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Changing equipment in cutscenes?


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#1
EJ42

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I've played around with the cutscene editor a bit, but I've run into a minor issue...

How do I make a an NPC change equipment during a cutscene?  For example, if a character is receiving an item during the cutscene, how do I make them equip it?

The best I've been able to do so far is to duplicate the creature entry of the character, and make versions that each have the item(s) I want them to have equipped.  Then, I just set up the cutscene for the default one, clone that for each version, then make the one(s) visible/invisible at the relevant points in the cutscene.

That all seems a bit cumbersome, though, as I end up having multiple versions of characters for no real apparent reason.  Seems like bloat/clutter to me.

Modifié par EJ42, 04 janvier 2010 - 04:46 .


#2
EJ42

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Anyone had any luck with this?

#3
EJ42

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Can any of you think of a cutscene in the game where a character changes clothes?

If I can find one, then I can use that as a reference. There are simply too many cutscenes for me to wade through them all, though.

#4
-Affinity-

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You could try splitting the cutscene in two and running a script that equips it between cutscenes, then it will just seem like the camera angle changes. Unless you wanted animations for them to actually put on the equipment..

#5
EJ42

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-Affinity- wrote...

You could try splitting the cutscene in two and running a script that equips it between cutscenes, then it will just seem like the camera angle changes. Unless you wanted animations for them to actually put on the equipment..

That wouldn't really solve the underlying problem.  I'm trying to deal with efficient use of resource space.  Right now, I just create two versions of the same character.  One has whatever they start with, and the other has what I want them to end with.  Then I just make one go invisible for the other to appear.  That's causing me to create a redundant character.  By your suggestion, I'd be creating a redundant cutscene.  I don't think that would be more efficient, as it would probably contain much more unnecessary data.

Also, splitting cutscenes is annoying because you lose the ability to cleanly manage your curves, effects, audio, etc.

It would be nice if there was an action, similar to "Draw Weapon", that had "Equip Item X from inventory" based on whatever you had put in that character's inventory.  For example, I can define Morrigan as having several different robes in her inventory, but can only assign one as equipped.  The cutscene editor just lets me define her as having her chest item equipped or not.  It won't let me choose which chest item to equip.