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stage problem (solved)


12 réponses à ce sujet

#1
gordonbrown82

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I want the character to step on a trigger, the trigger will then activate a conversation with a camera that looks at an island and ask if the player wants to go there. if the players says yes, he gets transported there, if no, he doesn't.
i tried doing this with a stage but the problem is that when the conversation stops the player is transported to his place in the stage (after he has been transported to the island, so the island transportation is negated by the player being transported to his stage place). is there anything to avoid this happening? can i put a slight delay on firing the teleportation to the island? is there some setting that can be done on stages that doesn't give the character a place in the stage?

Modifié par gordonbrown82, 22 avril 2010 - 12:06 .


#2
gordonbrown82

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one solution would possibly be to have a conversation with an invisible dummy so the camera is pointing at the island through the invisible dummy. i'd need to know if it was possible to make invisible creatures and how to make them invisible.

#3
tmp7704

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You could perhaps fire a cutscene after the player chooses to go to the island. The cutscene doesn't need to be anything fancy, but simply have the player move over to the island as it's final step.

#4
gordonbrown82

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that would not give the intended effect because i want the player to see the island before he makes a decision to go there or not. it just looks better if the island is present in the window when the player chooses if he wants to go .

Modifié par gordonbrown82, 21 avril 2010 - 01:18 .


#5
tmp7704

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gordonbrown82 wrote...

that would not give the intended effect because i want the player to see the island before he makes a decision to go there or not. it just looks better if the island is present in the window when the player chooses if he wants to go or not.

I don't see how my suggestion is preventing any of that, really..?

#6
gordonbrown82

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it doesn't prevent it but it isn't a solution to the problem either.

#7
_L_o_B_o_

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I don't know if I have understood what you are trying to do. Is the script that transports the player attached to an [END DIALOGUE] line? I have added an script with a SetPosition() function to an [END DIALOGUE] line and it worked fine for me. I am using a stage too.

Modifié par _L_o_B_o_, 21 avril 2010 - 09:11 .


#8
gordonbrown82

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yes it's attached to an end dialog line. Didn't your character just remain in the position it was given in the stage after the conversation is done?

#9
DavidSims

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Are you sure the script is compiling, hooked up and running properly? Stages should not jump the player back if a script jumps them on the end dialog node. From what you're describing, my first guess would be that the script isn't running at all, or that it's somehow incorrect. Perhaps a typo in the tag?

#10
gordonbrown82

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the script was not hooked up properly.

#11
tmp7704

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gordonbrown82 wrote...

it doesn't prevent it but it isn't a solution to the problem either.

Considering you've stated your intention was to move the player's character to another spot if they so chose, and what i suggested would do exactly that, i can't really see how it isn't a solution. In any case it sounds you got it sorted out.

#12
gordonbrown82

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"I want the character to step on a trigger, the trigger will then activate a conversation with a camera that looks at an island and ask if the player wants to go there. if the players says yes, he gets transported there, if no, he doesn't"



this was my intention. your post did not cover all aspects of that.


#13
tmp7704

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That's correct, it was only addressing the issue you've stated was actual problem -- that is, the characters in the end not being transported where they were supposed to go. It seemed rather obvious the earlier stages didn't have to be mentioned in that context, as you made it sound they function as expected and as such would require no change in approach.