I'm brand spanking new to this toolset or any other kind of toolset for that matter. Never done anything like this before but I now that I've started I can't get enough. However.... my head is about to explode because I can't get any kind of cut scene to run at all. I've followed example to the T and entered what he posted into a new script and set that script to a trigger:
#include "log_h"
#include "utility_h"
#include "wrappers_h"
#include "events_h"
void main()
{ event ev = GetCurrentEvent(); int nEventType = GetEventType(ev); Log_Events("", ev); switch(nEventType) { case EVENT_TYPE_ENTER: { object oHero = GetHero(); DisplayFloatyMessage(oHero, "Test", FLOATY_MESSAGE, 16777215, 2.f); CS_LoadCutscene(R"1cutscene.cut"); PlayCutscene(); break; } }
}
Changing "1cutscene.cut" to the name.cut of the scene i created. I save, export, gen mod, load it up in the game and all that happens when the char runs over the trigger i placed is that the word test comes up above the char's head. I've spent hours searching the internet for answers. I've been to the toolset wiki and have tried the code they have there as well http://social.biowar.../Useful_Scripts. I get same result, no cut scene, but this time no text above the char.
I know that i'm this has been answered over and over but i would greatly appreciate help. The answer is probably in the wikis but when it comes to when they explain the scripts all that lingo, event this and switch that, it just might as well be an alien language.I'm very very new to this but I'm eager to learn.
Been banging my head against a wall trying to trigger any sort of cut scene and failing
Débuté par
carmadaum
, avril 10 2010 08:50
#1
Posté 10 avril 2010 - 08:50
#2
Posté 10 avril 2010 - 11:29
Try to verify first if it's the issue with your cutscene or with your script failing to fully work -- replace your cutscene name with name of a cutscene shipped with the game, and see if it plays.
If it does, then the issue might be with your cutscene. For example, the state of Mapping Required switch can apparently (going by the switch description) cause the cutscene not to play if it's set True for actor who then cannot be found in the area.
If it does, then the issue might be with your cutscene. For example, the state of Mapping Required switch can apparently (going by the switch description) cause the cutscene not to play if it's set True for actor who then cannot be found in the area.
#3
Posté 11 avril 2010 - 12:39
You are my savior!! Thank you so much! It was the mapping required, one of the char wasn't in the origonal area. Finally I can move on to the next little complexity that I've been taking for granted as a gamer for years.Once again.. thank you, thank you, thank you...... wait for it..... thanks. haha
#4
Posté 11 avril 2010 - 12:55
Well.. that excitement was short lived. When my scene ends the guy that i had running down the stairs is gone.(which makes perfect sense since it's brining me back to the area where he didn't even exist) But more to my frustration after taking one step the trigger is tripped again and the cut scene replays.... which means i need a different script that kills the trigger after its tripped.... I think...So i'll go search for that. But any help that could be posted here with how to figure that out or how to get a character to end up in the area where he finished the cut scene would be greatly appreciated.
#5
Posté 11 avril 2010 - 02:15
I don't have much experience in this area so take it with pinch of salt but would imagine the following might work... that page from Wiki you linked earlier mentions a script can be attached to cutscene and executed automatically after the cutscene is done. So perhaps you can have this additional script kill the cutscene trigger, which would take care of it playing repeatedly, and also maybe it could take care of despawning your cutscene guy and re-spawning him in the intended destination area, or something? Absolutely no idea if that's possible, but well.
Modifié par tmp7704, 11 avril 2010 - 02:16 .
#6
Posté 11 avril 2010 - 02:36
I had the same idea you did with the other script and it worked, meaning it killed the trigger, but my dude isn't there. I'm thinking something else needs to be added in at the end to that script to tell it to open up a new area at the end of the cut scene. "area2" which would be identical to the other cept the addition of the dude at the bottom of the stairs.... i don't know. Thanks for the help though!!





Retour en haut






