In my mod, I have a part where the player is tied up. People go on at length about their scentencing, then the player is given a chance to respond. I have the exposition of the scentencing set up as a cut scene. After the player responds, I'd like another cutscene to start (involving them getting rescued; not that it matters much)
the closest thing to a fix I've found is HERE
http://social.biowar...1/index/2740795
but that hasn't worked for me so far
what do I need to do to make the transition?
Cutscene to conversation to cutscene
Débuté par
Caldarin V
, janv. 19 2011 04:38
#1
Posté 19 janvier 2011 - 04:38
#2
Posté 19 janvier 2011 - 04:54
I'm not saying I know the answer, but from my experience, there can be several reasons why your cutscene isn't firing. It seems to me like associating the cutscene with a conversation line would be the best approach.
What went wrong when you tried "Associate Line with Cutscene" at players response?
Have you been able to trigger a cutscene via conversation under other circumstances and only this time it doesn't work?
If you provide a bit more information on what you have tried along with your results, I or someone else might be able to help you a bit more.
What went wrong when you tried "Associate Line with Cutscene" at players response?
Have you been able to trigger a cutscene via conversation under other circumstances and only this time it doesn't work?
If you provide a bit more information on what you have tried along with your results, I or someone else might be able to help you a bit more.
#3
Posté 19 janvier 2011 - 04:58
Sorry- okay
so, I simply can't associate line with cutscene; the option is grayed out in the menu bar
so the next thing I tried was to attach a basic cutscene script to the line that I want to have fire the cutscene
it looked like this
#include "events_h"
#include "global_objects_h"
#include "utility_h"
void main ()
{
resource rCutscene = R"recruitment.cut";
CS_LoadCutscene(rCutscene);
SetObjectActive(OBJECT_SELF, FALSE);
break;
}
I'm fairly certain that the script simply isn't firing, as similar scripts (with modifications for triggers) have worked for firing other cutscenes
so yeah, that's where I'm at right now... any help would be greatly appreciated
so, I simply can't associate line with cutscene; the option is grayed out in the menu bar
so the next thing I tried was to attach a basic cutscene script to the line that I want to have fire the cutscene
it looked like this
#include "events_h"
#include "global_objects_h"
#include "utility_h"
void main ()
{
resource rCutscene = R"recruitment.cut";
CS_LoadCutscene(rCutscene);
SetObjectActive(OBJECT_SELF, FALSE);
break;
}
I'm fairly certain that the script simply isn't firing, as similar scripts (with modifications for triggers) have worked for firing other cutscenes
so yeah, that's where I'm at right now... any help would be greatly appreciated
#4
Posté 19 janvier 2011 - 05:11
Typically, if you've pre-generated a cutscene, attaching it to a conversation tends to be difficult. If I'm creating a dialogue with multiple cutscenes, I'll create empty conversation nodes which remain unused until I get around to creating the cutscene.
I've not found attaching scripts to conversations nodes terribly useful thus far, and it may not even be possible to break out of a conversation with a cutscene in that matter. I'm afraid I don't know. You may need to resort to some sort of system where you start a cutscene on an end dialogue node, then create a script upon its completion to have the conversation resume in the desired location.
I've not found attaching scripts to conversations nodes terribly useful thus far, and it may not even be possible to break out of a conversation with a cutscene in that matter. I'm afraid I don't know. You may need to resort to some sort of system where you start a cutscene on an end dialogue node, then create a script upon its completion to have the conversation resume in the desired location.
#5
Posté 19 janvier 2011 - 05:23
hmm... alternative then- is it possible to fire a conversation from a script? what would it need to look like?
my thought is- teleport the player to a waypoint, fire a script that deals with the first cutscene, fire the conversation from the end cutscene script, then move the player to a different waypoint at the end of the conversation, with a trigger that fires the final cutscene? would that work?
my thought is- teleport the player to a waypoint, fire a script that deals with the first cutscene, fire the conversation from the end cutscene script, then move the player to a different waypoint at the end of the conversation, with a trigger that fires the final cutscene? would that work?
Modifié par Caldarin V, 19 janvier 2011 - 05:26 .
#6
Posté 19 janvier 2011 - 05:42
Caldarin V wrote...
Sorry- okay
so, I simply can't associate line with cutscene; the option is grayed out in the menu bar
Yes there is actually a reason for this. If no one answers 'till tomorrow, I'll try and find out how to "ungray" that area, since I've seen this before the issue has been addressed and the answer was supplied somewhere in the toolset forum.
For now I suggest you look up the issue on how to associate line with cutscene more in detail before going further since it seems to be the most logical approach you should take imo.
Edit : For now : Custom Line Cinematics
Modifié par DahliaLynn, 19 janvier 2011 - 05:54 .
#7
Posté 19 janvier 2011 - 02:48
The reason you can't associate the line with a cutscene is quite likely because it is a player-spoken line. I have run into a similar situation.
What you will have to do is have the player line in a separate dialogue node - you won't be able to trigger the conversation mid-node. You can either have that player node in the same dialogue file or not - it doesn't matter since the other lines should have been used in the cutscene via Speak Line actions.
Assuming it is in the same dialogue file, your conversation will look like this -
Node 1 (with all lines used in first cutscene)
Node 2 (player line with empty NPC line to begin with)
Node 3 (remaining lines for second cutscene)
Once Node 1 cutscene is complete, you have to set a plot so that the first node isn't triggered again (or use the existing 'Show once per game' to control that). The plot script should also call UT_Talk with the conversation owner specified (or specify the conversation resource explicitly). Once the player selects the line, trigger the second cutscene again (either via another plot or by attaching a script to the node)
The script you have in your post should work (though I don't understand the reason for setting the OBJECT_SELF as false). I'd suggest putting a debug statement in there to see if it is actually being called.
Another alternative is to associate a line in the second node with a cutscene first and then, edit it to add the other lines (untested). From the page Dahlia linked -
If you're combining several lines in a conversation into a single cutscene, make sure to set the other lines you're combining to "skip". The checkbox for this is in the upper right corner of the cinematics tab.
What you will have to do is have the player line in a separate dialogue node - you won't be able to trigger the conversation mid-node. You can either have that player node in the same dialogue file or not - it doesn't matter since the other lines should have been used in the cutscene via Speak Line actions.
Assuming it is in the same dialogue file, your conversation will look like this -
Node 1 (with all lines used in first cutscene)
Node 2 (player line with empty NPC line to begin with)
Node 3 (remaining lines for second cutscene)
Once Node 1 cutscene is complete, you have to set a plot so that the first node isn't triggered again (or use the existing 'Show once per game' to control that). The plot script should also call UT_Talk with the conversation owner specified (or specify the conversation resource explicitly). Once the player selects the line, trigger the second cutscene again (either via another plot or by attaching a script to the node)
The script you have in your post should work (though I don't understand the reason for setting the OBJECT_SELF as false). I'd suggest putting a debug statement in there to see if it is actually being called.
Another alternative is to associate a line in the second node with a cutscene first and then, edit it to add the other lines (untested). From the page Dahlia linked -
If you're combining several lines in a conversation into a single cutscene, make sure to set the other lines you're combining to "skip". The checkbox for this is in the upper right corner of the cinematics tab.
Modifié par TimelordDC, 19 janvier 2011 - 02:49 .





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