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Bridging a cutscene to a conversation and vice versa.


3 réponses à ce sujet

#1
DrugeFlux

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

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
DavidSims

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.

#4
DavidSims

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.