-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.