Sikon Posted July 17, 2005 Share Posted July 17, 2005 I want to show a cutscene of a remote room when the PC is at the other end of the map. I spawn an NPC there, then switch to a camera showing that room. The problem is, the room is empty: the NPC and placeables don't show there. However, when I move to that room, I see that NPC. When I check the camera again using the modified d3_location armband, I see the NPC next to the PC, and the placeables are visible too. When I return back to the original point, the NPC and the placeables remain in the room. How can I solve this problem? Move the PC to that room and immediately to the original location during the script that spawns the NPC? Link to comment Share on other sites More sharing options...
Sikon Posted July 17, 2005 Author Share Posted July 17, 2005 I tried the following code: location locPC = GetLocation(GetPCSpeaker())); AssignCommand(GetPCSpeaker(), JumpToLocation(loc)); AssignCommand(GetPCSpeaker(), JumpToLocation(locPC)); (loc is the NPC's location) While the code does teleport the PC to the NPC and solves the problem (the camera shows the NPC), the PC is not teleported back and just turns to the NPC after a while. Link to comment Share on other sites More sharing options...
stoffe Posted July 17, 2005 Share Posted July 17, 2005 Originally posted by Sikon I want to show a cutscene of a remote room when the PC is at the other end of the map. I spawn an NPC there, then switch to a camera showing that room. The problem is, the room is empty: the NPC and placeables don't show there. However, when I move to that room, I see that NPC. When I check the camera again using the modified d3_location armband, I see the NPC next to the PC, and the placeables are visible too. Don't know if this is the cause of your problem, but you could try using the function SetForceAlwaysUpdate() on all objects that should be part of the cutscene when the scene starts. Like: SetForceAlwaysUpdate(oActor1, TRUE); SetForceAlwaysUpdate(oActor2, TRUE); Then set it back to FALSE for the objects involved when the cutscene is over. The game engine turns off all objects that are more than 250m away from the player in order to conserve resources. That function will force it to have the objects active no matter where they are. Link to comment Share on other sites More sharing options...
Sikon Posted July 17, 2005 Author Share Posted July 17, 2005 That did it, but there's yet another problem, not related to cameras. The NPC refuses to do most animations like "1006_DEAD" prescribed in the dlg file and just stands still, while several animations like being Force-pushed do work. What I want is have the NPC lying on the ground and, at some point in the citscene, standing up (like the PC on Peragus). However, the animations from that dialog on Peragus (101awake.dlg) don't work either. Edit: never mind, problem solved. For some bizarre reason, the 1013 (stand up) animarion couldn't be added through tk102's dlg editor - it kept blanking the animation number, so I had to enter it manually through the gff editor. And the 1412 (lie unconscious) animation didn't work if triggered immediately in the beginning of the dialog, without delay. Link to comment Share on other sites More sharing options...
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