marchitek Posted May 26, 2023 Share Posted May 26, 2023 (edited) I came across strange thing (at least for my understanding). When I apply opcode 39 (sleep) on player character he drops unconscious and everything is fine. But after StartCutSceneMode() triggers opcode is removed (character is standing up, after cutscene end opcode is gone). I apply it with "no wake on damage" and timing "instant permanent". I'm quite sure that I also saw it before for one of paralyze opcodes, but I didn't investigated further back then. I think also maze opcode is cleared this way. Does anyone know what is exactly mechanics behind that? I would like character to stay unconscious during cutscene, but I want to apply it before cutscene. I'm testing on BGEE. Edited May 26, 2023 by marchitek Quote Link to comment
lynx Posted May 26, 2023 Share Posted May 26, 2023 Probably in the same vein as this finding from Bubb: When cut scene is activated with CutSceneMode() opcode #126 Stat: Movement Modifier, #176 Stat: Movement Modifier (II) does nothing, affected creature moves with normal speed instead until EndCutSceneMode() is called. There is several opcodes that work differently in cut scenes eg. creatures inside MAZE #213 are visible, Stun effect are ignored etc.. Haste #16, Haste2 #317 opcodes seem to work inside cut scenes also. Depending on how this is practically implemented, it can mean a prematurely expired effect. Quote Link to comment
argent77 Posted May 26, 2023 Share Posted May 26, 2023 46 minutes ago, marchitek said: Does anyone know what is exactly mechanics behind that? I would like character to stay unconscious during cutscene, but I want to apply it before cutscene. If this is a controlled or scripted status effect then you could simulate unconsciousness via SetSequence(SEQ_SLEEP) or SetSequence(SEQ_TWITCH) in the cutscene. Quote Link to comment
marchitek Posted May 27, 2023 Author Share Posted May 27, 2023 13 hours ago, lynx said: Probably in the same vein as this finding from Bubb: When cut scene is activated with CutSceneMode() opcode #126 Stat: Movement Modifier, #176 Stat: Movement Modifier (II) does nothing, affected creature moves with normal speed instead until EndCutSceneMode() is called. There is several opcodes that work differently in cut scenes eg. creatures inside MAZE #213 are visible, Stun effect are ignored etc.. Haste #16, Haste2 #317 opcodes seem to work inside cut scenes also. Depending on how this is practically implemented, it can mean a prematurely expired effect. So this is probably some normalization of character state before cutscene, to make sure it will be displayed properly. I guess this makes sense. Probably all effects that alter movement are revoked. This was handy for my before for maze effect, so I cannot complain. Thanks for pointing this out. 13 hours ago, argent77 said: If this is a controlled or scripted status effect then you could simulate unconsciousness via SetSequence(SEQ_SLEEP) or SetSequence(SEQ_TWITCH) in the cutscene. Yes, those are not removed. I had some other issues with that, but I guess with right combination of make unselectable and clear actions I can make it work reliably. Thank you. BTW do you maybe know if there is something similar for paralyze effect? Something that would freeze character animation but only in visual way (I guess all opcodes that do actual freeze will be removed on cutscene start). 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.