Does anybody have a little rfl file
demonstrating how cutscenes work so
I can see how it's set up. This is
what I did...
I loaded in my level and I put in my green camera
then my cutscene event. I then hit build to get
rid of all the lightmaps, then opened the cutscene
event properties window up.
Then I inserted in 5 camera path nodes, and selected
them all, then clicked EDIT PATH and named the path
"CUT1" then exited that window and in the main
cutscene properties this is what I entered:
The Look UID was the Particle emitter I wanted the camera to point at
while traveling along the path and the TRIG UID was the door trigger I had on the floor. (I didn't know what I was supposed to put in for the last one). I didn't link any triggers to any camera objects whatsoever, so thought all you had to do was just enter in the trigger uid number to trigger it for you so the door trigger on the floor should've triggered off the cutscene event.
Well when I tested the level, all I got was a blank screen when loading the level and the game exited back to Red, no error messages or anything, just crashed. So hopefully someone has a file I can look at to see how those properties are set up
D2k
Posted 30th Aug 2005 7:14am
L4Y Member Post 343 / 1923
the problem you are having is quite simple to fix.
RF can only handle 4 path nodes per path, 4 is the number, no more or no less. any more or less than 4 nodes will create a crash...
note that if you accidentally create a blank node or a node in the cutscene props event you will be unable to start your level until the bad pathnodes are removed from the list.
Thanks for that tip, I've got now it working and understand it somewhat, I get it now. but it's very fussy and sensitive, real freaky when you change FOV parameters. I set it to 120 and saved the cutscene as a group so I can insert it into maps I want later on.