How do i edit an area door that is always closed in the cutscene?
Adding a new door into the cutscene is not practical because the doors swing both ways ingame. So there could be an open door in a doorframe with my new closed door.
Editing the orientation of the area door is also not practical because the door could be closed ingame and then would be open in the cutscene.
Am i doing something wrong or is that a problem in cutscenes?
area door in cutscene always closed - how?
Débuté par
Apolyon6k
, déc. 13 2010 04:26
#1
Posté 13 décembre 2010 - 04:26
#2
Posté 13 décembre 2010 - 07:01
I'm not entirely sure if your issue is that:
a) you have a door that is always closed which you want to be open or closed in the cutscene
you have a door that can be open or closed which you always want to be closed in the cutsceneFortunately assuming the door was placed via the area editor (and therefore can be active) rather than the level editor (and therefore are static) then the answer to both is simply to activate the door in your cutscene and make it play the appropriate animation.
If you want it to be closed throughout your cutscene simply use the "closed" animation; if you want it opened throughout then use the "opened" animation and if you want it to change then use these to set the initial state and then use one of the "open to close" or "close to open" as appropriate.
a) you have a door that is always closed which you want to be open or closed in the cutscene
If you want it to be closed throughout your cutscene simply use the "closed" animation; if you want it opened throughout then use the "opened" animation and if you want it to change then use these to set the initial state and then use one of the "open to close" or "close to open" as appropriate.
Modifié par Sunjammer, 13 décembre 2010 - 07:02 .
#3
Posté 13 décembre 2010 - 07:34
I think I understand what you're getting at.
When you edit a cutscene using a particular area, you are given it's default state,(closed) and not the state of the door's position at a certain point in the game.
What you want is continuity in your cutscene if it fires from the game while the door is opened or closed (?)
As sunjammer said, you would have to activate the area door in the cutscene editor by right clicking on the purple door and selecting "activate all area objects". This will allow for the door to be manipulated in the CS editor. (you will see a new track created with a new door object)
Depending on what you want to do in your scene, you would have to decide how you would like your door to be at the end of the cutscene assuming it is being shown.
If the door is opened or closed before the cutscene, (if this is a player choice) I would recommend not having the door shown initially, since have no control over the door before the cutscene.
If you would like your door to remain open/closed after the scene, what *should* happen, is that the door will remain in its last position.
So for example, if you have to close the door at the end of your scene, what *should* follow after the cutscene end is that the door would remain closed in the game and vice versa.
Hope this helps
When you edit a cutscene using a particular area, you are given it's default state,(closed) and not the state of the door's position at a certain point in the game.
What you want is continuity in your cutscene if it fires from the game while the door is opened or closed (?)
As sunjammer said, you would have to activate the area door in the cutscene editor by right clicking on the purple door and selecting "activate all area objects". This will allow for the door to be manipulated in the CS editor. (you will see a new track created with a new door object)
Depending on what you want to do in your scene, you would have to decide how you would like your door to be at the end of the cutscene assuming it is being shown.
If the door is opened or closed before the cutscene, (if this is a player choice) I would recommend not having the door shown initially, since have no control over the door before the cutscene.
If you would like your door to remain open/closed after the scene, what *should* happen, is that the door will remain in its last position.
So for example, if you have to close the door at the end of your scene, what *should* follow after the cutscene end is that the door would remain closed in the game and vice versa.
Hope this helps
Modifié par DahliaLynn, 13 décembre 2010 - 08:06 .
#4
Posté 14 décembre 2010 - 11:01
It is case b.
The door has to be closed in the cutscene regardless of its previous state.
The door was placed in the area editor, has a unique tag and is activated in the cs editor.
At the end of the cutscene the door can return to its state before the cutscene.
To clarify things:
The cutscene takes place in front of said door, where the two companions have a chat while the player character is inside the room having fun. The companions were sent out and speculate what is happening inside and are at their usuall odds as they are ment to be opposing infuences on the character.
The door has to be closed in the cutscene regardless of its previous state.
The door was placed in the area editor, has a unique tag and is activated in the cs editor.
At the end of the cutscene the door can return to its state before the cutscene.
To clarify things:
The cutscene takes place in front of said door, where the two companions have a chat while the player character is inside the room having fun. The companions were sent out and speculate what is happening inside and are at their usuall odds as they are ment to be opposing infuences on the character.
Modifié par Apolyon6k, 14 décembre 2010 - 11:10 .
#5
Posté 14 décembre 2010 - 11:11
The area door will do what you want it to do in your cutscene when you activate it. The cutscene objects when activated take precedence over any previous game state.
As I said before, if you want to maintain continuity, don't show the door state in your first shot.
Perhaps Sunjammer can tell you if there is a way to return the door to whatever state it was before the cutscene.
Personally if there is a cutscene that makes a change to the door state, I would try and leave it in the same state after the end of the cutscene.
As I said before, if you want to maintain continuity, don't show the door state in your first shot.
Perhaps Sunjammer can tell you if there is a way to return the door to whatever state it was before the cutscene.
Personally if there is a cutscene that makes a change to the door state, I would try and leave it in the same state after the end of the cutscene.
Modifié par DahliaLynn, 14 décembre 2010 - 11:26 .
#6
Posté 14 décembre 2010 - 12:39
If you don't know which way the door will be opened and/or you're not happy with using the "closed" animation at the start of the cutscene (during the fade in for example) then you can script the door to close. I believe I have a snippet of code that does this (without locking the door) so I dig that out when I get home.
#7
Posté 14 décembre 2010 - 08:08
The code I was using previously involved messing about with the state controller m2da to get the right animation, however there is a much easier way:
object oDoor = GetObjectByTag("tag_of_your_door");
SetPlaceableState(oDoor, PLC_STATE_DOOR_UNLOCKED);
Modifié par Sunjammer, 14 décembre 2010 - 08:09 .
#8
Posté 20 décembre 2010 - 07:03
sorry for the silence but life happened 
I tried SetPlaceableState but after that the door is no longer interactive. It should be closed but still interactive, I'll try different states...
I tried SetPlaceableState but after that the door is no longer interactive. It should be closed but still interactive, I'll try different states...
#9
Posté 21 décembre 2010 - 09:51
1. Right click on purple (area active) door in the Cutscene editor. (do not add a new one)
2. Choose "activate all area objects"
3. (optional) Set a position key so that it stays shut for the scene (as you wish it to)
The door if interactive before the scene, should remain interactive after, in game.
2. Choose "activate all area objects"
3. (optional) Set a position key so that it stays shut for the scene (as you wish it to)
The door if interactive before the scene, should remain interactive after, in game.
Modifié par DahliaLynn, 21 décembre 2010 - 09:52 .





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