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Cutscene Trouble


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Posted

Problem: I put together a short cutscene for the end of a level. This is purely dialog at this point aside from the opening camera movement, no look_targets or animations or anything. I thought I'd sorted out the sequence, but apparently not. After Jaden's first line of dialog everything stops.

 

I've checked the npc_targetnames and all 3 are correct; they're also checked as "cinematic" in GTKRadiant. After a minor scare, all dialog files are accounted for and filepathed correctly. I'm really unsure what's preventing this from working. Hopefully, this will all make sense to me when I wake up fresh-faced! But in case it doesn't, I would really appreciate some support.

 

Thanks. :)

 

 

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Posted

Shouldn't affect ( "outro_fakeplayer", FLUSH ) be inside affect ( "npc_jaden", FLUSH and affect ( "npc_kyle_outro", FLUSH be inside outro_fakeplayer?

MagSul likes this
Posted
  On 4/1/2018 at 9:14 PM, MagSul said:

Problem: I put together a short cutscene for the end of a level. This is purely dialog at this point aside from the opening camera movement, no look_targets or animations or anything. I thought I'd sorted out the sequence, but apparently not. After Jaden's first line of dialog everything stops.

 

I've checked the npc_targetnames and all 3 are correct; they're also checked as "cinematic" in GTKRadiant. After a minor scare, all dialog files are accounted for and filepathed correctly. I'm really unsure what's preventing this from working. Hopefully, this will all make sense to me when I wake up fresh-faced! But in case it doesn't, I would really appreciate some support.

 

Thanks. :)

 

 

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Hmm i may be wrong but jadenline<space>1 kyleline<space>1

 

 

Maybe space in the names are creating the issue. Sometimes space in the cvars doesnt work well . Name them withou spaces.

MagSul likes this
Posted

I gave both suggestions a go, but the result is still the same. Both changes are still implemented: outro_fakeplayer is now inside npc_jaden and npc_outro_kyle is inside of outro_fakeplayer as suggested by @@Noodle and the names have been shortened to take out some of the spaces as mentioned by @@Langerd. The game console is not being very helpful with noting anything either. It's still just Jaden's first line of dialog and then nothing. :(

 

 

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Posted

Moving the outrocam2 commands into NPC_Jaden bracket allowed everything to function. When it played all the way through I also noticed a few dialog errors which've now been fixed. x_x

 

The current problem is trying to work out how they manage to perfectly time animations. Example scenario:

 

Jaden stands still in BOTH_STAND10.

 

I then place //(BHVD) set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND10_TALK1" ); in with the same task, it winds up with the animation finishing before the dialog is over and Jaden reverts to standing upright for a split second before the script tells him to go back to STAND_10. If anyone has any tips on getting animations to flow smoothly, that'd be great. Would allow more variety in stances!

 

Anyway, I then tried it a different way on Kyle:

//(BHVD)

task ( "kylespeak" )
{
	set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND1_TALK3" );
}


task ( "kyleline1" )
{
	print ( "It's not exactly a vacation spot." );
	sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/kyle/33kyk003.mp3" );
}

do ( "kylespeak" );
dowait ( "kyleline1" );

 

This doesn't quite cut it either. So looking at T1_Inter as a working example:
 
//(BHVD)

task ( "talk1" )
{
	set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND10_TALK1" );
}


task ( "talk2" )
{
	set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND10_TALK2" );
}


task ( "training" )
{
	sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/rosh/03rop001.mp3" );
}

do ( "training" );
wait ( 1800.000 );
dowait ( "talk1" );
set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND10" );
set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 );

I notice that they have a wait key timed to 1800.000. How are they measuring these things and how can I do it? >_

 

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