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My dialogue cutscene actions aren't being acted...


Andyr

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Hey all,

 

Something which has been troubling me yesterday and today. I have the following code in a .D:

 

IF ~~ THEN BEGIN WhatYou
SAY ~Wha-~
IF ~~ THEN DO ~SetGlobal("A!ERANPLOT","GLOBAL",11)
CreateVisualEffectObject("SPDIMDR","A!EDES2")
CreateVisualEffectObject("SPDIMDR",Player1)
CreateVisualEffectObject("SPDIMDR",Player2)
CreateVisualEffectObject("SPDIMDR",Player3)
CreateVisualEffectObject("SPDIMDR",Player4)
CreateVisualEffectObject("SPDIMDR",Player5)
CreateVisualEffectObject("SPDIMDR",Player6)
ActionOverride("A!EDES2",DestroySelf())
StartCutSceneMode()
Wait(3)
FadeToColor([20.0],0)
ActionOverride(Player1,LeaveAreaLUA("A!ERANAR","",[350.650],1))
ActionOverride(Player2,LeaveAreaLUA("A!ERANAR","",[400.670],1))
ActionOverride(Player3,LeaveAreaLUA("A!ERANAR","",[450.690],1))
ActionOverride(Player4,LeaveAreaLUA("A!ERANAR","",[500.690],1))
ActionOverride(Player5,LeaveAreaLUA("A!ERANAR","",[550.670],1))
ActionOverride(Player6,LeaveAreaLUA("A!ERANAR","",[600.650],1))
FadeFromColor([20.0],0)
EndCutSceneMode()~EXIT
END

 

Now, what I observe is the following:

- Cutscene mode starts

- There's the wait

- Characters change area

- We fade into normal colour (though not from true black, unless it's just really fast).

- Cutscene mode ends

 

I am not seeing the Dimension Door effects being played, the fade to black, or the DestroySelf(). Any thoughts?

 

(I have also tried putting the StartCutSceneMode() as the top of the stack, and get the same results.)

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Damn, that's a lot of actions on a dialogue ending. Personaly, I'd have just had a StartCutSceneMode() then run a new cutscene containing all of that stuff. That might fix some stuff as the came might not like all those actions on the end of a dialogue, especially if you're killing the creature that ends that dialogue halfway through your actionlist. Just a guess though.

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Putting the stuff into one big cutscene looking like this helps a little:

 

IF
True()
THEN
RESPONSE #100
CutSceneId(Player1)
CreateVisualEffectObject("SPDIMDR","A!EDES2")
CreateVisualEffectObject("SPDIMDR",Player1)
CreateVisualEffectObject("SPDIMDR",Player2)
CreateVisualEffectObject("SPDIMDR",Player3)
CreateVisualEffectObject("SPDIMDR",Player4)
CreateVisualEffectObject("SPDIMDR",Player5)
CreateVisualEffectObject("SPDIMDR",Player6)
ActionOverride("A!EDES2",DestroySelf())
Wait(3)
FadeToColor([40.0],0)
ActionOverride(Player1,LeaveAreaLUA("A!ERANAR","",[350.650],1))
ActionOverride(Player2,LeaveAreaLUA("A!ERANAR","",[400.670],1))
ActionOverride(Player3,LeaveAreaLUA("A!ERANAR","",[450.690],1))
ActionOverride(Player4,LeaveAreaLUA("A!ERANAR","",[500.690],1))
ActionOverride(Player5,LeaveAreaLUA("A!ERANAR","",[550.670],1))
ActionOverride(Player6,LeaveAreaLUA("A!ERANAR","",[600.650],1))
CreateCreature("A!EMFTRUE",[465.359],1)
FadeFromColor([40.0],0)
EndCutSceneMode()
END

 

The DestroySelf is carried out now, although those visual effects and fade to black still aren't happening...

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Have you tried ActionOverride(Player1,CreateVisualEffectObject("blah",ME))? It could be an instance where the game doesn't know which context to run the actions in; having the players do it might keep the actions from getting dropped.

 

Unless there's a noticeable pause, I'd also try pushing out the Wait() to make sure that it isn't expiring during the dialogue (who knows when all this shit runs during dialogues).

 

EDIT: and put a Wait() after the fade, else you're just wasting space for a call that won't ever do anything visible

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Ok, odd stuff:

 

IF
True()
THEN
RESPONSE #100
CutSceneId(Player1)
ActionOverride(Player1,CreateVisualEffectObject("SPDIMDR","A!EDES2"))
ActionOverride(Player1,CreateVisualEffectObject("SPDIMDR",Player1))
ActionOverride(Player1,CreateVisualEffectObject("SPDIMDR",Player2))
ActionOverride(Player1,CreateVisualEffectObject("SPDIMDR",Player3))
ActionOverride(Player1,CreateVisualEffectObject("SPDIMDR",Player4))
ActionOverride(Player1,CreateVisualEffectObject("SPDIMDR",Player5))
ActionOverride(Player1,CreateVisualEffectObject("SPDIMDR",Player6))
ActionOverride("A!EDES2",DestroySelf())
FadeToColor([40.0],0)
Wait(3)
ActionOverride(Player1,LeaveAreaLUA("A!ERANAR","",[350.650],1))
ActionOverride(Player2,LeaveAreaLUA("A!ERANAR","",[400.670],1))
ActionOverride(Player3,LeaveAreaLUA("A!ERANAR","",[450.690],1))
ActionOverride(Player4,LeaveAreaLUA("A!ERANAR","",[500.690],1))
ActionOverride(Player5,LeaveAreaLUA("A!ERANAR","",[550.670],1))
ActionOverride(Player6,LeaveAreaLUA("A!ERANAR","",[600.650],1))
Wait(1)
CreateCreature("A!EMFTRUE",[465.359],1)
FadeFromColor([40.0],0)
EndCutSceneMode()
END

 

... this now correctly DestroySelfs and fades to black, but still no visual effects, and now it doesn't execute the LeaveAreaLUA bits. It leaves me in the original area, stuck in cut scene mode.

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That createcreature resref has 9 letters, haha.

Probably try to run a script checker on your scripts.

 

Why are you actionoverriding Player1 in a cutscene for player1.

That seems plain odd.

 

The object executing the cutscene should be the last which leaves the area.

 

Wait before fadetocolour, or the dimension doors won't be seen.

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... and removing the ActionOverrides on the CreateVisualEffectObject does the area transition, but then leaves me stuck in CutScene mode with the new area (and the creature does not spawn; I know it is not a valid name [9 characters] but after fixing that same result).

 

The creature can be spawned from console fine.

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And the following (thanks, guys) now does everything except the CreateVisualEffectObject:

 

IF
True()
THEN
RESPONSE #100
CutSceneId(Player1)
CreateVisualEffectObject("SPDIMDR","A!EDES2")
CreateVisualEffectObject("SPDIMDR",Player1)
CreateVisualEffectObject("SPDIMDR",Player2)
CreateVisualEffectObject("SPDIMDR",Player3)
CreateVisualEffectObject("SPDIMDR",Player4)
CreateVisualEffectObject("SPDIMDR",Player5)
CreateVisualEffectObject("SPDIMDR",Player6)
ActionOverride("A!EDES2",DestroySelf())
FadeToColor([40.0],0)
Wait(2)
ActionOverride(Player2,LeaveAreaLUA("A!ERANAR","",[400.670],1))
ActionOverride(Player3,LeaveAreaLUA("A!ERANAR","",[450.690],1))
ActionOverride(Player4,LeaveAreaLUA("A!ERANAR","",[500.690],1))
ActionOverride(Player5,LeaveAreaLUA("A!ERANAR","",[550.670],1))
ActionOverride(Player6,LeaveAreaLUA("A!ERANAR","",[600.650],1))
LeaveAreaLUA("A!ERANAR","",[350.650],1)
Wait(1)
CreateCreature("A!EMFTRU",[483.532],1)
FadeFromColor([40.0],0)
EndCutSceneMode()
END

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