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Can't get placeable to show up.


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#1
dncollins64

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First of all, I'm completely new to this but you have to start somewhere. I know I'm really late to this party, but I've only recently converted to PC gaming and Dragon Age was a great game and the price for it was great.

I've been trying to get a cutscene going, but found that when I ran it it didn't play in the location I had specified, but rather in the party camp where it was initiated. This has led to over two days of searching and trying different procedures, one after another. It led to where I was trying to create two areas, one for the camp (during a conversation as it is dialogue triggered) and one for the target location. I tried using triggers within the two areas with the first trigger transfering me to the waypoint in the second trigger, but nothing. I even tried just using the first trigger to initiate the cutscene, but that didn't work either.

So I decided to backtrack some, and try to create a placeable object within the party camp which when I clicked on it, it would create some kind of trigger (just to actually get a trigger working). Then I could take what I learned there, and try to apply it to my conversation area.

Well, I can't even get my placeable to show up. I created my area with the area layout of brc999d, which is the party camp. Then I created my placeable with a position within that camp, and moved it over into the area. I added the camp area to my cam100ar_camp_plains.lst, which I extracted from the master list and saved this to my override folder.

This is really starting to drive me nuts now, any help would be much appreciated.

Modifié par dncollins64, 26 avril 2012 - 06:55 .


#2
dncollins64

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Well, scratch off the list the placeable. I got that to go, but now trying to trigger out of it. Should the variable 2da be set to var_trigger for the placeable, or left at var_placeable. Any help would be great, thanks.

#3
Deano1981

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As I'm new to the toolset (and a slow learner), Im not really sure what you're trying to do, However you may find something useful in here

http://social.biowar.../wiki/datoolset

I'm still working my way through this thing myself.

Modifié par Deano1981, 27 avril 2012 - 05:44 .


#4
DahliaLynn

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Cutscenes will always play wherever the player is located, regardless of the "Area required" setting within the cutscene object inspector itself. The only way I know of where you can get a cutscene to play, is to force the player to your desired cutscene area via script, just before the cutscene fires. More on this and your var question would likely be answered in the scripting forum, (if not here)

#5
dncollins64

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That's what I'm ultimately trying to do; I'm trying to have two areas created, both with triggers and waypoints. I read on here this is the way to go about it, if I don't want the cutscene to take place at the party camp while initiating it there. I am trying to begin it through a conversation at camp, which takes me into the first area which I want to trigger me to into the second area. The area is being found (this I know because of a floaty), I can even get the cutscene to play (trying various forms of script to get this thing to work; I've tried BloodSongVengeance's scripts but I can't get them to work either which I'm sure is my fault for not knowing enough) but I can't get the trigger to work.

Right now, I'm working on a placeable which is in but I can't interact with it (I can click on it, just nothing happens)  so I'm looking on the wiki at 2DA, M2DA files, and custum placeables and how they work. I may very well be wrong, but I'm of a mind if I can get this to interact then it should put me closer to being able to get the trigger to work.

I know you posted in a thread like this about a year ago; what did you mean by jump player? Is that just the waypoint or is it something else, and if something else is it script or some kind of command?

Thanks for your response, any help is really appreciated. I've been doing this for four days now, and I have to say my mind is kind of frazzled at this point.

Modifié par dncollins64, 27 avril 2012 - 03:35 .


#6
dncollins64

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Okay, I got the placeable working to the point I can run a cutscene out of it so I'm back to working on a trigger. However, I still can't get a trigger to happen and I have no clue as to why. I have two areas, both painted with triggers and the second with a waypoint. I initiate the first area through conversation, and the area is found (although I never see it, but floaty is telling me it has been found) but no transition. For the first area I am using the trigger_core script, variable 2da set to var_trigger, and the variable settings: trigger_at_dest_tag set to the waypoint in the second area (using the waypoints tag for the value), and the trigger_at_dest_area_tag set to the second area (wiki said to use the tag, but there is no tag option for an area or at least none that I can see, so I am using the resource name). I tried merging in the trigger_core script along with loading the area, but that doesn't work either. Any thoughts about how to get this to work?