Gestalt Cutscene Help?
#1
Posté 14 octobre 2012 - 09:40
//Start Gestalt cutsceneGestaltStartCutscene (oPC, "cs_invasion");
//COA ErnoAssignCommand(oErno, ClearAllActions());
//Erno faces the handler and curses//DelayCommand (1.0, AssignCommand(oErno, ClearAllActions(TRUE)));GestaltActionFace (1.1, oErno, 0.0, 2, oHandler);GestaltActionSpeak (2.0, oErno, "Damn...", ANIMATION_LOOPING_TALK_FORCEFUL, 2.5, 0.0);
#2
Posté 17 octobre 2012 - 10:08
Mr. Versipellis wrote...
Hi there. I'm having a bit of trouble with the ActionGestaltSpeak function - the character is playing the animation and is recognising other instructions in the same script, but the text is not appearing above his head. Oddly enough, another character in the same cutscene carries out the command perfectly. The lines in question are here - anyone know what the problem could be?
//Start Gestalt cutscene
GestaltStartCutscene (oPC, "cs_invasion");
//COA Erno
AssignCommand(oErno, ClearAllActions());
//Erno faces the handler and curses
//DelayCommand (1.0, AssignCommand(oErno, ClearAllActions(TRUE)));
GestaltActionFace (1.1, oErno, 0.0, 2, oHandler);
GestaltActionSpeak (2.0, oErno, "Damn...", ANIMATION_LOOPING_TALK_FORCEFUL, 2.5, 0.0);
Yep, a couple of things here. First: don't mix DelayCommand / AssignCommand calls with Gestalt cutscene calls. Gestalt has its own way of controlling participants in the cutscene that doesn't play well with trying to give them commands outside the system. Gestalt provides functions for nearly every one of the things you might want to do via DelayCommand / AssignCommand combinations, so you should use them instead. For example, using the code above:
GestaltStartCutscene(oPC, "cs_invasion");
GestaltClearActions(0.0, oErno);
GestaltActionFace(1.1, oErno, 0.0, 2, oHandler); // Make sure oHandler exists
GestaltActionSpeak (2.0, oErno, "Damn...", ANIMATION_LOOPING_TALK_FORCEFUL, 3.0);
I changed two of your parameters to GestaltActionSpeak in the last line above. First, I set the animation duration to 3.0 seconds. As a general rule, you shouldn't give an animation duration of less than 3.0 seconds -- from what I've observed, unpredictable and improper behavior can occur if you do. Second, I removed the (last) animation speed parameter so that it would default to 1.0. I think that's what you want for an ordinary animation, and the 0.0 might be what's messing it up.
Let me know if that helps!
Modifié par AndarianTD, 17 octobre 2012 - 10:11 .
#3
Posté 18 octobre 2012 - 11:09
#4
Posté 19 octobre 2012 - 09:48
#5
Posté 21 octobre 2012 - 12:15
http://pastebin.com/FYEBuX5cAndarianTD wrote...
Can you post the full text of the script for me to try to debug it?
Here you go - I'm sticking it on here because the unedited script has a bit of bad language. Sorry if the NPC names and so on don't make any sense - this is a plot-related cutscene. If you're up for it, I could send you the module in its current state as well?
#6
Posté 26 octobre 2012 - 04:17
#7
Posté 06 novembre 2012 - 07:36
#8
Posté 13 novembre 2012 - 10:04
#9
Posté 14 novembre 2012 - 03:10
Also, I'm looking at some of your timings. You are using Action commands, so those will queue up on the subject. However, you begin your speak action, have a 2.5 second duration on your speaking animation, but your ActionMove is set to fire at 1.5 seconds, and an ActionAttack at 3.5 seconds.
I don't know if my second suggestion is related with the first (or your issue), but that's what I saw.
Modifié par WoC_Builder, 14 novembre 2012 - 03:11 .
#10
Posté 14 novembre 2012 - 05:20
Edit: Another thing - I've noticed that everything seems to run as smooth as silk when I run this script under the same conditions but in different areas. This is odd.
Modifié par Mr. Versipellis, 14 novembre 2012 - 05:51 .
#11
Posté 14 novembre 2012 - 06:09
#12
Posté 14 novembre 2012 - 08:21
#13
Posté 14 novembre 2012 - 11:35





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