Scripting an entire cutscene possible?
#1
Posté 27 juin 2011 - 03:23
#2
Posté 27 juin 2011 - 03:42
#3
Posté 27 juin 2011 - 03:49
The Fred wrote...
There are plenty of cutscenes both in the original campaign modules and community-made ones. Mostly these are relatively short, but you can indeed script all of those things. Consider cracking open the OC and seeing how they did things, though it helps to have a specific one in mind. They tend to be a bit messy, too, so they're not the easiest of things to learn from.
I never even considered opening up anything from the OC, didn't even know it was possible. I'll have to look into that... Being a software developer in my real life, I'm hoping writing a cutscene script will come more naturally than right click-add multiple lines, scrolling the properties screen to set options, switching between tabs, etc...
#4
Posté 27 juin 2011 - 06:24
Regards
#5
Posté 27 juin 2011 - 06:31
Think I'm rambling... sorry... lol.
#6
Posté 27 juin 2011 - 07:36
_Knightmare_ wrote...
Either way I'm pretty sure you will have to write the conversation in the toolset. Sure you could even script all that, but for it to look the way it does through the conversation editor you will need to get into editing/creating .xmls and such. Point being, since you have to (or should) do the convo in the toolset, you may as well do the camera, etc. stuff there as well. While it's possible to script it all, to me that's a lot of added work when all I could do is click a box on a screen I'm looking at anyway. You will find that it goes easier and quicker as you go along. Also, if you place a camera down in the toolset, then look in its Properties (Preview tab), you can get a look at exactly what the camera sees from it's point of view.
Think I'm rambling... sorry... lol.
I will probably stick with this, but a longer conversation or cutscene, and this conversation editor becomes unweildy. I write code for a living, and for me, writing code is by far quicker and more intuitive than Rick Click->Add, write text, switch to Node tab scroll through and set all the options(Listener, Speaker, Camera) then switch to Actions, Add New scroll through to find the action you want, refresh, strectch out the column (in case of many parameters), then start the cycle all over for the next line.
Great for non-programmers, but to me, is more tedious and time consuming than writing a single script with everything I need in it (if possible). I could still create static cameras, position then where I want, then activate them via a script (possibly), etc...
But I'll stick to the editor for now.
#7
Posté 28 juin 2011 - 02:50
The Fred wrote...
There are plenty of cutscenes both in the original campaign modules and community-made ones. Mostly these are relatively short, but you can indeed script all of those things. Consider cracking open the OC and seeing how they did things, though it helps to have a specific one in mind. They tend to be a bit messy, too, so they're not the easiest of things to learn from.
I had read something, somewhere and for the life of me, I cannot remember where. Something about a blcoking conversation, where the conversation itself was done through the conversation editor, but for each line it'd call a function (the same function each line) passing in the line from the conversation. This function would have a case statement in it, and different things could be run based on the passed parameter, the line of the conversation. It was called something like a Blocking NPC or Blocking Conversation. Anyone know what I mean, and can point me somewhere?
[EDIT]
Found it... in case anyone was curious, I had read it here:
http://www.nwn2tools.../cutscenes.html
Modifié par Pompeii69, 28 juin 2011 - 03:36 .





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