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Need script help with ga_force_exit and ActionPauseCutscene


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#1
ColorsFade

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I'm having difficulty getting ga_force_exit to work. Well, that's not exactly correct - it works, but it breaks my conversation. So I was hoping to use ActionPauseCutscene to watch the bad guys walk away, then resume the conversation, but I can't figure out how to put this together. There doesn't seem to be an equivalent function call to use in the scripts and I can't figure out how to call a script (with parameters, like ga_force_exit) from a script of my own. 

Here's the scenario: 

I have a conversation between a few thugs and a recruitable NPC. The PC walks into the scene and triggers the dialog, very similar to when the PC in the OC meets Khelgar.

The NPC and thugs chat, then the PC interjects. Standard stuff. 

Two things can happen in this conversation: Either the PC can use a bluff/intimidate/diplomacy check to get the thugs to leave peacefully, or they fight (or the check fails, and they fight). I have everything working correctly if they fight - I have a script that runs aftewards using GroupOnDeathExecuteCustomScript() that restarts the conversation between the NPC and PC. So that's all good and works fine. 

What doesn't work is getting the conversation to continue after the commands to ga_force_exit are issued to cause the three thugs to depart. 

What I want to have happen is for the camera (using cutscene bars NWN2 style) to hold for a couple of seconds as we watch these thugs depart, and then for the conversation to pick back up between the NPC and PC. But I can't get it to work. As soon as the thugs start walking away, the conversation breaks off. 

Any clues to the best way to make this happen?

#2
PJ156

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Run the conversation off an I point speaker as the owner. That way it does not leave when the thugs do and the conversation can continue.

To do that, place your ipoint speaker and give it the conversation you want to run in the same place as you would for an npc etc. Then run the conversation with the ipoint tag as the owner.

You can start the convo by trigger or script.

If you do this you must either use a camera for each line or allocate a speaker otherwise you will get some funny camera angles.

PJ

#3
ColorsFade

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PJ156 wrote...

Run the conversation off an I point speaker as the owner. That way it does not leave when the thugs do and the conversation can continue.

To do that, place your ipoint speaker and give it the conversation you want to run in the same place as you would for an npc etc. Then run the conversation with the ipoint tag as the owner.

You can start the convo by trigger or script.

If you do this you must either use a camera for each line or allocate a speaker otherwise you will get some funny camera angles.

PJ


Thanks PJ. 

Since I wanted the thugs to each have certain lines in the conversation, I have already given almost all the red dialog nodes to specific speakers (incuding the NPC). So that part I should be good with. 

I'll try your suggestion out and see how it works! Thanks!

#4
ColorsFade

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You rock PJ! Worked like a charm!

In fact, the only thing I had to change was the target in my speak trigger. I made it the ipoint and it worked perfectly.

Bravo!

#5
Morbane

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ipoints rule