Hi all!
Working on my first DA:O machinima piece, and I'm a total novice to this toolset. I've made some progress getting an actor to lip-sync some dialogue (which used to be the most tedious part of any machinima) and I'm emboldened by my small success so far.
Anyway, my question is, could someone post a quick tutorial on what the bare minimum procedure is to show just the cutscene in-game and then exit? There is no game play, it's just play the movie and quit to menu.
What I'm looking for (I think) is:
Bare minimum startup event script (and where it goes)
Whether or not I can skip character generation, and how to script that
The minimum parameters I need to set/change for a single-area map (i.e., do I need starting waypoints if no one ever controls a character, that sort of thing.)
Do I need some sort of exit code/script once the cutscene has played through
and anything else I haven't thought of?
For the most part the tutorials on the Wiki have been quite good, but I can't seem to get my cutscene to Preview in-Game with CTRL- / (which would probably do just as well as the above if it would work, but I keep getting "failed to start the game for in-game cutscene preview' errors. Any help on those?)
Thanks in advance for your help,
Sev
Bare-bones cutscene requirements?
Débuté par
Sevenar
, nov. 19 2009 02:48
#1
Posté 19 novembre 2009 - 02:48
#2
Posté 19 novembre 2009 - 03:02
This script should be in the properties of your module:
--------------------------
--------------------------
This script should be attached to every area you want to use:
--------------------------
I'd put starting waypoints in any Areas you're using.
For exit code use the search box in the script editor.
--------------------------
[code]#include "events_h"
#include "global_objects_h"
#include "sys_chargen_h"
#include "utility_h"
void main()
{
event ev = GetCurrentEvent();
int nEventType = GetEventType(ev);
int nEventHandled = FALSE;
switch(nEventType)
{
case EVENT_TYPE_MODULE_START:
{
// skip character generation
object oHero = GetHero();
Chargen_InitializeCharacter(oHero);
Chargen_SelectGender(oHero,GENDER_MALE);
Chargen_SelectRace(oHero,RACE_HUMAN);
Chargen_SelectCoreclass(oHero,class_WARRIOR);
Chargen_SelectBackground(oHero,BACKGROUND_NOBLE);
break;
}
}
if (!nEventHandled)
{
HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE);
}
}[/code]--------------------------
This script should be attached to every area you want to use:
--------------------------
[code]#include "events_h"
#include "global_objects_h"
#include "sys_chargen_h"
#include "utility_h"
void main()
{
event ev = GetCurrentEvent();
int nEventType = GetEventType(ev);
int nEventHandled = FALSE;
switch(nEventType)
{
case EVENT_TYPE_AREALOAD_SPECIAL:
{
CS_LoadCutscene(R"cutscene.cut");
PlayCutscene();
UT_DoAreaTransition("area2", "area2_startwaypoint");
break;
}
}
if (!nEventHandled)
{
HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE);
}
}[/code]I'd put starting waypoints in any Areas you're using.
For exit code use the search box in the script editor.
Modifié par st4rdog, 19 novembre 2009 - 03:04 .
#3
Posté 19 novembre 2009 - 03:46
Now that's what I call service!
St4rdog, you're a gentleman and a scholar! Thank you very much.
#4
Posté 19 novembre 2009 - 04:28
Ok, new question. Do those scripts go in the "Script" or "Client Script" properties in the module/area?
Thanks,
Sev
Thanks,
Sev





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