Aller au contenu

Photo

AI battles in cutscenes?


1 réponse à ce sujet

#1
Sevenar

Sevenar
  • Members
  • 28 messages
Another noobish question for the gurus:

How do you go about having an AI-controlled battle in a cutscene?  I've created two cratures, a monster and a guard, set one to _Hostile, the other to _Friendly, picked packages and AIs for them, dropped them next to each other in a cutscene, and....nothing.  The dragon just sits there wagging his tail and the guard just stares at it.  Tried putting them into the area instead of the CS, and they don't even tail-wag there.

I've got to be missing something...anyone done a big battle tutorial yet?

Thanks again,
Sev

#2
BryanDerksen

BryanDerksen
  • BioWare Employees
  • 273 messages
The combat AI doesn't run during cutscenes, nor do scripts run. When a cutscene is running the game is in a special mode where everything is directly controlled by the cutscene. I imagine if the combat AI were to run it would cause no end of troubles because there are so many random factors that crop up in combat, and because there are so many things you can do in a cutscene that the combat AI would have no idea how to deal with.

The big massed battle sequence in the Prelude was indeed done by adding animations and attaching weapons to creatures, matching up combatants' actions with each other by hand. The shots with lots and lots of guys running around play a bit choppily in the game engine on most systems, so those were rendered frame-by-frame and turned into binks (the command-line options to get the game to render a cutscene this way are at http://social.biowar...utscene_capture).

I don't recall this being one of the official "selling points" of the toolset, but it is quite capable of it. :)

Modifié par BryanDerksen, 20 novembre 2009 - 08:20 .