Someone is good with camera? I have a problem, I just need a camera without any movement, just something to point to a direction / target but with a bit of distance like:
I tried to have the "classname" "camera_cinematic" working, but I can't figure out any shotname that will fit. For dialog or followNPC move it is fine. I really can't find a good shot, I have tried Center and some others but it didn't work .
So if someone have some ideas on a shot name that will fit, or a camera entity, otherwise I will use camera_track.
Last Edit: Nov 29, 2024 13:39:02 GMT by wallit: Can't have a small drawing
Someone is good with camera? I have a problem, I just need a camera without any movement, just something to point to a direction / target but with a bit of distance like:
I tried to have the "classname" "camera_cinematic" working, but I can't figure out any shotname that will fit. For dialog or followNPC move it is fine. I really can't find a good shot, I have tried Center and some others but it didn't work .
So if someone have some ideas on a shot name that will fit, or a camera entity, otherwise I will use camera_track.
I used a camera_track at the end, I don't know how to manage the camera_cinematic except for the FollowNPCMove.
Someone know how to change the icon individually if it is possible on a DialogPedestrian? Or to have something where I can change the icon but with a dialog, I have tried the pay phone, but it has a phone icon and I can't change it. Is it possible to add the property use_icon on the pay phone? Or any thing that could do the tick.
Not sure what you want to do, but my guess is you want to have some item with a certain use_icon, and interacting with this item triggers a dialog. In that case you do it like this: -Create a prop_switch with the right model and use_icon. -Create a hidden dialog npc or maybe payphone somewhere nearby. -on interacting with your switch, remote start the npc's dialog -in most cases you also have to create a camera shot for this dialog, payphone could be easier with the camera
Not sure what you want to do, but my guess is you want to have some item with a certain use_icon, and interacting with this item triggers a dialog. In that case you do it like this: -Create a prop_switch with the right model and use_icon. -Create a hidden dialog npc or maybe payphone somewhere nearby. -on interacting with your switch, remote start the npc's dialog -in most cases you also have to create a camera shot for this dialog, payphone could be easier with the camera
This is what I initially did, it is for the car, the car becoming the switch because I can change model and skin (and not button), but I find the problem with the ferrari, it is coming from the colision that should be set to not solid.
And if I do this, the ferrari prop switch make explose the game.
But this is working for all vanilla car.
So I find a way: create a player_car_special that has no colision and using the taxi clip that kind of work.
But I need to have the driver dialog show up, so I was thinking of changing his icon, but I can't and the same for the pay phone.
So or I remove the ferrari, or I leave the speaker, for now I am not using the switch because I don't want to mix both but if I remove the ferrari I will go back to the car switch (that's handy as there is no need for clip) so I could use the map icon.
There is just a dialog icon when you approach the car for now, that's a bit odd.
Having an entity with dialog, model, no animation and use_icon would be nice but the prop_switch is working fine, except for this particular case.
Thanks for the input, I will see maybe, people are not interested in a ferrari, that is the reward for creating models I could still change it for a sedan.
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