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 04:39
#1
Posté 19 janvier 2011 - 04:39
#2
Posté 19 janvier 2011 - 07:51
One technique is to set a plot flag at the end of cutscene 1 which is scripted to start the conversation. At the end of the conversation, set a plot flag which is scripted to start cutscene 2.
Here's a working example:
[quote]
P.S. Of course, this won't compile unless you make the custom plot with these flags.
Here's a working example:
[quote]
//::///////////////////////////////////////////////
//:: Plot Events Template
//:: Copyright (c) 2003 Bioware Corp.
//:://////////////////////////////////////////////
/*
Plot events
*/
//:://////////////////////////////////////////////
//:: Created By: Yaron
//:: Created On: July 21st, 2006
//:://////////////////////////////////////////////
//
// CROWN OF CREATION - PLOT SCRIPT - HAUNTED
//
// Proleric 10-Aug-2010
//
// Triggers the ghost cutscenes and conversations
#include "log_h"
#include "utility_h"
#include "wrappers_h"
#include "plot_h"
#include "plt_cocpt_haunted"
int StartingConditional()
{
event eParms = GetCurrentEvent();
int nType = GetEventType(eParms); // GET or SET
string strPlot = GetEventString(eParms, 0); // Plot GUID
int nFlag = GetEventInteger(eParms, 1); // Plot flag
object oParty = GetEventCreator(eParms); // Plot table owner
object oConversationOwner = GetEventObject(eParms, 0); // Conversation owner (if any)
int nPlotType = GetEventInteger(eParms, 5); // Plot type
int bIsTutorial = GetM2DAInt(TABLE_PLOT_TYPES, "IsTutorial", nPlotType);
int bIsCodex = GetM2DAInt(TABLE_PLOT_TYPES, "IsCodex", nPlotType);
int nResult = FALSE; // return value for DEFINED GET
// object oPC = GetPartyLeader();
object oAlfred = GetObjectByTag("coc270cr_alfred");
plot_GlobalPlotHandler(eParms); // any global plot operations, including debug info
if (nType == EVENT_TYPE_SET_PLOT) // actions -> normal flags only
{
int nValue = GetEventInteger(eParms, 2); // 0=Clear 1=Set
int nOldValue = GetEventInteger(eParms, 3); // Current flag value
switch(nFlag)
{
case COC_HAUNTED_GHOST2: // Set in Alfred conversation
{
CS_LoadCutscene(R"coc270cs_ricardo.cut", PLT_COCPT_HAUNTED,
COC_HAUNTED_EXIT2);
PlayCutscene();
break;
}
case COC_HAUNTED_EXIT2:
{
BeginConversation(GetHero(), oAlfred, R"coc270cs_murder.dlg");
break;
}
case COC_HAUNTED_GHOST3: // Set in murder conversation
{
CS_LoadCutscene(R"coc270cs_murder.cut", PLT_COCPT_HAUNTED,
COC_HAUNTED_EXIT3);
PlayCutscene();
break;
}
}
}
else // EVENT_TYPE_GET_PLOT -> defined conditions only
{
switch(nFlag)
{
/*
case COC_HAUNTED_XXX:
{
nResult = TRUE;
break;
}
*/
}
}
plot_OutputDefinedFlag(eParms, nResult);
return nResult;
}
[/quote]P.S. Of course, this won't compile unless you make the custom plot with these flags.
Modifié par Proleric1, 19 janvier 2011 - 08:12 .
#3
Posté 19 janvier 2011 - 05:20
question on that- how does the start dialogue work? Do I need to define the owner of the dialogue, or can I simply do
BeginConversation( R"(dialogue file goes here)");
??
BeginConversation( R"(dialogue file goes here)");
??
#4
Posté 20 janvier 2011 - 06:17
You must specify the player and the conversation owner. You can omit the dialogue resource, in which case the owner's default conversation will play.





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