I need to do: PC got to trigger and cutscene starts. But I can't do it- I create trigger, put it in area, but I can't write in "scripts" which cutscene I need to do- there is no my triigger, but in triggers it has a green mark.
Trigger and cutscene
Débuté par
ladyofpayne
, déc. 24 2011 07:44
#1
Posté 24 décembre 2011 - 07:44
#2
Posté 24 décembre 2011 - 02:29
You need to add the script to the template (in the palette) rather than the instance (in the actual area).
If it is an approach that you might use a lot in your module it could be worth while creating a generic "cutscene trigger" that you can configure using the local variables. That way you only need 1 trigger and 1 script regardless of the number of cutscenes. I think I have an example kicking about if you are interested.
If it is an approach that you might use a lot in your module it could be worth while creating a generic "cutscene trigger" that you can configure using the local variables. That way you only need 1 trigger and 1 script regardless of the number of cutscenes. I think I have an example kicking about if you are interested.
#3
Posté 25 décembre 2011 - 05:22
Please can you send me a code of working cutscene script. I am trying to write it, but int don't work here- all I get is the word Test and Test.
Here is my code
#include "log_h"
#include "utility_h"
#include "wrappers_h"
#include "events_h"
void main()
{
event ev = GetCurrentEvent();
int nEventType = GetEventType(ev);
Log_Events("", ev);
switch(nEventType) {
case EVENT_TYPE_ENTER:
{
object oHero = GetHero();
DisplayFloatyMessage(oHero, "Test", FLOATY_MESSAGE, 16777215, 2.f);
CS_LoadCutscene(R"tutorial.cut");
PlayCutscene();
break;
}
}
}
Here is my code
#include "log_h"
#include "utility_h"
#include "wrappers_h"
#include "events_h"
void main()
{
event ev = GetCurrentEvent();
int nEventType = GetEventType(ev);
Log_Events("", ev);
switch(nEventType) {
case EVENT_TYPE_ENTER:
{
object oHero = GetHero();
DisplayFloatyMessage(oHero, "Test", FLOATY_MESSAGE, 16777215, 2.f);
CS_LoadCutscene(R"tutorial.cut");
PlayCutscene();
break;
}
}
}
Modifié par ladyofpayne, 25 décembre 2011 - 05:26 .
#4
Posté 27 décembre 2011 - 02:37
As you can see from the example below you're not doing anything wrong. The example does has some extra code to restrict triggering to party members; to destroy the trigger after it's been entered; and to set a plot flag when it has finished playing, however the core functionality of the two is the same.
The fact you are getting the debug messages indicates that your script is running so that would tend to indicate the issue lies with the cutscene rather than the script (which is more Dahlia's area than mine). Just to check a couple of basic things: has the cutscene been exported and do you the resource name correct in the script?
#include "events_h"
#include "utility_h"
void main()
{
int bEventHandled;
// decompose event
event evCurrent = GetCurrentEvent();
int nEventType = GetEventType(evCurrent);
//--------------------------------------------------------------------------
// Handle Events
//--------------------------------------------------------------------------
switch(nEventType)
{
case EVENT_TYPE_ENTER:
{
object oCreature = GetEventCreator(evCurrent);
if(IsPartyMember(oCreature))
{
// make the trigger inactive to prevent a recurrence
DestroyObject(OBJECT_SELF);
// load and run the cutscene
string sPlotGuid = GetPlotGUID("mb1cor100_outlaws");
CS_LoadCutscene(R"mb1cor100cs_outlaws_attack.cut", sPlotGuid, 0);
PlayCutscene();
// flag the event as handled
bEventHandled = TRUE;
}
break;
}
}
//--------------------------------------------------------------------------
// Unhandled Events
//--------------------------------------------------------------------------
if(!bEventHandled)
{
HandleEvent(evCurrent, RESOURCE_SCRIPT_TRIGGER_CORE);
}
}
The fact you are getting the debug messages indicates that your script is running so that would tend to indicate the issue lies with the cutscene rather than the script (which is more Dahlia's area than mine). Just to check a couple of basic things: has the cutscene been exported and do you the resource name correct in the script?
Modifié par Sunjammer, 27 décembre 2011 - 02:45 .
#5
Posté 27 décembre 2011 - 05:20
Where I must write the name of my cutscene?
#6
Posté 27 décembre 2011 - 10:17
In your own script you need to insert your cutscene name here:
CS_LoadCutscene(R"tutorial.cut");
Remember to include the *.cut extension.
*Edited for clarity
CS_LoadCutscene(R"tutorial.cut");
Remember to include the *.cut extension.
*Edited for clarity
Modifié par DahliaLynn, 27 décembre 2011 - 10:26 .
#7
Posté 28 décembre 2011 - 11:32
I write this code, Sunjammer. It don't work here.
I test my module with hero Jorian.
I test my module with hero Jorian.
Modifié par ladyofpayne, 28 décembre 2011 - 11:54 .





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