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Non-Interruptable, "Non-Clickable" Text during Cutscene..?


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11 réponses à ce sujet

#1
IxionReborn

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I'm making a cutscene where a camera is focused on an npc and it tracks him walking to the side with stuff going on in the background. I'm trying to sync up the cutscene with music, so timing is very important.

I've been looking arund and I'm not sure if there is a function or a way to display text,  (mainly in conversation or some kind of large-medium sized floating text) that is displayed for a certain amount of time on the screen, then switches to another line of text, and can ignore the players mouse clicking, (like in the OC how you click to skip conversations etc.)    

I looked into displaying a gui message box but that has a button on it the player has to press so that isn't going to work either.  If anyone knows a function or way of doing this, along with maybe a sample script, that would be great.

-This may or may not be a nooby scripting question, but I havent scripted in a long time so Im a little rusty :P.


-Ixion

#2
Lugaid of the Red Stripes

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In the conversation editor, there's a field for a delay (in seconds) for each conversation line. It won't do exactly what you want it to, but it will prevent a player from prematurely clicking through your narration.

#3
_Knightmare_

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Lugaid of the Red Stripes wrote...

In the conversation editor, there's a field for a delay (in seconds) for each conversation line. It won't do exactly what you want it to, but it will prevent a player from prematurely clicking through your narration.


LotRS is correct, you want to set the delay. It will make the node "unclickable" for as long as you set that delay.

I have a similar cut-scene that tracks an NPC as they walk along. Here's what I did to get it to do pretty much what you want:

- Write the first spoken node
- Set that Delay for as long as needed
- On the "PC reply" node, leave it blank with no text, add another NPC node to it - the word [Continue] will be automatically placed in the PC node
- Write the next NPC node, use the exact same camera settings as you did in the first node

In game, as the NPC walks along, it will display the first NPC node, will totally skip (not display) the PC node, and will go directly to the next NPC node. It worked for me and had a fluid camera between the nodes, kept tracking the NPC fine.

Note that the PC node does fire off (even if it doesn't display text) and can be a useful place to stick some scripts to get fired off.

#4
IxionReborn

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Yeah I did everything you said and everything worked out great except after the first NPC line, the camera goes to his back instead of the side shot, then the next line it goes back even farther. 

I turned the delays to 0 on the last two npc lines and the results were the same so it isnt the delays.

I also tried setting the camera settings the same on the pc's lines but the same thing happened.

I'm not sure if the camera's somehow set up relative to the player maybe..? 

I don't know I tested a lot of things and cant figure it out.    

Help would be appreciated.

Modifié par IxionReborn, 25 décembre 2010 - 04:27 .


#5
_Knightmare_

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Place down Static Cameras and use those if you are not already.

#6
BartjeD

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To avoid the words [Continue] you can also just place a space(bar) character. It might look better.

#7
_Knightmare_

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BartjeD wrote...

To avoid the words [Continue] you can also just place a space(bar) character. It might look better.


In those times where [Continue] is automatically added like I described above, the word [Continue] does not show up in game nor does the player have to click the reply in order to actually continue the convo. Instead it just skips the PC node as if it does not exist (but, it will still fire off scripts attached to the PC node).

This method is also useful when you want to have 2 or more NPCs talking to each other without the PC being able to say something between the NPC lines.

Modifié par _Knightmare_, 25 décembre 2010 - 01:14 .


#8
Orion7486

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IxionReborn wrote...

Yeah I did everything you said and everything worked out great except after the first NPC line, the camera goes to his back instead of the side shot, then the next line it goes back even farther. 

Do you have the camera set to track?

#9
IxionReborn

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_Knightmare_ wrote...

Place down Static Cameras and use those if you are not already.


I have one static camera at the beginning and its set to track, so I need multiple static cameras?

-Edit-
I tested that out but...by the looks of it I'd need a new camera for every line of convo, and it wasnt fluid like you were describing before.      

Modifié par IxionReborn, 25 décembre 2010 - 08:19 .


#10
_Knightmare_

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Set the next NPC node to use the exact same static camera. Keep assigning that same camera to each node until you want a new camera angle. I have a single static camera that is used across 3 or 4 NPC nodes (with no PC nodes in between), and it keeps fluid motion when the nodes change. The camera just stays on the NPC tracking him as he walks along.

Modifié par _Knightmare_, 25 décembre 2010 - 11:01 .


#11
BartjeD

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_Knightmare_ wrote...

BartjeD wrote...

To avoid the words [Continue] you can also just place a space(bar) character. It might look better.


In those times where [Continue] is automatically added like I described above, the word [Continue] does not show up in game nor does the player have to click the reply in order to actually continue the convo. Instead it just skips the PC node as if it does not exist (but, it will still fire off scripts attached to the PC node).

This method is also useful when you want to have 2 or more NPCs talking to each other without the PC being able to say something between the NPC lines.


Aha, I didn't know that! I used to assume it would look the same in game as it did in the conversation editor. This is good to know, saves the trouble of adding spaces! Posted Image

Grazi for the tip!

Modifié par BartjeD, 25 décembre 2010 - 11:21 .


#12
IxionReborn

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_Knightmare_ wrote...

Set the next NPC node to use the exact same static camera. Keep assigning that same camera to each node until you want a new camera angle. I have a single static camera that is used across 3 or 4 NPC nodes (with no PC nodes in between), and it keeps fluid motion when the nodes change. The camera just stays on the NPC tracking him as he walks along.


That's what I had initially. :\\\\     You know what, I'm going to start from a clean slate and add a new camera, convo, etc. see if that works.  I'll get back to you guys, thanks for the constant help, you guys are great!

-Edit-

Alright, so I started everything over again, I pretty much got the same result... then I tried moving the player start location from behind the npc to far in front of him, and it made all shots except the first somewhat to his side but not exactly..  I can settle with this for now but it might be because I dont have some kind of invisible setting on the player or something.   If anyone wants to take a stab at it be my guest and I'll try it out, but for now I'm going to leave it and move on to other things.

Thanks,
Ixion

Modifié par IxionReborn, 26 décembre 2010 - 01:07 .