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Trick question wrt cutscenes


lynx

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Posted

Tyris Flare, a mod NPC has this G#TFCUT1.baf cutscene:

IF

True()

THEN

RESPONSE #1

SmallWait(2)

DisplayStringHead("G#Tyris",~"What the...?"~)

EquipMostDamagingMelee()

SmallWait(1)

ActionOverride("G#Tyris",Attack("G#TFSkeleton1"))

ActionOverride("G#TFSkeleton1",Attack("G#Tyris"))

ActionOverride("G#TFSkeleton2",Attack("G#Tyris"))

Wait(2)

//ActionOverride("G#Tyris",SwingOnce())

//SmallWait(10)

Kill("G#TFSkeleton1")

SmallWait(10)

ActionOverride("G#Tyris",Attack("G#TFSkeleton2"))

Wait(2)

//ActionOverride("G#Tyris",SwingOnce())

//SmallWait(10)

Kill("G#TFSkeleton2")

Wait(2)

ActionOverride("G#Tyris",FaceObject(Player1))

EndCutSceneMode()

Wait(1)

ActionOverride("G#Tyris",StartDialogueNoSet(Player1))

 

And it works, which is a great puzzle. All the current engine lore suggests it shouldn't — there is no call to CutSceneId nor does the first action have an object set. Who does it get run on?

 

It's triggered by another script on an invisible observer spawned by the area:

IF

See(Player1)

TimeOfDay(DAY)

XPLT(Player1,400001)

THEN

RESPONSE #1

SetGlobal("G#TF.TyrisSpawn","GLOBAL",1)

StartCutSceneMode()

MoveViewPoint([2861.1175],VERY_FAST)

Wait(1)

PlaySound("EFF_108")

ScreenShake([2818.1113],5)

CreateVisualEffect("SPBASERD",[2818.1113])

CreateVisualEffect("SPBASERD",[2914.1048])

CreateVisualEffect("SPBASERD",[2861.1175])

SmallWait(3)

CreateCreature("G#TYRS8",[2818.1113],9)

CreateCreature("G#TFSKL1",[2914.1048],1)

CreateCreature("G#TFSKL2",[2861.1175],7)

StartCutScene("G#TFCUT1")

DestroySelf()

END

Posted

Turns out the original is even nastier than we thought. If CutSceneId wasn't called, it discards actions until it finds one with a valid object. :)

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