Andyr Posted December 21, 2005 Share Posted December 21, 2005 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.) Link to comment
Grim Squeaker Posted December 21, 2005 Share Posted December 21, 2005 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. Link to comment
Andyr Posted December 21, 2005 Author Share Posted December 21, 2005 The creature being DestroySelfed isn't the one in the dialogue... plus that wouldn't explain why the CutScene mode stuff is being run, but the CreateVisualEffectObject before it isn't. :/ Link to comment
Grim Squeaker Posted December 21, 2005 Share Posted December 21, 2005 IE = teh sux0rz Link to comment
Andyr Posted December 21, 2005 Author Share Posted December 21, 2005 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... Link to comment
devSin Posted December 21, 2005 Share Posted December 21, 2005 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 Link to comment
Andyr Posted December 21, 2005 Author Share Posted December 21, 2005 ActionOverride()ing the CreateVisualEffectObject doesn't help, no. (I've switched to true cutscenes now, as opposed to running it during dialogue.) Link to comment
Andyr Posted December 21, 2005 Author Share Posted December 21, 2005 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. Link to comment
Avenger Posted December 21, 2005 Share Posted December 21, 2005 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. Link to comment
Andyr Posted December 21, 2005 Author Share Posted December 21, 2005 ... 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. Link to comment
Andyr Posted December 21, 2005 Author Share Posted December 21, 2005 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 Link to comment
Avenger Posted December 21, 2005 Share Posted December 21, 2005 bump in case you didn't notice the last 2 remarks. Link to comment
Andyr Posted December 21, 2005 Author Share Posted December 21, 2005 I saw one, but not since the edit, so will try then... Link to comment
Andyr Posted December 21, 2005 Author Share Posted December 21, 2005 Adding a Wait(3) before FadeToColour still resulted in no visible DimensionDoor animations. Link to comment
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