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calling sounds from the camapign folder.


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#1
PJ156

PJ156
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I have a cutscene in The Last Days of the Raven which is failing to complete.

I am really scratching my head over this because for some players it works and for some it does not (which is a pain as for the playtesters it worked so this has come out of the blue).

One possible issue is that there are two custom sounds called. I have attached these both to sound objects and call the sound object to play by script.

The custom sounds are in the campaign folder and have no 2da associated with them originaly I ahd them in override but moved them when I set up  the campaign.  Are there any pitfalls with this method that I might be missing. As I say, this convo has never given me a problem and none of the playtesters highlighted this. So it is an issue with some machines or setups.

I would be really grateful for some help on this. If someone is feeling realy kind I can post the convo to get a fresh pair of eyes on it.

Thanks in advance,

PJ

 

Modifié par PJ156, 06 avril 2011 - 06:30 .


#2
Shaughn78

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Are you calling any ipoints in the conversation?
I was having trouble with one of my conversations that would crash for some users. One of the nodes was assigned to an ipoint. The ipoint was not set to plot and would occasionally be destroyed by an AOF spell.
Something to look at.

#3
Guest_Chaos Wielder_*

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 I have sounds in the campaign folder and I can call them fine. Either from a sound object or from a conversation. Since you're in a cutscene, you could consider adding the sound(s) straight through the conversation editor.

#4
M. Rieder

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PJ, I just thought of something. I have had problems in the past with some of my cutscenes due to mouse clicking. Sometimes I have scripts attached to nodes that take some time to run and if the player clicked through, the convo would end suddenly. It stopped when I added some delay to let the script play out. could something like this be happening with your opening cutscene?