Re: script_intro
Posted by SaintGreg on
Fri Apr 22nd 2005 at 12:50am
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
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
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.