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Using a Stage, "At Location"


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#1
BloodsongVengeance

BloodsongVengeance
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heyas;

   i have two npcs using the same conversation and the same stage setup.  i painted two instances of the stage down in the area, one on each npc.  however, they both use the same stage, so npc #1 ends up standing on top of npc#2.

  so i turned on 'at location' in the branch that uses the stage.  unfortunately, when the convo hits this line, the npc is jumped around the room.  (its a repeating line.)  so my big question is...  how do i set up the stage so 'at location' lines it up properly with... who/what is it lining up with, anyway?  the pc?  the npc?  how do you work these things?

  or is there another way to associate an npc with a stage so that.... oh wait.  i should just use one stage in the area... and then have the npcs put back on their home points after they're done.

  well, but out of curiosity, does anybody know how to control where the stage thinks the location is?

#2
jackkel dragon

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The stage gets jumpy unless it's the "dynamic" stage when "At Location" is checked. I'd suggest simply giving each stage a unique tag (even if it's a stock stage) and calling that in the proper conversation/branch. And in general, two stages with the same tag will pick the stage the PC is closer to.

As long as each stage in the area has a unique tag, you shouldn't need "At Location" checked.

#3
Proleric

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That's a good approach if each conversation takes place at a fixed location.

If not, remove the stages from the area. Check "At location" in the conversation root cinematics.

The generic action GEN_OWNER_MOVES_HOME in the conversation root (or final node) returns the conversation owner to their original position and facing.

#4
BloodsongVengeance

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heyas;

well, in this instance, two different npcs use the same conversation, so it wasnt possible to point them to two different stages. what is 'dynamic' though? is that the generic conversation stage?


gee, pro, i already scripted them to go home to a waypoint. ah well! i will have to try that! :)

#5
Proleric

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The broader meaning of "dynamic" stage is one used "at location".

It's really not a property of the stage itself, but rather how it is used. Instead of laying down a static instance of the stage in the area, you flag the stage as "at location" in the conversation cinematics.

The stage is created dynamically when the conversation starts - ideal for a conversation which can occur in more than one location.

A narrower meaning refers to the stages in the Dynamic folder, of which only acl_1p is a core resource.

AFAIK there is nothing special about that stage technically.

When a stage is "at location", sometimes the actors and/or camera jump to a different position between conversation lines.

AFAIK this can happen with both Bioware and custom stages.

It's always important to define a default camera for every place in the stage, even if cameras are specified in the conversation. Without that, the stage may just show a random view of the horizon.

Jumping can be reduced by specifying the stage "at location" in the conversation root, ensuring that the stage is inherited (not respecified) by conversation lines.

Modifié par Proleric1, 22 avril 2011 - 07:09 .