Jump to content

Home

How Do You Script a Real Time Cutscene??


sketch42

Recommended Posts

Originally posted by sketch42

i was wondering how i would go about scripting a cutscene in realtime?

 

not play an existing movie...

 

Cutscenes are basically advanced dialogues. Depending on what you want your cutscene to do it will incorporate various aspects. First You must decide what type of cutscene you want. Do you want one that fires as soon as you enter an area or move past a location where you observe 2 characters talking and then proceed to attack each other, or do you want to have the cutscene take you to watching 2 big bad guys having a conversation on the otherside of the galaxy plotting your demise. The 2nd choice is going to include all of the elements of the first.

 

basically the first option will include a dialogue file and at the end of the dialogue 2 characters become hostile to each other meanwhile your player either stays neutral or goes hostile depending on what you want the results of the scene to be.

 

the second method will need to include a module file.

 

Now within the dialogue you setup various additional data. Do you want a character to walk across the room and proceed to verbally berate somebody or do you want to just observe a basic conversation. To have a walk across the room cutscene there are scripts that tell a object to move from one location to another.

 

There is alot that goes into it so if your interested in pursuing this then I might suggest to post what you are looking to have your scene do and I can try to help from there.

Link to comment
Share on other sites

Thanks for the reply darkender... i need to know how to make one where 2 p or more people are talking and than make the PC walk up to them and ave a small dialog and than fight.... and another where you see 2 or more people talking in a different module (that the PC isnt in) like Tobin and Vaklu how they talk about you and your not present...

Link to comment
Share on other sites

Okay as I covered in my first post. It sounds like you plan to do both types of cutscene. So you will need to write a few different triggers and have scripted dialogues fire when you trigger these triggers.

 

Here are some threads to speed you into understanding the various details of the cutscene.

 

Playing a movie via script

Make an NPC exit (move to a location and vanish)

How to Use a Creature's Events

Spawning Items, Placeables and Creatures

How to add lipsync and voice to a custom dialog

Talk - Fight - Talk sequence

Making NPCs walk waypoints

Properties of a Dialog File

A guide to "new area" creation

Do you Want to mod SW-KotOR? Then Start here.Mod Tutorials!

 

the last thread has plenty of other minor helpful threads that aren't listed above. The cutscene would pretty well include elements from all of these threads.

Link to comment
Share on other sites

Originally posted by sketch42

i wrote a dialouge. how do i associate it with a particular NPC? do i have to edit the UTC file, under scripts? if so, which field?

 

Open the .utc file, go down to the conversation field: type the name of the dlg file (without the extension) of the npc :)

Link to comment
Share on other sites

thanks for the reply...

 

ok i thought i did everything correctly but it seems that my dialog isnt firing... dunno why... heres what i did

(all this are just test stuff)

i wrote a dialog for a talk fight talk sequence...

so like the thread said i put the after fight dialog first and in the "script to run for this node"' field i put the name of my conditional script

 

i thank attached the before fight sequence to the root node.. makng sure it was after the after fighting node... and in the

"script to run for this node"' field i put the name of my script to fight at the node i wanted to start the fight

 

i than saved the dlg file

and opened the NPC.utc file and changed the conversation field (thank you Darth333) to the name of the dialog file

 

i made sure the faction i was set to 5 and the Min1HP was set to 1 i also changed the the scriptspawn and scriptuserdefine fields to point to the new scripts

 

i than compiled all the scripts

 

and put it into my new test area and created my test area Mod file

 

i warped to the new area and click on the lone character ... other than myself ... and lo and behold... nothing?? what happened

 

anyone have any ideas???

Link to comment
Share on other sites

ok somethins really bothering me...ive tried every which way to get the talk fight talk and no go... but another thing is i cant even get a regular one on one convo going with an npc... for a one on one convo isnt it that i just make a dlg file and set the conversation field to the dlg file name???

Link to comment
Share on other sites

ok well i finally got a one on one convo to work.. bu the talk fight talk sequence still eludes me... so i was thinking of taking small steps.... how would i make 2 npcs talk to each other without the pc being in the module that they are in.. no fighting sequence just talking

Link to comment
Share on other sites

Ok, a quick question :

 

are you doing this in TSL or original Kotor?

 

Also make sure you don't load the savegame with the NPCs already in it. AFAIK, onSpawn event fires only once when NPCs are actually being "created", in other words when you enter the area for the very first time.

Link to comment
Share on other sites

Originally posted by Xcom

Ok, a quick question :

 

are you doing this in TSL or original Kotor?

 

Also make sure you don't load the savegame with the NPCs already in it. AFAIK, onSpawn event fires only once when NPCs are actually being "created", in other words when you enter the area for the very first time.

 

this is for TSL...

Link to comment
Share on other sites

ok ive been going over this a number of times for the talk fight talk sequence and i understand what each script is supposed to do except for this one

ScriptSpawn

code:--------------------------------------------------------------------------------#include "k_inc_generic"

void main()

{

//This will make our user-defined event fire

GN_SetSpawnInCondition(SW_FLAG_EVENT_ON_DAMAGED);

 

GN_SetDayNightPresence( AMBIENT_PRESENCE_ALWAYS_PRESENT);

GN_SetListeningPatterns();

GN_WalkWayPoints();

}--------------------------------------------------------------------------------

 

 

is this supposed to activate the script that sets the Min1Hp to False??

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...