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NPCs in the right position after a cutscene

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U

username_2075278

Senior user
#1
Sep 27, 2008
NPCs in the right position after a cutscene

I'm starting a conversation in a cutscene, and then I want the conversation to continue interactively after the cutscene ends - so I want the characters to be in exactly the right places after the cutscene. Unforunately, they don't turn up.What I currently have in the 'after cutscene' script is:
Code:
#include "inc_cutscene"#include "inc_bv_phases"void main(){	object oPlayer = GetFirstPC();	object oHela = GetNPCByTag( helaTag);	object oSzczepan = GetNPCByTag( szczTag);	object oJosef = GetNPCByTag( josTag);		AssignCommand( oHela, 		ActionForceMoveToLocation( GetLocation( GetObjectByTag( "ap_bvhela_wdwgfh"))));	AssignCommand( oJosef, 		ActionForceMoveToLocation( GetLocation( GetObjectByTag( "ap_bvjosef_wdwgfh"))));	AssignCommand( oSzczepan, 		ActionForceMoveToLocation( GetLocation( GetObjectByTag( "ap_bvszcz_wdwgfh")))); 	AssignCommand( oPlayer, 		ActionJumpToLocation( GetLocation( GetObjectByTag( "ap_wdwgfh_geralt"))));	AssignCommand( oHela, ActionStartConversation( oPlayer, "", FALSE));}
I've also tried 'ActionJumpToLocation' for the NPCs as well, but that didn't work either. The action points really exist and really do have those tags. Any clues?
 
U

username_17

Forum veteran
#2
Sep 27, 2008
I'm not completely sure, if it works correctly, but you may try with my scripts and your tags:for moving to a place before the cutscene (in your case the dialog), you must have a waypoint.
Code:
void main(){	object oPC = GetFirstPC();	object oNPC = GetObjectByTag("alisa_wounded");	object oWaypoint = GetObjectByTag("wp_for_sexcut1");	location lLoc = GetLocation(oWaypoint);		AssignCommand(oNPC, ActionMoveToLocation(lLoc, FALSE)); //don't wonder about this, it prevends them from running to location.	AssignCommand(oPC, ActionMoveToLocation(lLoc, FALSE));		BlackScreen(oPC);	DelayCommand(1.0, PlayCutscene("alisa_sex_01", "", 1, 1, 1, 0));}
now instead of running the cutscene, place the dialog into the script:
Code:
void main(){	object oPC = GetFirstPC();	object oNPC = GetObjectByTag("npc_mayor");		AssignCommand(oPC, ActionStartConversation(oNPC, ""));}
hope that works together, I run it on two different NPC's, but I think it should work.
 
A

Arkray_gog

Forum veteran
#3
Sep 27, 2008
If you use the TeleportandTalk() one the NPC's will automatically place themselves around Gerlat....
 
R

ralf1731

Senior user
#4
Sep 28, 2008
Only a guess (hope, dont missunderstand again ::)):Work with the position-command: You can set the face in what direction you want...
Code:
area aCurrentArea = GetArea(OBJECT_SELF);vector vPosition = Vector(x, y, z); location locTarget = Location(aCurrentArea, vPosition, fAngle [Face-direction]);ActionJumpToLocation(locTarget);
orYou know the exakt Pos. from your cutscene-editor. Why you dont set Waypoint exact on this spots you want.
Code:
object oJumpTarget = GetObjectByTag ("WP_jumpTarget");[ActionWait([Time of the cutscene-3]);) - You can start the script with the begin of cutscene. How i said, only a guess, i dont know the charakter jumps while cutscene]AssignCommand( oNPC, ActionJumpToObject(oJumpTarget));
Maybe im wrong, so i have no time to test, is a long way to create my mod... and i have a lot of questions... ;D
 
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