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Bare-bones cutscene requirements?


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#1
Sevenar

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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

#2
st4rdog

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This script should be in the properties of your module:
--------------------------
[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
Sevenar

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Now that's what I call service! :) St4rdog, you're a gentleman and a scholar! Thank you very much.

#4
Sevenar

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Ok, new question. Do those scripts go in the "Script" or "Client Script" properties in the module/area?



Thanks,

Sev