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Jabberwocky - Need some help with a small scene


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#1
MokahTGS

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 I'm trying to get a small scene together that will require some custom scripting that I have no idea how to setup.  Here's what I'd like to happen.

The player comes across a hunter that is cornered by some rabid creatures.  the creatures should look like theyare attacking the hunter, but of course should kill him since the player will need to be able to interact with the scene.

Coming across the scene the player will initiate a dialog cutscene that will give them the option to:
  • Chase away the creatures with a silver whistle if they have it in their inventory
  • Kill the creatures
  • Do nothing and watch the creatures kill the hunter.
If the player saves the hunter in either of the two choices, the hunter will initiate dialogue with the player to thank them and then run off.  If the player opts to let the creatures kill the hunter, they will need to do that via script, and then turn on the player...they are rabid after all.

I can write all the dialogue, but getting things to happen via script is not my cup of tea.  I need help.  Anyone out there able to give my some scripting wizardry?

#2
kevL

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i can prob. set it up for ya, Mokah

need a break from this c++ nonsense.


will need the module and dialogs (and relevant .haks/ custom items) unless someone else wants to give it a go...

#3
MokahTGS

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I can setup links for you tonight...I can setup a basic mod...the scripting and dialogues don't need custom stuff...I can switch models and place NPCs, triggers and whatnot.

Thanks. It will be easier to test in a simple mod too.

#4
kevL

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ok. Sounds good

#5
MokahTGS

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Here's the masterpiece.

Let me know if you have questions.

Modifié par MokahTGS, 22 novembre 2013 - 12:40 .


#6
kevL

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ace

ah, how do i...

ok got it!

#7
kevL

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i Take it you want the second option, Kill the creatures, an actual combat and not just a conversation slaying?

#8
MokahTGS

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Yes that would be preferable.

#9
kevL

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what about the hunter fate? just make it look reasonable?

#10
Morbane

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get the projected vfx happening - with the blood spatter!

(fergit who by tho)

#11
kevL

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i saw lots o blood while he's immortal

it breaks the dialog tho...



heh, nothing a little iPoint didn't fix

Modifié par kevL, 22 novembre 2013 - 08:43 .


#12
MokahTGS

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kevL wrote...

what about the hunter fate? just make it look reasonable?


The Hunter fate option can just be a reasonable dialogue scripted death...while we could do a big show...there's really no need...this is a very minor scene.

I will want to ask you for help again when I get to the final Jabberwock encounter...that will be a big multi-stage show...

#13
kevL

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It appears to be together, but i want to tear it apart and put in script blocks, otherwise the cv tends to look like this:

Posted Image


Mokah wrote...

I will want to ask you for help again when I get to the final Jabberwock encounter...that will be a big multi-stage show...

cool.

#14
MokahTGS

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kevL wrote...

It appears to be together, but i want to tear it apart and put in script blocks, otherwise the cv tends to look like this:

Posted Image


That's why you get paid the big money.

#15
kevL

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you mean, that's why i DONT get paid the big money !


have some pink & relax

Modifié par kevL, 22 novembre 2013 - 07:37 .


#16
andysks

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KevL, is there a significant difference between a blocking script and the standard way the dialogue editor offers? Performance-wise, flexibility-wise and so on?
I only ask because everytime I open a convo from the OC, it all seems so organized and cool being on one script for the whole convo. Even though it confuses me, I can in no way write one of these myself, I would like to learn how for the future.

#17
Tchos

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I'll offer my views on the subject, too, since I've used both. I'd say the biggest difference is that if you use a blocking script, then you only have to edit that one script any time you want to change the events, instead of searching through conversation nodes and changing ga_ scripts, even when the script is used in multiple conversations. Still, not every situation warrants that kind of approach, so I use one or the other, depending on the situation.

#18
Morbane

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int StartingConditional(int nParam, string sParam)
{
if(nParam == 1) return TURE; //TURE is an int == 1

else if(sParam == "tagofsomething") return FALSE; //FALSE is an int == 0

}

#19
MokahTGS

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kevL wrote...

you mean, that's why i DONT get paid the big money !


have some pink & relax


I can always pay you in snarky comments and self loathing.  I have that in spades.  :D

#20
kevL

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Tchos wrote...

if you use a blocking script, then you only have to edit that one script any time you want to change the events

+3

andysks wrote...

is there a significant difference between a blocking script and the standard way the dialogue editor offers?

I don't know how siginificant it is, but as i'm transfering ga_scripts to codeblocks i sure notice a lot of extraneous functions like GetTarget(etc) and clauses like if this/then that going away...

Mokah wrote...

I can always pay you in snarky comments and self loathing.

but but, this is a family forum!!

ps. you'd love a scene i have in my hobby-mod, where the PC comes across a dead body

Modifié par kevL, 22 novembre 2013 - 09:54 .


#21
kevL

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@Morbane

i haven't used a StartingConditional in ages...

#22
andysks

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So generally, more flexibility is the main thing of the blocking script you'd say. Thanks.
Tchos I get that it's not always needed. But it's best for an NPC like black garus for example. I think Garus used only ONE script in the entire game for his cutscenes. Or if it's no one... then really a little amount :). Quite impressive.

#23
kevL

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I'd forgotten how screwy just placing and playing a few sounds is... my OCD is kicking in.


andy, look at it this way, i believe all the scripting in a module can be consigned to a single script (something to think about - but not actually do)

#24
kevL

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PM inc, Mokah

#25
MokahTGS

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Alright, I've run through the scene and everything looks great.  Thanks!  I'll be taking everything from that and adding it into the main mod now.  Thanks again, and as I've said, I'm blocking out other scenes like this that I'll probably need your help with if you're up to it...not to mention the big baddy himself...