heyas;
okay, making a minigame where the player captures a nug. the capture/miss routine is on the dialogue event, and i figured the easiest thing to 'stage' the capture was to make a stage and assign the nug and pc animations to play in front of a camera.
all that *seems* to be working... as far as i can tell. however, i don't want to define where the stage IS in the area, i want it to appear where the player and nug are currently standing. i'm not sure how to do that? because the stage is either popping up at 0,0,0, or its creating itself with the camera inside a model rock wall in the area, and i can't SEE the actors.
i tried defining 3 cameras: default, closeup, and wide angle for the stage players to use. i thought maybe if the default camera was stuck in a WALL, it might choose the close up instead? guess not.
is there any way i can set up the stage so it 'spawns' (or whatever it does) more intelligently in the area? its not an indoor area, its a terrain with rock walls around it to make a cave. do black boxes work on non-interior-walls to make the outsides see-through? somehow, i doubt it... :/
PS: if the player is possessing a henchman when the conversation is started... does anyone know a way to make the henchman the actor in the scene, NOT the pc? the script is getting the capturing object (the pc or henchman), but not sure how to access that in the convo/stage/cutscene? i guess i can make 5 variants, and play the scene with PLAYER, HENCH1, 2, etc etc based on which object is stored on the nug. except... how would it know which hench# that is? GAH!
Anywhere Stage Placement Help
Débuté par
BloodsongVengeance
, oct. 03 2010 02:24
#1
Posté 03 octobre 2010 - 02:24
#2
Posté 03 octobre 2010 - 03:09
if the stage is placed in the area, you might be able to move it using GetObjectByTag then SetLocation
I have not ever tried to dynamically move a stage, but its an object and objects can be moved... it might work?
You can of course create the stage too, rather than getobjectbytag... whichever you prefer.
henchman problem: ill have to get back to you on that one.
I have not ever tried to dynamically move a stage, but its an object and objects can be moved... it might work?
You can of course create the stage too, rather than getobjectbytag... whichever you prefer.
henchman problem: ill have to get back to you on that one.
Modifié par mikemike37, 03 octobre 2010 - 03:10 .
#3
Posté 03 octobre 2010 - 09:00
Look at the companion dialogue from the single player campaign. IIRC, these use generic movable stages that can appear anywhere and aren't tied to a specific location. If the area is really small and enclosed, you might be out of luck anyway.
As for getting a henchmen to control dialogue, I'm going to guess that's not really possible because of the way the engine is set up. The person providing responses is always the PLAYER (that's the tag you have to map to a stage in order for a conversation to work), so I don't think you would be able to dynamically assign a henchmen as controlling the conversation.
As for getting a henchmen to control dialogue, I'm going to guess that's not really possible because of the way the engine is set up. The person providing responses is always the PLAYER (that's the tag you have to map to a stage in order for a conversation to work), so I don't think you would be able to dynamically assign a henchmen as controlling the conversation.
#4
Posté 03 octobre 2010 - 10:25
If you remove the player and the other henchmen from the party, I think the remaining henchman would be able to control the conversation. Isn't this how it is handled when you send someone else to the Fade during Connor's quest?
#5
Posté 03 octobre 2010 - 10:28
Mmm, very good point! I'd forgotten about that. Effectively making the companion "the player". That'd be the place to examine for the details then.
#6
Posté 03 octobre 2010 - 11:45
BloodsongVengeance wrote...
I want it to appear where the player and nug are currently standing.
There should be a flag in the conversation editor that automatically creates/destroys a stage for this.
Under "Cinematics", in the stage row, there should be a checkbox for "at current location." (I think you still need a stage for that, though.)
#7
Posté 05 octobre 2010 - 03:53
heyas;
thanks jackkel, i forgot to have that checked. also, i switched to an overhead shot, so that took care of my 'camera in a wall' and 'camera in the ground' problems.
now..... my pc and nug are not playing their animations for the line.
firstly, the nug is nowhere to be seen! i... can't explain that one. it's supposed to be in place 1.
secondly, the pc freezes in a frame of its last animation, and the animation assigned to the line (interact low loop) fails to play.
ideas?
as for the henchman doing the scene... gonna have to be put on the back burner til i get the regular working :/ thanks for the ideas, though! i will look into those...
thanks jackkel, i forgot to have that checked. also, i switched to an overhead shot, so that took care of my 'camera in a wall' and 'camera in the ground' problems.
now..... my pc and nug are not playing their animations for the line.
firstly, the nug is nowhere to be seen! i... can't explain that one. it's supposed to be in place 1.
secondly, the pc freezes in a frame of its last animation, and the animation assigned to the line (interact low loop) fails to play.
ideas?
as for the henchman doing the scene... gonna have to be put on the back burner til i get the regular working :/ thanks for the ideas, though! i will look into those...





Retour en haut







