jastey Posted January 1, 2014 Share Posted January 1, 2014 Does anyone have a clue what the error message "An Assertion failed in ChVideo.pp at line number 8641" could mean? Game: EasyTutu, happens in area FW0200.are, triggered by a cutscene of me. I checked all the animations: Death animation of the cow- OK, all cre involved work fine, all used commands are used in other cutscenes without problems etc.pp. The cutscenes works right until the "EndCutSceneMode()" would trigger, but it never happens: The characters stand by the dead cow, the cutscene doesn't end. If I call the Task Manager, the error message appears. EDIT: My cutscene in vanilla BG1:TotSC leads to the screen not getting black, but only the characters (area graphics stay the same). But there, the cutscene runs as intended and the follow-up dilaogue gets triggered. Triggering the same cutscene in another BG1 area makes it run without graphical problems (area gets all dark) It seems to be a problem with AR0200.are. Any ideas? This is the cutscene: IF True() THEN RESPONSE #100 CutSceneId(Player1) FadeToColor([20.0],0) Wait(2) SetGlobal("C#q11_BuyCow","GLOBAL",3) MoveViewPoint([2064.491],INSTANT) // shifts camera ActionOverride("c#q11cow",DestroyItem("c#q11001")) ActionOverride("c#q11cow",Kill(Myself)) Wait(1) ActionOverride("c#q11wa2",JumpToPoint([2086.527])) // ActionOverride(Player1,JumpToPoint([2012.518])) CreateCreature("c#q11but",[2122.494]%FACE_3%) ActionOverride("c#q11wa2",Face(12)) ActionOverride(Player1,Face(12)) ActionOverride("c#q11but",Face(3)) ActionOverride("c#q11wa2",TakePartyGold(500)) ActionOverride("c#q11mrs",DestroySelf()) Wait(2) FadeFromColor([20.0],0) EndCutSceneMode() ActionOverride("c#q11wa2",%STARTDIALOGNOSET%(Player1)) END Link to comment
jastey Posted January 1, 2014 Author Share Posted January 1, 2014 OK - I got it to work for Tutu by deleting the "Wait(2)" directly before the EndCutSceneMode()... If anyone has insight into what caused the problem here, I would be delighted to hear it. Link to comment
Wisp Posted January 1, 2014 Share Posted January 1, 2014 Wait() is an interruptible action, or some such, which means the script can bail out at Wait(). Though I was under the impression it wouldn't bail out during cutscenes. SetInterrupt() is another way of getting around it. Link to comment
Jarno Mikkola Posted January 1, 2014 Share Posted January 1, 2014 I think I would place- ClearAllActions() -before the CutSceneId(Player1) command... Link to comment
jastey Posted January 2, 2014 Author Share Posted January 2, 2014 Jarno: I'll do that in the transaction of the dialogue that is calling the cutscene. As I wrote above, the cutscene works now, the remaining problem would be the specific graphics glitch for the cutscene in AR0200 in BG1. Link to comment
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