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#1
edmogt1

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So, I made my first cutscene.  It plays fine in the toolset.  It is composed of 3 cameras.  I have an area with some NPCs.  

First problem:  two npcs are hostile and i was hoping they would fight the friendly npc in the cutscene.  but that doesn't work.  they continue fighting after the cutscene exits.

Second Problem:  The cutscene (in-game) doesn't switch to my third camera. 

Third Problem: The cutscene doesn't exit.  It stays at the end of camera 2's movement and then it just sits there until i hit ESC.


I have saved and exported.  So don't know what the deal is.
Posted ImagePosted Image

#2
edmogt1

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Actually, doing a full export fixed Problem 2. Don't know why.

#3
Eshme

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I dont think you can have mobs fight during cutscenes. Actually no, u will have to have the fights manually done or? This is like dialog, and AI is turned off

#4
edmogt1

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so, im assuming there isn't an easy way to put combat into a cutscene...

#5
FergusM

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For problem three, try setting the cutscene length property in the object inspector for the cutscene. It defaults to 60 seconds, so what's probably happening is your action is finishing much earlier, but it's waiting until it reaches the end of the time line.



For problem one, no, creatures will not fight during cutscenes/conversations, you will have to manually position them and add animations; syncing this all up and making it look right can be somewhat challenging.

#6
John Epler

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For your first question - one of the most powerful tools you have in designing cutscenes is the knowledge of what to show to imply something, rather than show it outright. Sometimes, the available animations won't actually show what it is you want to show - the trick is to know when to cut to a different camera to hide what doesn't look good.

#7
mr.frost72

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hi guys,

i´am the maker from the Icewind Dale remake Mod

http://social.biowar...m/project/2973/

..and i have problems with my cutscenes ...

i start the cuts over a trigger .. and then comes the bug/problem .. the cutszene runs four times and then go back to the game (?) with all my cutszenes .. i don´t know why ??? have anyone a solution ?Posted Image

the cuts have the right length example 4sek and the end script from the cuts is the orig. gen00cs_cutscene_end

here my script from the trigger ...


[list=1]
#include "log_h" 
#include "utility_h" 
#include "wrappers_h" 
#include "events_h" 
 
void main() 
 

 event ev = GetCurrentEvent(); 
 int nEventType = GetEventType(ev); 
 string sDebug; 
 object oPC = GetHero(); 
 object oParty = GetParty(oPC); 
 int nEventHandled = FALSE; 
 
 switch(nEventType) 
 { 
  //////////////////////////////////////////////////////////////////////// 
  // Sent by: The engine 
  // When: The object spawns into the game. This can happen only once, 
  //  regardless of save games. 
  //////////////////////////////////////////////////////////////////////// 
  case EVENT_TYPE_SPAWN: 
  { 
   break; 
  } 
  //////////////////////////////////////////////////////////////////////// 
  // Sent by: The engine 
  // When: A creature enters the trigger 
  //////////////////////////////////////////////////////////////////////// 
  case EVENT_TYPE_ENTER: 
  { 
   object oCreature = GetEventCreator(ev); 
 
   // damit es nur einmal gesetzt wird 
   int nDoOnce = GetLocalInt(OBJECT_SELF, "DO_ONCE"); 
 
   if(nDoOnce != 1) 
    { 
    SetLocalInt(OBJECT_SELF, "DO_ONCE", 1); 
 
    resource rCutscene = R"apsel_room_wolf.cut"; 
       CS_LoadCutscene(rCutscene); 
       PlayCutscene(); 
       Safe_Destroy_Object (OBJECT_SELF); 
    } 
 
  nEventHandled = TRUE; 
  break; 
  } 
  //////////////////////////////////////////////////////////////////////// 
  // Sent by: The engine 
  // When: A creature exits the trigger 
  //////////////////////////////////////////////////////////////////////// 
  case EVENT_TYPE_EXIT: 
  { 
   object oCreature = GetEventCreator(ev); 
    Safe_Destroy_Object (OBJECT_SELF); 
   break; 
  } 
 
 } 
 if (!nEventHandled) 
 { 
  HandleEvent(ev, RESOURCE_SCRIPT_TRIGGER_CORE); 
 } 

Modifié par mr.frost72, 31 juillet 2010 - 06:56 .


#8
-Semper-

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thats the same problem i got with the new patch. all cutscenes from leliana's dlc run three to four times and then quit. have not tested this behaviour within the vanilla origins but i bet it suffers from this too.

#9
mr.frost72

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i have leliana´s dlc .. hmm ... i this the problem from the patch or the dlc ????



thanks for answere... but i have a threat in the german DA workshop ... we can write in german !



greets

#10
Beerfish

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Just a wild guess as I am no scripter, if this event is triggering when when creatures enter the trigger could it be triggering the cutscene not only when the player enters but also when henchman or companions enter? That seems to fall in line with it running 3 or 4 times. Have you tested it with no companions in the party at all just with the player?

#11
Sunjammer

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I don't have access to the toolset just now but there are a couple of things in there that might be contributing to this (i.e. I'm working from memory here so it may not be 100% accurate):

Ensure the DO_ONCE variable is defined for the trigger. The default "do once" variables for a trigger are TRIGGER_DO_ONCE_A and TRIGGER_DO_ONCE_B. If the local variable is undefined I would expect the script to fail silently but it's been a while since I tested it.

Remove the PlayCutscene line as it is superfluous because you are using CS_LoadCutscene which is coded to load and play the cutscene immediately. I don't know if this would actually cause it to play twice: it didn't appear to when I was testing my own code but I changed a couple of things at the same time and haven't gone back to retest them in isolation.

Replace Safe_Destroy_Object with DestroyObject as it may also be preventing (or deferring) destruction (depending on its code and the trigger's properties). If memory serves Safe_Destroy_Object is intended to prevent BioWare designers inadvertently destroying plot critical objects so for the most part we can ignore Georg's warning!

Incidentally you only need one type of protection, i.e., either a "do once" local variable or DestroyObject. And as Beerfish said you may also want to check if the creature triggering it is in the Player's party or is the main controlled (depending on your requirements).

Modifié par Sunjammer, 02 août 2010 - 11:56 .


#12
mr.frost72

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Beerfish wrote...

Just a wild guess as I am no scripter, if this event is triggering when when creatures enter the trigger could it be triggering the cutscene not only when the player enters but also when henchman or companions enter? That seems to fall in line with it running 3 or 4 times. Have you tested it with no companions in the party at all just with the player?


hi beerfish,

thanks for your answere ... in my mod have to start the player a group from 3 henchmens Posted Image... so i test your solution ... and give report ...

greets frosti Posted Image

#13
mr.frost72

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so a member from DA workshop has found the problem ... sunjammer anf beerfish you are right .. the prob wa sthe script .. with the DO_ONCE variable ... thanks for your help !!!!!



greets frosti