DarthStoney Posted January 11, 2008 Share Posted January 11, 2008 Is it possible to create a cutscene aboard the ebonhawk without the PC being onboard? The problem I am having is I created a new module everything triggers properly loads the module plays the dialog but is in complete darkness. tried with and without placable cameras no success. Link to comment Share on other sites More sharing options...
stoffe Posted January 12, 2008 Share Posted January 12, 2008 Is it possible to create a cutscene aboard the ebonhawk without the PC being onboard? Technically no, but visually yes. The main character must be in the loaded module's area, but you can move them to some place in the area that isn't visible from within the cutscene to make it look like they are not there. Link to comment Share on other sites More sharing options...
DarthStoney Posted January 12, 2008 Author Share Posted January 12, 2008 I did get it working I had a global fade out but not a fade in(duh)! now the question is how do you spawn a party actual party member instead of their template here is the script I made. // Prototypes void main() { object oEntering = GetEnteringObject(); if ((oEntering == GetFirstPC())) { if (GetLoadFromSaveGame()) { return; } int nGlobal = GetGlobalNumber("011EBO_CUTSCENE"); SetGlobalFadeOut(0.0, 0.0, 0.0, 0.0, 0.0); SetFadeUntilScript(); switch (nGlobal) { case 0: CreateObject(1, "p_kreia", GetLocation(GetObjectByTag("sp_kreia", 0)), 0); CreateObject(1, "p_atton", GetLocation(GetObjectByTag("sp_atton", 0)), 0); CreateObject(1, "p_visas", GetLocation(GetObjectByTag("sp_visas", 0)), 0); AssignCommand(GetObjectByTag("atton", 0), ActionStartConversation(oEntering, "pcdead", 0, 0, 0, "", "", "", "", "", "", 0, 0xFFFFFFFF, 0xFFFFFFFF, 0)); break; case 1: { CreateObject(1, "p_kreia", GetLocation(GetObjectByTag("sp_kreia", 0)), 0); CreateObject(1, "p_atton", GetLocation(GetObjectByTag("sp_atton", 0)), 0); CreateObject(1, "p_visas", GetLocation(GetObjectByTag("sp_visas", 0)), 0); CreateObject(1, "p_disciple", GetLocation(GetObjectByTag("sp_disciple", 0)), 0); AssignCommand(GetObjectByTag("disciple", 0), ActionStartConversation(oEntering, "pcdead", 0, 0, 0, "", "", "", "", "", "", 0, 0xFFFFFFFF, 0xFFFFFFFF, 0)); } break; } } } I can't get SpawnAvailibleNPC to work I'm still trying to learn this scripting stuff. As it is now it works but it is the base template for npc so they go to default appearence. means no equiped items. Link to comment Share on other sites More sharing options...
DarthJebus05 Posted January 12, 2008 Share Posted January 12, 2008 Don't take my word for it, but I believe you need a new .utc file. Link to comment Share on other sites More sharing options...
stoffe Posted January 12, 2008 Share Posted January 12, 2008 now the question is how do you spawn a party actual party member instead of their template here is the script I made. You'll have to use SpawnAvailableNPC() instead of CreateObject() to spawn then from the party table. For example... object oKreia = SpawnAvailableNPC(NPC_KREIA, GetLocation(GetObjectByTag("sp_kreia"))); ...to spawn Kreia at the object with the tag sp_kreia. Link to comment Share on other sites More sharing options...
DarthStoney Posted January 13, 2008 Author Share Posted January 13, 2008 Worked great thanks stoffe. Link to comment Share on other sites More sharing options...
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