Salk Posted March 14, 2011 Share Posted March 14, 2011 Hello! I'd like to create a cutscene where the nearest party member alive moves towards the protagonist and says a line once (s)he arrives. Would you suggest using MoveToObject in this case? Could I use this action from the protagonist script? How would the syntax be? Thanks! Link to comment
Miloch Posted March 15, 2011 Share Posted March 15, 2011 I'd like to create a cutscene where the nearest party member alive moves towards the protagonist and says a line once (s)he arrives. Would you suggest using MoveToObject in this case?I think Dialogue(Protagonist) would suffice, as that IIRC moves the object to the addressee (unlike StartDialogue which can work from a distance). Unless you're using DisplayString or something instead, in which case maybe something like: IF See(Protagonist) !StateCheck(Protagonist,CD_STATE_NOTVALID) !Range(Protagonist,4) THEN RESPONSE #100 MoveToObject(LastSeenBy()) END IF See(Protagonist) !StateCheck(Protagonist,CD_STATE_NOTVALID) Range(Protagonist,4) Global("myvar","LOCALS",0) THEN RESPONSE #100 SetGlobal("myvar","LOCALS",1) DisplayString(Myself,1234) END If you want it non-interruptable by other actions, use MoveToObjectNoInterrupt. Could I use this action from the protagonist script? How would the syntax be?Eh, you want the protagonist to move to himself? (P.S.: Don't expect any scripting I post to work or even parse...) Edit: Or not to loop continuously (added var check in 2nd block). Link to comment
Salk Posted March 15, 2011 Author Share Posted March 15, 2011 Eh, you want the protagonist to move to himself? Thanks for the hints! What I meant to say is if it was possible to make this call from DPLAYER3.BCS. Link to comment
Miloch Posted March 15, 2011 Share Posted March 15, 2011 What I meant to say is if it was possible to make this call from DPLAYER3.BCS.In theory, but you'd probably need to use ActionOverride() - see IESDP action #1: "This action can be used to control another creature." Offhand, I can't give you the exact syntax because you might need a block (at least) for each Player2 .. Player6. Maybe some scripting guru could, but it might help if you post some of your existing script syntax. Link to comment
Salk Posted March 15, 2011 Author Share Posted March 15, 2011 What I meant to say is if it was possible to make this call from DPLAYER3.BCS.In theory, but you'd probably need to use ActionOverride() - see IESDP action #1: "This action can be used to control another creature." Offhand, I can't give you the exact syntax because you might need a block (at least) for each Player2 .. Player6. Maybe some scripting guru could, but it might help if you post some of your existing script syntax. Thank you. I have actually decided that having another party member check on how the protagonist is feeling is overkill and will just have a short cutscene instead using MoveViewObject(Myself, INSTANT). I tested it and it worked rather fine. Link to comment
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