Lugaid of the Red Stripes wrote...
One trick is to start the PC moving, then cut away to another shot, and in the meantime jump the PC to where you want them. It also helps to jump the PC to a particular waypoint at the beginning on the conversation, so you know exactly where they start off from.
Yeah, I had that much.
What I wanted to have happen was this:
1) PC clicks on a door
2) Fade to Black
3) Cut-Scene starts with NPC's on the other side of the door
4) (During the fade, I jump the PC and party to a waypoint just on the other side of the door)
5) Cut scene advances to a point where the NPC notes that the PC is walking toward them
6) Walk the PC and party to a waypoint close to the NPC
7) Conversation continues.... blah blah blah.
The part I couldn't get to work was step (6). But I halfway figured it out.
For starters, you can'd do it on the PC node. That was one thing. Second, you have to use a static camera. And this is because (a) the PC doesn't have any dialog on this line, so the engine doesn't know to focus the camera on the PC and you cannot specify $PC as the "speaker" in the node (which is how the camera knows to switch focus when you're doing a conversation with multiple NPC's).
So, you must use a static camera, and since the static camera doesn't have a target (because the PC node doesn't have dialog and therefore doesn't have a target) the static camera cannot pan or track.
Once you know THAT about the situation, then setting the nodes up correct gets easier:
*) NPC node -> NPC talks
*) PC node (nothing)
*) NPC node -> make PC walk with static camera, no panning or tracking
*) PC node (nothing)
*) NPC node -> NPC or talks
The problem then is getting my whole team to move, which I am still working on. I can get the PC to move and the party straggles behind him in that herky-jerky way. But at least the PC moves. I'm working on a script to get the rest of my party to do the same. I'll report back...
Oh, and ga_move just never seems to work very well...