Modifié par andysks, 16 juin 2013 - 06:40 .
Making the PC taking actions in a cutscene.
Débuté par
andysks
, juin 16 2013 06:38
#1
Posté 16 juin 2013 - 06:38
I know I made this before, having the PC walking for example or attacking something.But now it seems it doesn't work anymore.For example, PlayCustomAnimation, tells you to put the tag of the creature to play this animation, if not the owner plays it.Does that mean that any action on a PC node is meant for the PC to play ?Or do I have to put something like $PC on the tag box ?
#2
Posté 16 juin 2013 - 08:41
The "owner" depends on where the conversation was fired from, and it doesn't change throughout the conversation. For an NPC that has a conversation assigned, and fires it when you talk to them, that NPC is the owner of the conversation. When you fire a conversation through a script, the owner is the object that the script was attached to, unless you assign it to someone else through something like the AssignCommand() function.
You can use things like $PC in the ga_play_custom_animation script because it uses the GetTarget function to determine the object, and that function defined several special keywords (the ones that start with "$"). Not all scripts use those keywords, so you'll want to check.
As it lists in the script:
"$PC"; // PCSpeaker
"$PC_LEADER"; // FactionLeader (of first PC)
"$PC_NEAREST"; // NearestPC (owned and alive)
"$PC_SPEAKER"; // PCSpeaker
The PC Speaker is the one you're currently controlling. The PC Leader is the main character you started with. I don't know why they have two constants that both mean "PC Speaker".
You can use things like $PC in the ga_play_custom_animation script because it uses the GetTarget function to determine the object, and that function defined several special keywords (the ones that start with "$"). Not all scripts use those keywords, so you'll want to check.
As it lists in the script:
"$PC"; // PCSpeaker
"$PC_LEADER"; // FactionLeader (of first PC)
"$PC_NEAREST"; // NearestPC (owned and alive)
"$PC_SPEAKER"; // PCSpeaker
The PC Speaker is the one you're currently controlling. The PC Leader is the main character you started with. I don't know why they have two constants that both mean "PC Speaker".
#3
Posté 16 juin 2013 - 05:28
Thanks Tchos, great help as always. You can always make my day
.
#4
Posté 16 juin 2013 - 09:46
Glad to help. What are you working on, anyway?
#5
Posté 17 juin 2013 - 07:50
A cutscene dream sequence where the PC doesn't have control of his actions.Like killing innocents and and stuff like that.It's not crucial to the campaign but it will add a lot of color if i can make it work.
#6
Posté 18 juin 2013 - 08:53
It all works great by the way. ga_move, ga_play_custom_animation and several others designed for cutscenes use the GetTarget as it seems so I can easily put $PC as a tag overide.
#7
Posté 18 juin 2013 - 11:06
Excellent, and I'll look forward to seeing your campaign.
#8
Posté 18 juin 2013 - 06:37
Well that might take a bit more time, since I work on it alone.I'm working on it 1,5 years and it was almost finished but I decided to add more details...story-wise and area-decoration-wise.I hope it will be over by the end of summer...hope !





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