Lauriel Posted July 3, 2020 Author Share Posted July 3, 2020 2 minutes ago, Lauriel said: 3 minutes ago, DavidW said: Does it matter that there's no CutSceneID() line in the cutscene? (I'm not 100% sure what the parameters are on cutscene scripts.) I don't know. I'll add one to test Seriously - that was it. I had no idea it was necessary to run, only to run actions against an NPC. Unbelievable. Thank you @jastey and @DavidW. I would have been hitting my head against this wall forever. Quote Link to comment
jastey Posted July 3, 2020 Share Posted July 3, 2020 1 hour ago, DavidW said: Does it matter that there's no CutSceneID() line in the cutscene? (I'm not 100% sure what the parameters are on cutscene scripts.) OmG I totally missed his! Well spotted! Quote Link to comment
Ardanis Posted July 4, 2020 Share Posted July 4, 2020 (edited) Unless you know what you're doing, follow this template for launching cutscenes. Activation script: IF // triggers THEN RESPONSE #100 StartCutSceneMode() ClearAllActions() // optional StartCutSceneEx("#L_Cut07",TRUE) // if you need triggers within cutscene evaluated // StartCutscene("#L_Cut07") // or if you don't END Cutscene itself: IF True() THEN RESPONSE #100 CutsceneID(Player1) // actions EndCutSceneMode() END Edited July 4, 2020 by Ardanis Quote Link to comment
lynx Posted July 5, 2020 Share Posted July 5, 2020 Technically any line with an object would do in place of CutSceneID, the engine doesn't care. It takes the object, makes it the cutscene runner and discards the action. So it's a good idea to use a noop like CutSceneID. Quote Link to comment
jastey Posted July 5, 2020 Share Posted July 5, 2020 Does that mean I could make an area trigger a cutscene ID? Or a chest? Quote Link to comment
Lauriel Posted July 5, 2020 Author Share Posted July 5, 2020 17 minutes ago, lynx said: Technically any line with an object would do in place of CutSceneID, the engine doesn't care. It takes the object, makes it the cutscene runner and discards the action. So it's a good idea to use a noop like CutSceneID. Now that's pretty interesting. I wonder what went on in the head of whoever developed this piece of weirdness. LOL Quote Link to comment
lynx Posted July 5, 2020 Share Posted July 5, 2020 Never tried it jastey, but perhaps it would — actors, containers and area triggers do share underlying code. Quote Link to comment
jastey Posted July 5, 2020 Share Posted July 5, 2020 lol ! Thanks for the answer. I think I have to try this next time I have a cutscene that plays inside a specific area. Quote Link to comment
Recommended Posts
Join the conversation
You are posting as a guest. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.