script_intro

script_intro

Re: script_intro Posted by Dark Tree on Thu Apr 21st 2005 at 10:56pm
Dark Tree
646 posts
Posted 2005-04-21 10:56pm
646 posts 264 snarkmarks Registered: Apr 30th 2004 Occupation: DigiPen student Location: USA
OK. I just did a search for the ENTIRE site of the snarkpit with the search word 'script_intro.' Not one result. Not one person has wondered what to do with this entity apparently!

Pretty much the entire intro to HL2 is setup by this frickn thing. I don't need anything too shnazzy, I just need to be able to have startup music and a camera to move around what I want the player to see, starting off with intro text as well. I think I need to setup a logic_auto entity as well but where do I start?

Is there also a file OUTSIDE of Hammer that handles what happens upon startup of a newgame?

Again, I need intro text, music, and camera movement that cuts to the player when the script is done. Trust me, I have looked at all of the camera tuts and they are all for freaking TVs or something.

Damn...where's a multi_manager when you need one? :mad:
Re: script_intro Posted by SaintGreg on Fri Apr 22nd 2005 at 12:50am
SaintGreg
212 posts
Posted 2005-04-22 12:50am
212 posts 51 snarkmarks Registered: Dec 3rd 2004
the logic_auto would be what starts the whole chain of entity happenings when you start the game.

I dont think there is anything outside hammer needed to get it to do
what you want. Probably the reason nobody has needed a
script_intro is 1) its not in the base fgd, 2) the majority of maps are
multiplayer not singleplayer.

multi_manager is oblosete as every entity with outputs can be delayed
by the time you need, so theres no need to mess around with another
entity to do that job.

i dont know what capabilities script_intro has, but here is an entity
for controlling view: point_viewcontrol. You see out of it as if
your view was a camera positioned at the location of this point entity,
and you can move the entity too, and set what it looks at.

It seems to me like all the script_intro does is control the view
blending. The actual view would still probably be with
point_viewcontrol. And of course you know how to do the music and
text. You would just need to fire those from the logic_auto
delayed how you want.
Re: script_intro Posted by Dark Tree on Fri Apr 22nd 2005 at 1:18am
Dark Tree
646 posts
Posted 2005-04-22 1:18am
646 posts 264 snarkmarks Registered: Apr 30th 2004 Occupation: DigiPen student Location: USA
Thank you very much for your help. I will look into what you said.

And about the multi_manager comment: IT was a joke. I know they are obsolete...it is just frustrating to get the hang of scripting with multi_manager's and then have to turn around and learn a whole new system without them.

so auto_logic, eh? Time for major testing :smile:
Re: script_intro Posted by omegaslayer on Fri Apr 22nd 2005 at 1:51am
omegaslayer
2481 posts
Posted 2005-04-22 1:51am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Note: for the logic_auto a senario must be set (gordon is a criminal/super grav gun, etc) for its events to be triggered.