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Cutscene movement


nethrin

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I have the following code in a cutscene. However, Weidu claims there are "too many arguments" in the EscapeAreaMove command. I know that the coordinates look odd, but they are correct for EscapeAreaMove. (Not only is it so listed in IESDP, but I have it in another mod, and it works.)

 

What is wrong?

 

Sillara, the stumped :rolleyes:

 

Edit: (Sorry, I forgot to log-out nethrin)

 

IF
 True()
THEN
 RESPONSE #100
   CutSceneId("Edorem")
   Wait(1)
   SaveGame(0)
   FadeToColor([30.0],0)
   Wait(2)
   EscapeAreaMove("Edorem","ar1204",422,430,0)
   ActionOverride("Player1",EscapeAreaMove("ar1204",423,431,0))
   ActionOverride("Player2",EscapeAreaMove("ar1204",424,432,0))
   ActionOverride("Player3",EscapeAreaMove("ar1204",425,433,0))
   ActionOverride("Player4",EscapeAreaMove("ar1204",426,434,0))
   ActionOverride("Player5",EscapeAreaMove("ar1204",427,435,0))
   ActionOverride("Player6",EscapeAreaMove("ar1204",428,436,0))
   Wait(5)
   FadeFromColor([20.0],0)
   ActionOverride("Edorem",StartDialogueNoSet(Player1))
   EndCutSceneMode()
END

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If you copy your BAF into an empty BCS file in NI and Compile, NI will report every error/warning at once, rather than halting on the first problem and leaving you clueless about the rest like WeiDU does. NI will also let you jump to the line in question. When you're done, you can use Export > Source to generate a BAF file. While you're in NI, you also have access to the handy IDS browser for quick reference. Something to consider. (I've requested the ability to convert BAF to BCS, but Jon Olav hasn't added it yet. NI will open BAF files into its text editor if they're in the override folder.)

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Oh dear. Yes, I am back again. I do not understand why this is not working. Do I have to do a cutscene chain like they do in the game?

 

This is my code:

 

IF
 True()
THEN
 RESPONSE #100
   CutSceneId("NSEDOREM")
   Wait(1)
   FadeToColor([30.0],0)
   Wait(2)
   EscapeAreaMove("ar1204",422,430,0)
   ActionOverride(Player1,EscapeAreaMove("ar1204",423,431,0))
   ActionOverride(Player2,EscapeAreaMove("ar1204",424,432,0))
   ActionOverride(Player3,EscapeAreaMove("ar1204",425,433,0))
   ActionOverride(Player4,EscapeAreaMove("ar1204",426,434,0))
   ActionOverride(Player5,EscapeAreaMove("ar1204",427,435,0))
   ActionOverride(Player6,EscapeAreaMove("ar1204",428,436,0))
   Wait(5)
   FadeFromColor([20.0],0)
   ActionOverride("NSEDOREM",StartDialogueNoSet(Player1))
   EndCutSceneMode()
END

 

The problem is that only NSEDOREM actually goes anywhere. The rest of the people just stand there, waiting for the color to come back up. Of course, since the dialogue cannot be initiated, due to the awkward fact that NSEDOREM is in another area, the cutscene never ends. :rolleyes:

 

Do I have to chain cutscenes? Or is there something I am missing? Some trick I do not know? Any help is appreciated!

 

Thank you!

 

Sillara

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It's possible that EscapeAreaMove doesn't like to be used on party members. This is what I used for G3A to move the party and Drini to a new location, modified for your script:

 

IF
 True()
THEN
 RESPONSE #100
   CutSceneId("NSEDOREM")
   Wait(1)
   FadeToColor([30.0],0)
   Wait(2)
   ActionOverride("NSEDOREM",MoveBetweenAreas("ar1204",[422.430],0))
   ActionOverride(Player1,LeaveAreaLUA("ar1204","",[423.431],0))
   ActionOverride(Player2,LeaveAreaLUA("ar1204","",[424.432],0))
   ActionOverride(Player3,LeaveAreaLUA("ar1204","",[425.433],0))
   ActionOverride(Player4,LeaveAreaLUA("ar1204","",[426.434],0))
   ActionOverride(Player5,LeaveAreaLUA("ar1204","",[427.435],0))
   ActionOverride(Player6,LeaveAreaLUA("ar1204","",[428.436],0))
   Wait(5)
   FadeFromColor([20.0],0)
   ActionOverride("NSEDOREM",StartDialogueNoSet(Player1))
   EndCutSceneMode()
END

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