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Bridging a cutscene to a conversation and vice versa.


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#1
DrugeFlux

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Hey all, 

Would anyone happen to know how to have a cutscene merge directly into a conversation, and then have the conversation merge directly into another cutscene? I suppose the best example is what Bioware does with Mass Effect. I posed this on the cutscene boards and was directed here, I understand some scrips can make this happen. :)

Can anyone help me out?
-D

Modifié par DrugeFlux, 27 mai 2010 - 10:25 .


#2
DavidSims

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If all you want to do is have cutscenes mixed in with your conversation, the easiest way is just to attach the cutscenes to a conversation line in the cinematics tab of the conversation editor. You can also convert a conversation line into a cutscene, if the cutscene doesn't yet exist.



Scripting can also be used to start conversations or cutscenes, but I suspect you don't need to do that.

#3
tmp7704

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DrugeFlux wants it the other way around, sort of -- begin with cutscene, automatically start a conversation afterwards and then after conversation, another cutscene. I've suggested to ask in here about details of script which would take care of the "cutscene triggering automatic conversation at the end" part.

#4
DavidSims

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To do a cutscene-conversation-cutscene, just start the conversation with a blank node, and attach the first cutscene to that. Then have your conversation, then at the end another blank node with the final cutscene attached.



If for some reason it has to be done with scripting, the script to start a cutscene is CS_LoadCutscene. The cutscene resource is whatever cutscene you want to run. If you attach the script gen00cs_cutscene_end to the cutscene (which I think it does automatically), you can specify a plot and a flag in the function as well. That plot flag will be set when the cutscene is over. Within the action script for that plot flag, you can do whatever you want, including using UT_Talk() to start another conversation. If all you want to do is make someone start a conversation, you can leave the plot flag field blank, and put the tag of the speaker as the final parameter for the function.

#5
DrugeFlux

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Thanks for the help Tmp and David, I assume you mean the "Associate Line with Cutscene" option for the blank nodes?

With my module, the first thing that happens upon opening is the cutscene starts playing. Is this a case where I need to use scripts and plot flags instead of bridging them in the conversation? Or can a script be made to automatically start a conversation like it would with a cutscene?

Thanks again for being so helpful.
-D

Modifié par DrugeFlux, 28 mai 2010 - 03:04 .


#6
DavidSims

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You'll need to do something to start the first cutscene, or the first conversation which has that cutscene atatched.



Most likely you'll want to use either the area load script of the first area, or a trigger placed under the starting waypoint. There are also various module events that might work, but I'm not sure what kind of character generation you are using and how you want to interact with that. As above, UT_Talk can be used to start conversations, and CS_LoadCutscene can be used to start a stand alone cutscene.

#7
DrugeFlux

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I was under the impression that a trigger under a starting waypoint can cause some bad crashes, or so I was told. Though that might be a good way for me if it works since C++ scripting isn't my strength at all. I was planning to use the Character Generator in the game to lead into the cutscene, still hoping to if that doesn't make to much of a difference?



Thank you again for your time David, been struggling with the scripting side of things, but i'll see if I can make something work.