgt: #full_angry_teeth and leave the same numbers in the window.
All You Completely completed Dead Crow Screensaver :))): D: D: D :)) YOUNG MAN !!! )))
Now Test It, double-click on Stop and then on Playback and see what happens in the Screensaver.
Now Create ProximityTrigger Place it wherever you want. and in Properties find this PlaySequence, write
your created Screensaver, I have Died_Crowe. Press Ctrl + G to test the level go to the Trigger
and here's the Screensaver. :)))) Clever))) YOU CREATED THE FIRST SCREEN SAVER with ME))) :) :) :): D: D: D
If the Splash Screen does not work, then Write in the Comments. THE END!
_____________________________________________________________________
Next Trigger Trigger to move Objects
MoveEntityTrigger = {
type = "Trigger",
Properties = {
Object1 = {
MoveObject = "",
EntityObject = "",
},
Object2 = {
MoveObject = "",
EntityObject = "",
},
Object3 = {
MoveObject = "",
EntityObject = "",
},
Object4 = {
MoveObject = "",
EntityObject = "",
},
Object5 = {
MoveObject = "",
EntityObject = "",
},
PlayerObject = {
EntityObject = "",
},
},
Editor = {
Model = "Objects / Editor / T.cgf",
},
}
function MoveEntityTrigger: OnPropertyChange ()
self: OnReset ();
end
function MoveEntityTrigger: OnInit ()
self: EnableUpdate (0);
self: SetUpdateType (eUT_Physics);
self: TrackColliders (1);
self.Who = nil;
self.Entered = 0;
self.bLocked = 0;
self.bTriggered = 0;
self: RegisterState ("Inactive");
self: RegisterState ("Empty");
self: RegisterState ("Occupied");
self: OnReset ();
end
function MoveEntityTrigger:
function MoveEntityTrigger: OnSave (stm)
--WriteToStream (stm, self.Properties);
stm: WriteInt (self.bTriggered);
end
function MoveEntityTrigger: OnLoad (stm)
--self.Properties = ReadFromStream (stm);
--self: OnReset ();
self.bTriggered = stm: ReadInt ();
end
function MoveEntityTrigger: OnReset ()
self: KillTimer ();
self.bTriggered = 0;
local Min = {x = -self.Properties.DimX / 2, y = -self.Properties.DimY / 2, z = -self.Properties.DimZ / 2};
local Max = {x = self.Properties.DimX / 2, y = self.Properties.DimY / 2, z = self.Properties.DimZ / 2};
self: SetBBox (Min, Max);
--self: Log ("BBox:" .. Min.x .. "," .. Min.y .. "," .. Min.z .. "" ..Max.x .. ",". .Max.y .. "," .. Max.
self.Who = nil;
self.UpdateCounter = 0;
self.Entered = 0;
if (self.Properties.bEnabled == 1) then
self: GotoState ("Empty");
else
self: GotoState ("Inactive");
end
end
function MoveEntityTrigger: Event_Move_Object_1 (sender)
local move = System: GetEntityByName ((self.Properties.Object1.MoveObject));
local entity = System: GetEntityByName ((self.Properties.Object1.EntityObject));
if ((move) and (entity)) then
move: SetPos (entity: GetPos ());
move: SetAngles (entity: GetAngles ());
end
end
function MoveEntityTrigger: Event_Move_Object_2 (sender)
local move = System: GetEntityByName ((self.Properties.Object2.MoveObject));
local entity = System: GetEntityByName ((self.Properties.Object2.EntityObject));
if ((move) and (entity)) then
move: SetPos (entity: GetPos ());
move: SetAngles (entity: GetAngles ());
end
end
function MoveEntityTrigger: Event_Move_Object_3 (sender)
local move = System: GetEntityByName ((self.Properties.Object3.MoveObject));
local entity = System: GetEntityByName ((self.Properties.Object3.EntityObject));
if ((move) and (entity)) then
move: SetPos (entity: GetPos ());
move: SetAngles (entity: GetAngles ());
end
end
function MoveEntityTrigger: Event_Move_Object_4 (sender)
local move = System: GetEntityByName ((self.Properties.Object4.MoveObject));
local entity = System: GetEntityByName ((self.Properties.Object4.EntityObject));
if ((move) and (entity)) then
move: SetPos (entity: GetPos ());
move: SetAngles (entity: GetAngles ());
end
end
function MoveEntityTrigger: Event_Move_Object_5 (sender)
local move = System: GetEntityByName ((self.Properties.Object5.MoveObject));
local entity = System: GetEntityByName ((self.Properties.Object5.EntityObject));
if ((move) and (entity)) then
move: SetPos (entity: GetPos ());
move: SetAngles (entity: GetAngles ());
end
end
function MoveEntityTrigger: Event_Move_Player (sender)
local move = _localplayer
local entity = System: GetEntityByName ((self.Properties.Player.EntityObject));
if ((move) and (entity)) then
move: SetPos (entity: GetPos ());
move: SetAngles (entity: GetAngles ());
end
end
function MoveEntityTrigger: Event_Move_Object_Player (sender)
local move = _localplayer
local entity = System: GetEntityByName ((self.Properties.PlayerObject.EntityObject));
if ((move) and (entity)) then
entity: SetPos (move: GetPos ());
entity: SetAngles (move: GetAngles ());
end
end
In the properties MoveObject This is the Object to be Moved, the EntityObject is the point Where the MoveObject will be moved. Objectives Task
Trigger Property
- Objectives
DeleteObjective1 - The first task is designed to clear the Tab window
DeleteObjective2 - The second task is to clear the Tab window
DeleteObjective3 - The third task is to clear the Tab window
DeleteObjective4 - The fourth task is designed to clear the Tab window
DeleteObjective5 - The fifth task is designed to clear the Tab window
Objective1 - The first task, sends to the player on event Objective_1
Message - Text Message near the radar on the right.
Objective - Objective text, which is displayed in the Player's Objectives list by pressing Tab.
Radar - Name of the Waypoint Tag on which the Radar Blinker will show its location.
CompleteObjective - Completed task must be repeated, as in Objective text.
FinishMission - Completion of the Mission (Level)
NextLevel - Name of the Next Level
SavePlayerElements - Save Player Elements? True - Yes, False - No
CompleteLevelFade - complete level with dimming? True - Yes, False - No
Events
Objective_1 - shows the text of the message, the Objective and the point on the radar Everything that is written in the Properties of Objective1
DeathPlayer - Death of the player, even with the mode of God you are breathing.
Delete_ALL_Objectives - Clear all tasks in the player's task list
Delete_Objective_1 - Clears the task in the task list written in the Properties, must match the task name in the Objective0-9 property
Play_Sequence_and_Script_Command - Plays the Scene written in the Properties and sends the Script command.
THANK YOU VERY MUCH))))
traigen
So I have one single file level in all folders. Bak
Spoiler
You can leave lua mission scripts in hidden texts, and delete those that I have already inserted. Can you do it?)))
Spoiler
Three more questions. 1. How to change the player's HUD, huh ???
2. How to create a new weapon, in the editor I can't do it ??? Help.
and 3. How to Make a Dead Body Dead Body frozen like in all levels of Far Cry, otherwise how I turn on AI / Physics, then my body falls down and when it lies I also need its position, but here's how I turn off AI / Physics, then the body froze in the air and turned in a different direction, and if you restart the body, the body will spread its legs, raise its arms to the sides and straighten its back, as if it looks like a Star. In the game levels I am. the same moved these bodies, and then, as I reload the body, it immediately appears in the same place where it was lying and in the same position. How to make Dead Bodies, as in all levels of Far Cry?
I figured out the HUD, so I changed the radar.
Spoiler
You saw this so that the hummer would not drive me out under water and would not explode itself, so I drove for 5 minutes at the bottom of the sea and died due to lack of oxygen. If you want to go underwater yourself, write in the comments.
Spoiler
You saw this, I whinnied for a minute the cargo ship was pushed off the water and took off with great speed, and it also turned over and flew for about 15 seconds above the islands, then fell into the water and drowned.
Spoiler
dy
on Yandex, you select the "People" tab -> You will
figure it out
further. You can also just go to the mail, if the file is too large, it will automatically redirect you to the "People"
Everyone should wait for another instruction on how to create the scene Doyle's death, the end of the Volcano level. I will send it soon))