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Strange issue with conversation stage after NPC surrenders


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#1
sea-

sea-
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This is sort of a multi-issue problem, but I figured it fit best in here.  It's not really a cutscene issue, but it does involve a conversation.

Basically, I'm doing the standard "attack a character and he surrenders at 1 HP, starting a conversation" thing.  Only problem is, I'm running into a lot of issues with the conversation itself afterwards.  It seems as if a whole bunch of strange things can happen depending on how I set things up, none of them right.

First, if I use a stage, the NPC doesn't always fit in it properly... for some reason the player character actually ends up in the NPC's spot.  Yes, all the places in the conversation stage are set up correctly.  I am completely stumped here.

Second, if I don't use a stage, in the following conversation, the NPC appears to be invisible.  I... have nothing else to say.  He just doesn't seem to show up, and the camera is stuck centred on the wall.

Third, sometimes the NPC does show up in the right spot if I've defined an animation for him in the cinematics tab, but the animation will get stuck shortly after the conversation starts, resulting in a "frozen" character.

I honestly have no idea why any of these problems are happening.  For reference, here is the script:

            case SAM_SURRENDERS:
            {                                
                object oSam = GetObjectByTag("soddy_sam");
                object oPC = GetHero();                            
               
                //turns him and team non-hostile
                UT_TeamGoesHostile(45, FALSE);              
                               
                //begins converesation with Sam
                BeginConversation(oSam, oPC, R"soddy_sam.dlg");
            break;
            }

Nothing out of the ordinary, and as I said, all places for the conversation are set up properly.  I'm really not seeing anything that could cause this sort of weird behaviour.  I'm hoping that someone with a bit more experience than me can shed some light on things.  Thanks in advance!

#2
sea-

sea-
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  • 264 messages
Strange, I managed to fix it by using UT_Talk instead of BeginConversation. Not sure why exactly, but there you go.

One more thing if anyone knows, during testing I found that visual effects persist on the NPC during the conversation. Is there any known way to remove them? It's a bit concerning when a conversation looks like this:

http://dl.dropbox.co...es/funtimes.jpg

Modifié par sea-, 20 avril 2011 - 09:43 .