I have a conversation that takes place between PC and NPC. When they start the conversation, there's a fair amount of distance between then.
I want the NPC to speak one line (to get the PC attention), then walk to the PC, then go to the 2nd line and resume conversation.
I have tried ga_cutscene_move just about every way I can think and the NPC simply does not move.
I have the speak trigger bRun set to -1. Would that be affecting it?
What is the secret to getting ga_cutscene_move to work?
Débuté par
ColorsFade
, mars 26 2013 12:22
#1
Posté 26 mars 2013 - 12:22
#2
Posté 26 mars 2013 - 12:50
ActionMoveToLocation or ActionMoveToObject should do the trick. I don't know if there's a ready-made ga_ script that uses it though.
I certainly used *something* in the cut scene at the start of Shaar Moan. There's all manner of walking and running in that conversation.
I certainly used *something* in the cut scene at the start of Shaar Moan. There's all manner of walking and running in that conversation.
#3
Posté 26 mars 2013 - 04:03
Not working.
This is infuriating. I've tried everything. I've tried an iPointSpeaker, I've tried adjusting the bRun variable, I've tried using a generic trigger to start a script to start the conversation... I've tried ActionMoveToObject, I've tried ga_cutscene_move, I've tried it all. Same thing happens every time: the NPC says the first line, then stands in the same spot for the remainder of the conversation. Stupid. No movement at all.
I can get the conversation to fire. I CANNOT get the NPC to MOVE after the first line of the conversation.
This is so dumb. This should be so easy and yet the toolkit doesn't seem to be able to handle it.
How the hell do you get a NPC to actually do anything during a conversation besides just stand there and talk?
This is infuriating. I've tried everything. I've tried an iPointSpeaker, I've tried adjusting the bRun variable, I've tried using a generic trigger to start a script to start the conversation... I've tried ActionMoveToObject, I've tried ga_cutscene_move, I've tried it all. Same thing happens every time: the NPC says the first line, then stands in the same spot for the remainder of the conversation. Stupid. No movement at all.
I can get the conversation to fire. I CANNOT get the NPC to MOVE after the first line of the conversation.
This is so dumb. This should be so easy and yet the toolkit doesn't seem to be able to handle it.
How the hell do you get a NPC to actually do anything during a conversation besides just stand there and talk?
#4
Posté 26 mars 2013 - 05:56
Wow. I just discovered a really sucky bug....
I'm using a 3rd party area for this spot, and the person who created it did so by lowering a lot of the terrain below the Z-axis. My NPC and the Waypoint are both below the zero Z-axis line.
The NWN2 engine does not like that.
Any command you issue, either via script or ga_move or anything - will fail in this situation. Apparently they are doing some sucky math behind the scenes...
I confirmed this is the bug by moving the NPC, Waypoint and Speak Trigger to one of the few locations above the zero-line on the Z-axis. And it worked...
Blarg.
This also explains why, when I was initiating combat with another creature on the map, the NPC was warping to a location very close by. Apparently, since this is the only high spot above the zero-plane, the engine does that.
So... I either have to create an entire new area myself, or deal with the shortcomings of this situation. Annoying.
Unless someone knows of a way to move every single pixel of an area up the Z-axis about 8 spots...
Dammit
I'm using a 3rd party area for this spot, and the person who created it did so by lowering a lot of the terrain below the Z-axis. My NPC and the Waypoint are both below the zero Z-axis line.
The NWN2 engine does not like that.
Any command you issue, either via script or ga_move or anything - will fail in this situation. Apparently they are doing some sucky math behind the scenes...
I confirmed this is the bug by moving the NPC, Waypoint and Speak Trigger to one of the few locations above the zero-line on the Z-axis. And it worked...
Blarg.
This also explains why, when I was initiating combat with another creature on the map, the NPC was warping to a location very close by. Apparently, since this is the only high spot above the zero-plane, the engine does that.
So... I either have to create an entire new area myself, or deal with the shortcomings of this situation. Annoying.
Unless someone knows of a way to move every single pixel of an area up the Z-axis about 8 spots...
Dammit
#5
Posté 26 mars 2013 - 06:14
I do, terracoppa. http://nwvault.ign.c...ns.detail&id=78ColorsFade wrote...
Unless someone knows of a way to move every single pixel of an area up the Z-axis about 8 spots...
Dammit
#6
Posté 26 mars 2013 - 07:30
@kamal_ You're a life saver! That did it!
I moved the geometry of the area up +10 and now everything is above the Z-axis. And everything works.
What a weird, frustrating bug...
Thanks for the help!
I moved the geometry of the area up +10 and now everything is above the Z-axis. And everything works.
What a weird, frustrating bug...
Thanks for the help!
#7
Posté 26 mars 2013 - 07:48
interesting - i have several areas that i am pretty sure go below the z = 0 point. Thing is i cant remember if i have any scripts running in them yet. Good to know before i get to that point - if i havent already...
#8
Posté 26 mars 2013 - 08:25
One thing I noticed when I built one of my first external areas is that the camera doesn't like to go below the Z-axis. So, just based on that alone, I was making sure all my areas were above the Z.
But this prefab area I got from the vault is almost exclusively below the Z-axis, and it really messed with stuff.
And it kind of makes sense (that stuff would break) if the internal engine is assuming positive numbers for Z-axis.
But this prefab area I got from the vault is almost exclusively below the Z-axis, and it really messed with stuff.
And it kind of makes sense (that stuff would break) if the internal engine is assuming positive numbers for Z-axis.





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