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Cutspy.cre, Observe.cre


Diana

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There are some very small areas in BG2 like the Ilmater Temple, or Smethy's Prestige Pets in UB where you really cannot spawn party members to watch a cutscene unnoticed.

 

I tried to do a cutscene with the Bioware ingame cutspy.cre to watch a cutscene in which the CutSceneId was "cutspy" who was created in advance. The cutscene ran to completion, I can hear the PlaySound wav file going off, the viewpoint never changes to AR0408 but remains where Player1 and the rest are. If I change it to CutSceneId(Player1) it works but you can see Player1 lurking because the area is so small. Any suggestions, please?

 

IF

True()

THEN

RESPONSE #100

CutSceneId("cutspy")

StorePartyLocations()

LeaveAreaLUAPanic("AR0408","",[323.577],0)

LeaveAreaLUA("AR0408","",[323.577],0)

MoveViewObject("SLILMATS",INSTANT)

FadeFromColor([30.0],0)

Wait(2)

ActionOverride("Dkido",FaceObject("SLILMATS"))

PlaySound("Kido9")

DisplayStringWait("DKido",~Blah~)

FadeFromColor([30.0],0)

RestorePartyLocations()

EndCutSceneMode()

END

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Tough request. BioWare faked this in the movie cutscenes by making a small corner of the area passable (even though it's all black mask, the party sits back there while the movie is going on).

 

I don't think you're going to easily work around this with scripting. You could always try editing the search reference and just sticking the party in the lower-left corner, I guess.

 

Does adding MoveBetweenAreas() work (for the cutspy, before the cutscene ends)? (Or LeaveArea(); basically, anything to get the cutspy back to the start area before EndCutsceneMode().)

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I hadn't tried your suggestions - the cutscene just didn't move from the NPC party. I'll give it a shot later as I have a save game but I don't have much hope - the area is just small you can't hide a 'party member'.

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Oops. I didn't even understand your question.

 

I don't think you're able to move the view area without actually moving a party member there, sorry.

 

And, yeah, I don't think there's enough space (even offscreen) in the temple of Ilmater map to hide anyone.

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Do you really need to move the players to the cutscene area?

If yes, then you can still use the avatar removal opcode.

I would really like to move Player1 to the cutscene area (and did so). As for the avatar removal opcode stuff - I'm not a WeiDu/BiggDu Ninja, nor do I understand the more advanced mechanics of IESDP. :)

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