Aller au contenu

Photo

Creatures Disappearing During Cutscene


  • Veuillez vous connecter pour répondre
8 réponses à ce sujet

#1
andysks

andysks
  • Members
  • 1 654 messages
Today I was building a cutscene, where some non-hostile Hags (for the moment), were to talk to you.

Image IPB

They are set to commoner. The platform they stand on has a walkmesh on it, and it's an enviroment object.
I can see them as I approach them, but when the speak trigger fires, they disappear. Their nodes fire, so that means that they are around, I guess on the ground into the enviroment object.

Should I adjust some property, or?

I had the same problem, kinda,  which I chose to not invlolve after all. I had an imp, caged in a self made scaled jail. The jail was enviroment object, but when I was testing, the imp was always out of it, like it didn't want to be caged... no blames.

#2
Lugaid of the Red Stripes

Lugaid of the Red Stripes
  • Members
  • 955 messages
1st, check the baked walkmesh to make they can actually walk on the walkmesh helper, and not fall through into the EO, as you say.

2nd, try to figure out if there's any reason for them to run off someplace else. Maybe they're running to talk to the PC, and getting stuck somewhere, or running away/from an enemy. The IgnoreStartDistance parameter in the conversation function can help with the running to talk to the PC, and laying down a POST waypoint will also keep them in place (that's what you should do to keep the imp in his cage).

3rd, Mess with the lighting. It seems like you're doing something sophisticated with a black sky and lots of placed lights. The hags might just be caught in a weird shadow, or that bug where a whole tile goes dark when you have too many lights on it. Try running the cutscene once with the placed lights off and the regular default day/night settings on (you can export and then import back your special settings).

#3
andysks

andysks
  • Members
  • 1 654 messages
I got this working. First of all thanks Lugaid, but it was none of the sugestions. I noticed that the Hags, even though I wanted them to just talk were actually at a hostile faction. They didn't run or anything, or attacked anybody. I think hostile creatures in a cutscene will actually behave. In any case, when I made them commoners it all worked out.
But this brings another question. How do different factions behave in cutscene mode? Because from my experience, opposite factions will attack each other, but a hostile towards the PC will stay put regarding the PC. Is that true?

#4
Tchos

Tchos
  • Members
  • 5 079 messages
Depending on how you began the conversation...for instance, if you used a speak trigger, its default script fires a function that temporarily hides all hostiles, so that they won't interfere with the conversation by attacking the participants.

#5
ColorsFade

ColorsFade
  • Members
  • 1 271 messages
This is one reason why I spawn monsters into an area as Defender factions - just so I can do cut-scenes and not have to worry about it. I also toggle factions before and after cut-scenes so hostile creatures can stay on screen, but not attack anything.

The other reason is that, now that I am using the hit point bars, I don't want those to show up during a conversation.


I have one cut-scene that happens in a hostile location. Once you kill a certain creature, a cut-scene happens. But at that point in time I cannot be certain of the number of remaining hostiles in the area. Not to mention that now all the hit point bars are up.

So, when the cut scene stars, a function runs that removes all hp bars from the hostiles, and switches all of them over to Defender faction. The cut-scene runs, and when it's over, they all switch back to Hostile faction. Their HB scripts fire the hit point bars and life goes on as normal.

#6
andysks

andysks
  • Members
  • 1 654 messages

Tchos wrote...

Depending on how you began the conversation...for instance, if you used a speak trigger, its default script fires a function that temporarily hides all hostiles, so that they won't interfere with the conversation by attacking the participants.


That was it. A simple speak trigger. Good to know that this happens. Thing is, I always use the normal speak trigger with the gtr_speak_node, for trigger that are supposed to fire and not missed in any case. I only use a custom script for ones that I need them to fire under conditions.

And Colors, that is too much for me :o.

Modifié par andysks, 25 novembre 2013 - 06:30 .


#7
Tchos

Tchos
  • Members
  • 5 079 messages
Right, and as for myself, I *never* use gtr_speak_node, because it does too many things that I hate and that I *don't* want triggers to do, both as a modder and a player. Especially stopping the player from moving if you happen to walk over it and it's not time to fire the conversation yet. I would be happy to provide you with an alternative, if you would not use that script.

#8
andysks

andysks
  • Members
  • 1 654 messages
It would be too much trouble to go back and change the gtr_speak_node for the whole prologue. Good thing is that I used cutscenes only when there is an one way, and the convo is not conditional. In any case though, an alternative for the continuing of my work would be a really good idea Tchos, if you find the time for it that it :).

#9
Tchos

Tchos
  • Members
  • 5 079 messages
I believe I could also create a script that would find all existing triggers you've placed in your areas which use gtr_speak_node and change them to use a different script, so it wouldn't be any trouble for you aside from placing some lines of code in one of your module scripts. But from what you say, that shouldn't be necessary.

I'll look over my trigger scripts again later and integrate a few so that they do all of the things you might want a speak trigger to do, but without the irritating behaviour. I had previously written a gtr_speak_node replacement that did that, but now I have more experience in the manipulation of ipoint speakers, which gtr_speak_node uses to make it failsafe, so I think I can improve it for the future.