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CombatCutSceneSetUp on gp_talk_object


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#1
Alupinu

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Hey everybody!
Trying to alter the script “gp_talk_object” to include “CombatCutSceneSetUp” but as usual I have no idea to what I’m doing. (Don’t figure…) So I was wondering if anybody has a script that allows the PC to start a conversation with an object that includes “CombatCutSceneSetUp” variable.
 
*Situation* I have a lever that when pulled will start a cut scene. Unfortunately this will happen as the party is getting assaulted with arrows and pulling the lever is the only way to get to the archers to defeat them.

Thank you. Image IPB

#2
bealzebub

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I've never tried this, but what if you put a speak triggers onenter script on your lever's onused? Then just copy all the variables. You would probably need to change the script a little, from
object oPC = GetEnteringObject(); to object oPC = GetLastUsedBy, but it seems like it should work to me.

#3
Alupinu

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Hey bealzebub, tried what you suggested but unfortunately it didn’t work. I think it had something to do with “ginc_trigger” but not sure. I even tried “ginc_cutscene” but I don’t think I had that set up correctly. I think I’m just going to try using a straight forward script to create the bridge that won’t include the cut scene. It won’t look as cool but as lease the player will get a fair shake. LOL

#4
Morbane

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Alu: did your script look like this?:


#include "ginc_cutscene"
void main()
{
object oUser = GetLastUsedBy();
CombatCutsceneSetup(oUser, "conversation_tag");
}

seems like this is all you'll need?

#5
Morbane

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it might even work for NWN1 style convo - but I'm assuming that tbh

#6
Alupinu

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Morbane wrote...

Alu: did your script look like this?:


#include "ginc_cutscene"
void main()
{
object oUser = GetLastUsedBy();
CombatCutsceneSetup(oUser, "conversation_tag");
}

seems like this is all you'll need?


No I didn’t at lease I don’t think so. Give that a try
tonight or tomorrow. Off to see “Snow White and the Headsman” for now but I will
let you know how it works.

Morbane wrote...

it might even work for NWN1 style convo - but I'm assuming that tbh


Most likely if I wasn't using static camera's.

Modifié par Alupinu, 13 juin 2012 - 09:02 .


#7
Morbane

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bealzebub wrote...

I've never tried this, but what if you put a speak triggers onenter script on your lever's onused? Then just copy all the variables. You would probably need to change the script a little, from
object oPC = GetEnteringObject(); to object oPC = GetLastUsedBy, but it seems like it should work to me.


I've done that - worked great:wizard:

also did this on a door:

object oPC = GetClickingObject();

SetCanTalkToNonPlayerOwnedCreatures(OBJECT_SELF, TRUE);

DoSpeakTrigger(oPC);

Modifié par Morbane, 13 juin 2012 - 09:29 .


#8
Alupinu

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Morbane wrote...

bealzebub wrote...

I've never tried this, but what if you put a speak triggers onenter script on your lever's onused? Then just copy all the variables. You would probably need to change the script a little, from
object oPC = GetEnteringObject(); to object oPC = GetLastUsedBy, but it seems like it should work to me.


I've done that - worked great:wizard:

also did this on a door:

object oPC = GetClickingObject();

SetCanTalkToNonPlayerOwnedCreatures(OBJECT_SELF, TRUE);

DoSpeakTrigger(oPC);



LOL, I have no idea why it worked for you and not me, bealzebub’s idea, I’m sure it was something on my end.

Anyway got your script to work so thanks again as usual Morbane. I will definitely have to make sure you have a place in my credits towards the top.

Modifié par Alupinu, 14 juin 2012 - 07:30 .


#9
Morbane

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glad I could help 8D