Everything works fine, except for the first cutscene. The words are correct but the cutscene is a giant badger in the woods somewhere instead of the bad guy leader. After that the cutscenes and the convo and the combat work fine. I do not know where the badger is coming from but I suspect I could avoid it some way, I just don't know how to avoid it. Any ideas?
A giant Badger is Barging In
Débuté par
JonnieR
, sept. 27 2012 05:20
#1
Posté 27 septembre 2012 - 05:20
I have a trigger which runs a script that sends a message and then spawns in some bad guys with whom I have a short converstaion before combat erupts.
Everything works fine, except for the first cutscene. The words are correct but the cutscene is a giant badger in the woods somewhere instead of the bad guy leader. After that the cutscenes and the convo and the combat work fine. I do not know where the badger is coming from but I suspect I could avoid it some way, I just don't know how to avoid it. Any ideas?
Everything works fine, except for the first cutscene. The words are correct but the cutscene is a giant badger in the woods somewhere instead of the bad guy leader. After that the cutscenes and the convo and the combat work fine. I do not know where the badger is coming from but I suspect I could avoid it some way, I just don't know how to avoid it. Any ideas?
#2
Posté 27 septembre 2012 - 05:59
can you post the script?
#3
Posté 27 septembre 2012 - 06:12
Maybe the node in the conversation has a camera specified on it that is pointing to a badger in the woods? If you copied the conversation from somewhere else and then modified it instead of creating it fresh then you should go through each node and make sure it doesn't have settings you do not want.
But hey, who wouldn't want a nice shot of a fierce and bristling badger
Regards
But hey, who wouldn't want a nice shot of a fierce and bristling badger
Regards
#4
Posté 27 septembre 2012 - 06:39
Is this badger surrounded by mushrooms, and perhaps a snake?
#5
Posté 27 septembre 2012 - 07:49
What Kaldor says sounds very likely - have you tried opening Area Contents when in the area in question and seeing how many static cameras you have around the place?
It may be there's one lost under the floor near the badger in question. You can click (double click?) on anything in area contents & the item will be highlighted in the toolset - handy for finding things that got lost when things go wrong & you try (& fail) to delete a whole load of stuff that's suddenly in the wrong place (or is it just me?)
Cly.
It may be there's one lost under the floor near the badger in question. You can click (double click?) on anything in area contents & the item will be highlighted in the toolset - handy for finding things that got lost when things go wrong & you try (& fail) to delete a whole load of stuff that's suddenly in the wrong place (or is it just me?)
Cly.
#6
Posté 27 septembre 2012 - 10:40
If you're not using static cameras, then the problem might be that the badger has the same tag as another character you are assigning the conversation node to. The game might be finding the badger first.
#7
Posté 28 septembre 2012 - 12:13
Here is the script:
/* Script generated by
Lilac Soul's NWN Script Generator, v. 2.3
For download info, please visit:
http://nwvault.ign.c...&id=4683&id=625 */
//Put this script OnEnter
void main()
{
object oPC = GetEnteringObject();
if (!GetIsPC(oPC)) return;
int DoOnce = GetLocalInt(OBJECT_SELF, GetTag(OBJECT_SELF));
if (DoOnce==TRUE) return;
SetLocalInt(OBJECT_SELF, GetTag(OBJECT_SELF), TRUE);
FloatingTextStringOnCreature("You come across a group of rough looking men who are menacing a small man.", oPC);
object oTarget;
object oSpawn;
location lTarget;
oTarget = oPC;
lTarget = GetLocation(oTarget);
oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "krevish", lTarget);
lTarget = GetLocation(oTarget);
oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "yartarthug", lTarget);
lTarget = GetLocation(oTarget);
oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "yartarthug", lTarget);
lTarget = GetLocation(oTarget);
oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "yartarthug", lTarget);
lTarget = GetLocation(oTarget);
oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "yartarthug", lTarget);
lTarget = GetLocation(oTarget);
oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "yartarthug", lTarget);
lTarget = GetLocation(oTarget);
oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "vasily", lTarget);
oTarget = oSpawn;
AssignCommand(oTarget, ActionStartConversation(oPC, ""));
}
As you can see the tag of the last creature spawned is "vasily", not c_badger or c_badgerdire, vasily's converstaion has all random camera settings. The conversation was not copied from anywhere, its all original. There is no mention of a badger in the Campaign thus far. I am calling out the last creature spawned in for the converstaion. BTW I am using you change faction script Kaldor, it works great. I am basically done with this module of the campaign except for the momentary badger flashing.
/* Script generated by
Lilac Soul's NWN Script Generator, v. 2.3
For download info, please visit:
http://nwvault.ign.c...&id=4683&id=625 */
//Put this script OnEnter
void main()
{
object oPC = GetEnteringObject();
if (!GetIsPC(oPC)) return;
int DoOnce = GetLocalInt(OBJECT_SELF, GetTag(OBJECT_SELF));
if (DoOnce==TRUE) return;
SetLocalInt(OBJECT_SELF, GetTag(OBJECT_SELF), TRUE);
FloatingTextStringOnCreature("You come across a group of rough looking men who are menacing a small man.", oPC);
object oTarget;
object oSpawn;
location lTarget;
oTarget = oPC;
lTarget = GetLocation(oTarget);
oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "krevish", lTarget);
lTarget = GetLocation(oTarget);
oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "yartarthug", lTarget);
lTarget = GetLocation(oTarget);
oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "yartarthug", lTarget);
lTarget = GetLocation(oTarget);
oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "yartarthug", lTarget);
lTarget = GetLocation(oTarget);
oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "yartarthug", lTarget);
lTarget = GetLocation(oTarget);
oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "yartarthug", lTarget);
lTarget = GetLocation(oTarget);
oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "vasily", lTarget);
oTarget = oSpawn;
AssignCommand(oTarget, ActionStartConversation(oPC, ""));
}
As you can see the tag of the last creature spawned is "vasily", not c_badger or c_badgerdire, vasily's converstaion has all random camera settings. The conversation was not copied from anywhere, its all original. There is no mention of a badger in the Campaign thus far. I am calling out the last creature spawned in for the converstaion. BTW I am using you change faction script Kaldor, it works great. I am basically done with this module of the campaign except for the momentary badger flashing.
#8
Posté 28 septembre 2012 - 02:20
Is it a still picture of a badger, like a jpg or gif, or is it moving like a camera might do?
#9
Posté 28 septembre 2012 - 03:50
i wonder ... if Vasily's APPEARANCE is set to 'badger'
#10
Posté 28 septembre 2012 - 04:47
Maybe he's a druid. 
In Isle of Shrines I had some NPCs level up to match the level of the player. I was mystified as to how one particular ranger was transforming into a troll during combat, if I tested the module with a high-level character. I eventually discovered that high-level rangers gain a polymorph spell. It made the conversation cutscene afterward somewhat confusing, talking to a troll instead of an aquatic elf.
In Isle of Shrines I had some NPCs level up to match the level of the player. I was mystified as to how one particular ranger was transforming into a troll during combat, if I tested the module with a high-level character. I eventually discovered that high-level rangers gain a polymorph spell. It made the conversation cutscene afterward somewhat confusing, talking to a troll instead of an aquatic elf.
#11
Posté 28 septembre 2012 - 05:54
Could it be that Vasily's appearance is missing (i.e. the model or texture) and it's grabbing badger as the default appearance because it's the first available?
#12
Posté 28 septembre 2012 - 11:26
Kaldor Silverwand wrote...
Is it a still picture of a badger, like a jpg or gif, or is it moving like a camera might do?
If it is a picture each convo node has a tga property and the picture could be set there.
The default appearance is dwarf so it shouldn't be that.
Have you tried to set a static camera?
#13
Posté 28 septembre 2012 - 03:33
I have a vague memory of the badger being the default or null appearance type for something...maybe just the default animal companion.
#14
Posté 28 septembre 2012 - 04:57
Lugaid of the Red Stripes wrote...
I have a vague memory of the badger being the default or null appearance type for something...maybe just the default animal companion.
Yes, I was wondering if one of the characters in the conversation is a druid or ranger.
#15
Posté 28 septembre 2012 - 05:30
Remember that as I click the first statement the scene becomes normal and Vasily carries on the conversation and looks normal. The badger is moving like a camera might do. The scene looks like its at night, there are stars in the sky and the badger is moving in a way. I do have a ranger but he is only 3rd level and does even have an animal companion as yet. There are no familiars with the party. It is only the first screen and first line of the convo that the badger appears.
#16
Posté 28 septembre 2012 - 06:47
Do you mean that Vasily looks like a badger on the first statement then becomes normal again when you have clicked?
If so check that you have nothing in the locutor's appearance property of the very first line of the conversation. Scroll down to find this property ('node' tab).
If so check that you have nothing in the locutor's appearance property of the very first line of the conversation. Scroll down to find this property ('node' tab).
Modifié par Claudius33, 28 septembre 2012 - 06:47 .
#17
Posté 28 septembre 2012 - 08:18
I mean that a giant badger appears on the screen and the background appears to be night time in a forest. The text is correct as the first words out of Vasily. When you click on the text the scene (which takes place in town)changes and looks normal and Vasily looks like he should as does everything else.
#18
Posté 28 septembre 2012 - 09:04
I took a look at the appearance node and ther was nothing specified, but I also noticed that the badger was the first creature specified in the list from Yartar (the area in which the screen takes place). Maybe because I am calling this convo from a script on spawing Vasily in, NWN2 is confused. However, you cannot specify an NPC in the appearance tab only a type of creature so I changed it to human., I also made Vasily the speaker, although I do not think that was necessary. I probably won't have the right cutscene yet but at least it won't be a badger.
#19
Posté 28 septembre 2012 - 09:57
Try :
DelayCommand(0.2f, AssignCommand(oPC, ActionStartConversation(oTarget, "")));
It introduces a short delay making sure that the spwaning of Vasily is completed, and starts the convo from the PC which is usually more robust. The PC will move toward Vasily instead of the reverse.
DelayCommand(0.2f, AssignCommand(oPC, ActionStartConversation(oTarget, "")));
It introduces a short delay making sure that the spwaning of Vasily is completed, and starts the convo from the PC which is usually more robust. The PC will move toward Vasily instead of the reverse.
Modifié par Claudius33, 28 septembre 2012 - 09:58 .
#20
Posté 04 octobre 2012 - 04:04
Claudius,
Ok I used the above line of code and the badger has gone away and the conversation starts out with the right cutscene. Thanks for the help.
I also noticed that a floating text string I display when the PC first enters the triggger appears, but disappears too quickly to really read it. I believe there is a built-in delay variable for this function but I can't seem to get it to work, probably bad syntax. Any suggestions?
Ok I used the above line of code and the badger has gone away and the conversation starts out with the right cutscene. Thanks for the help.
I also noticed that a floating text string I display when the PC first enters the triggger appears, but disappears too quickly to really read it. I believe there is a built-in delay variable for this function but I can't seem to get it to work, probably bad syntax. Any suggestions?
#21
Posté 04 octobre 2012 - 05:08
I'd have kept the badger, and wrote it into the conversation:
"Badgers? We don't need no stinking badgers!"
"Badgers? We don't need no stinking badgers!"
#22
Guest_Iveforgotmypassword_*
Posté 04 octobre 2012 - 07:53
Guest_Iveforgotmypassword_*
Or have the text string as "Just as you stopped to admire the majesticness of a badger you came across a group of men...."
#23
Posté 04 octobre 2012 - 03:15
This was snarling badger, who propbably had fleas. He looked like he was bigger than the hilltop he was standing on (perhaps had a weight problem from eating too many wiseguys on the forum). However, I hear he is available for children's birthday parties and Bar Mitzvahs.





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