Hello.
I'm doing a cutscene involving the PC and his companions. At some point in the conversation I want another NPC (not a companion) to join the conversation. He's a little farway, and I want him to come running and start talking.
At this moment he joins the conversation, but stays in his place, instead of moving to where the party is.
Here are the things I tried so far:
1. Just include him in the conversation (setting the NPC to speaker) thinking he automatically would make his way to where the conversation is taking place; the distance is set to 0 in the campaign editor;
2. The cutscene is activated when the PC touchs an object, so in it "OnUsed" script, after firing the cutscene and a delay to make him interrupt at the right time, I used the ActionMoveToLocation function, setting the location to where the PC is, with the GetLocation function;
3. In the node where I want him to start his contribution to do conversation, used the ga_move action, but this time used a waypoint to mark the location.
None of this worked, so I'm hopping someone knows what I'm doing wrong...
Can't get NPC to move to location
Débuté par
anafaria10
, déc. 14 2011 07:40
#1
Posté 14 décembre 2011 - 07:40
#2
Posté 14 décembre 2011 - 08:02
Quite often when ga_move did not work for me it was because I had typo'd the tag of the destination waypoint of npc otherwise I have found ga_move to be fairly stable.
PJ
PJ
#3
Posté 14 décembre 2011 - 08:03
You may use ga_jump("$PC", "tag_of_moved_NPC") preferably one NPC's line above the line where the NPC shall talk. As the camera is usually focused on the talking NPC, the jump shouldn't be seen or at least should seem less strange.
Script are executed before (the player clicks) for a NPC's line and after (the player clicks) for a PC's line
Of course you can replace $PC by another NPC's tag more suitable to your convo.
Script are executed before (the player clicks) for a NPC's line and after (the player clicks) for a PC's line
Of course you can replace $PC by another NPC's tag more suitable to your convo.
#4
Posté 14 décembre 2011 - 09:16
Try and make a helper ga_* function using AssignCommand(object_npc, ActionMoveToLocation(.....)
AssignCommand is very helpful to "force" things to happen.
AssignCommand is very helpful to "force" things to happen.
#5
Posté 14 décembre 2011 - 10:12
Mistery solved! I was using a note map waypont to mark the location 
Now it has the right waypont and the cutscene is working fine
Once again, thank you for you help!
Now it has the right waypont and the cutscene is working fine
Once again, thank you for you help!





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