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I want to play a movie in my mod


TheProphet

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  • 1 month later...
Originally posted by Gsccc

Might i be able to use the QueueMovie Script? And where do i put my movie file so that it will play it?

 

Here is a sample script I sent to someone to play movies in between the two modules:

void main()
{
// Send you to the caves on Dantoine after
// playing a video showing the Leviathan
StartNewModule("danm14ae","", "05r");
}

To simply play a movie, use:

PlayMovie( string sMovie );

 

You can also use the Queue movie script:

//replace FALSE by TRUE if you want it to be skipable when hitting esc.
QueueMovie( string sMovie, FALSE);

Edit: put the movie file in the Movies folder ;)

 

...and next time for technical question like this, start a new thread - re-edit: anyways, I splitted the thread to make a new one

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Originally posted by Gsccc

ok so where does the name of the movie go? in the " "? and what does 05r mean? And what do i save my movie as?

 

THX

check the movies folder, you will understand: 05r IS the name of the movie.

 

And for the format, check the Guide for the Newbie ;)

 

I am splitting the thread.

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  • 4 weeks later...

so then whould it look like this?

void
{
PlayMovie( "jargo");
}

EDIT: Ok i got it to work but now i have a bigger problem, i put the script on the onEnter table of my module and now it keeps playing over and over agian, 3 times until it went to the cutscene between Detrus and Sorion. Is there a way i can make the script fire only once?

 

EDIT2: Ok fixed that too, ok nevermind all fixed up.

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  • 1 month later...

Ok now I have run into a very big problem, its not playing the intro movie. I set it up EXACTLY as i did in A new Foe, only its not working. The script acts like its not even there. I go into the module and i just sit there with no intro scroller. The dialogue doesnt even auto initiate. I'm wondering if something has changed in tsl. I looked at the TSL nwnscripts in kotor tool but its exactly the same as the one for kotor 1 so im not quite sure. My movie file is kallked dud.bik. here is the code

void main()
{
PlayMovie("dud");

object oPC=GetFirstPC();

AssignCommand(OBJECT_SELF,ActionStartConversation(
oPC,"adon"));
}

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ok, so i found the problem, turns out there is an extra parameter now in TSL i have to enter some kind of integer

 

// 733. PlayMovie

// Playes a Movie.

void PlayMovie( string sMovie, int nStreamingMusic = FALSE );

 

Its says i have to make some kind of integer false, can anyone give me an example as to how to set this script up?

 

EDIT:

OK after doing some EXTENSIVE digging, if found out the krea movie initation and it starts just like mine does, only mine doesnt work. Does ANYONE know whats going on here?

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i just fired the following script from an armband and it works perfectly:

void main ()
{
PlayMovie ("KreMov01");

}

 

For custom movies, add a new entry to movies.2da :)

 

 

Otherwise, check if your custom movie is in your movie folder unless it is a problem with the movie format.

 

edit: and your mailbox is full Gsccc

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K im in the 2da file now it looks like this:

Row Lable ll strrefname ll always show ll order

 

now i know what to put in row label, but as for strrefname does it matter what .tlk reference i put in there can i just copy one from the other movies or will it cause it to have problems?

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Ok now I have a strange problem, i just put the script "adon" on my npc's onspawn script to

 

void main() 
{
PlayMovie("KreMov01");

}

 

And when i got into the module, nothing happened, i even tried putting this script in the OnEnter header of the module ARE file and nothing happened. Are scripts compiled differently for KOTOR 2 or something??? I dont understand why it isnt working.

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Originally posted by Gsccc

... i just put the script "adon" on my npc's onspawn script...

Try attaching the script somewhere else.

If you want a script to play when you enter a module, use this:

void main()
{
// Sends you to the caves on Dantoine after
// playing a video showing the Leviathan
StartNewModule("danm14ae","", "05r");
}

 

Attach the script to a door (onOpen event or something like this - I don't have the game with me right now) or a dlg or whatever method you are using to get you into the new module.

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