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Is this doable via cutscenes?


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7 réponses à ce sujet

#1
TimelordDC

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I have an area where once the player steps inside a trigger (circular in shape), a statue rises out of the ground (the statue is in the center of the trigger)

Questions:
1. The player can enter the trigger at any point. Is there a way to attach a camera to the player's position dynamically (since I won't know where the player will enter)?
2. If the above is not possible, can I run a script during a cutscene? (the script will make the player move from wherever he is entering to a specific point within the trigger)

Or can I achieve the above via any alternate means?
Basically, the cutscene should look like this: Player enters trigger, camera starts out in a position that can cover both player and statue, player starts walking toward the statue while it is rising out from the ground, player comes to a halt at a specified position in front of the statue and the statue is completely visible.

#2
Beerfish

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Well for #2 you can just position the player wherever you want in the cutscene. Was your intention for the player actor to have to walk to the spot to start the cutscene?



I believe you can run scripts inside a cutscene but I have never tried it.

#3
TimelordDC

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Beerfish wrote...

Well for #2 you can just position the player wherever you want in the cutscene. Was your intention for the player actor to have to walk to the spot to start the cutscene? 

I will have a final spot (near the center of the circular area) where the player will come to stand. However, since the player can enter the circular area from anywhere, I wanted the cutscene to move the player from wherever he is entering (which cannot be controlled) to that final spot.
When I look at the cutscene properties, I see a script property but that is for post-cutscene operations.

I guess I will have to work around this somehow. Thanks, Beerfish!

#4
Kilrogg_

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I don't think it would be that big of a deal if your cutscene showed the player approaching the statue from the same direction (i.e the front) regardless of what direction he entered the trigger in (i.e the back or side).

#5
Beerfish

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Kilrogg_ wrote...

I don't think it would be that big of a deal if your cutscene showed the player approaching the statue from the same direction (i.e the front) regardless of what direction he entered the trigger in (i.e the back or side).


That seems to be the way BioWare has done it in a number of games.  Once the cutscene seizes control of the player they make an assumption for the player that they have moved to a certian location.

I suppose depending on the size and length of the cutscene you could make just make different versions of the cutscene I suppose and instead of having one trigger you could box in the are with 4 triggers.

#6
TimelordDC

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Beerfish wrote...

I suppose depending on the size and length of the cutscene you could make just make different versions of the cutscene I suppose and instead of having one trigger you could box in the are with 4 triggers.


I'll probably end up doing this. The cutscene is fairly short; only around 6 to 8 seconds and very simple.

#7
tmp7704

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TimelordDC wrote...

Is there a way to attach a camera to the player's position dynamically (since I won't know where the player will enter)?

Yes, you can use Action -> Link to Actor command to make one object follow another for the duration of this action in the timeline. The object can be attached directly or with an offset, you can also use that to drive the camera's target and for other useful techniques.

#8
TimelordDC

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Thanks tmp7704, I will try that out too.