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actor on horse
hi guys,
IN CUTSCENE Id like an actor to mount a horse. In movieactionexecuter I wanted to change the actors waypoint just like I did with AIs...but surprise,...its not possible. So how do I make actors do stuff?????
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Senior Member
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hm.....thanks, youve helped a lot....again. It didnt occure to me that the participants of a cutscene dont have to be actors.......but there is a catch....when you play the movie in the editor, you can not see the AIs in action which is quite unfortunate. Anyway.....my first cutscene came out right, just the way I wanted ...... thanks again. NOW.......
cutscene 2
the problem is that it should picture some happening in-game once a player completes a task and it is impossible to predict where and when its going to happen. So, is it possible to attach a camera to an AI, or a marker or something??? In a nutshell....this should be the player and and AI riding alongside and talking....the cutscene should start once the player gets next to the AI. /we have dealt with this before and you /cr1m3/ suggested that I should do it as a cutscene.
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Senior Member
You can attach a sensor to the AI and when the player will enter the sensor, the movie will start but with a fake player.
Or you can put an object distance condition (with less distance set) so when the player will be in the good distance radius, the movie will start but the movie start action need to be a looped actionchain otherwise if the distance condition is not true at the good moment, the movie wont start because the mov actionchain were triggered only one time.
Or you can put an act_script when the AI make his task, inside the task action chain, put an act_script (AiMakeTask := AiMakeTask + 1) and in the movie action chain, put a condition expression like
(AiMakeTask = 1) or (AiMakeTask :=1) not sure.
I never tested to attach a camera to anything because they're controlled by the movie tool but maybe you can do it?
Or you can mix the solutions i mentioned, i mean attach a sensor to the AI (this will prevent to make looped actionchains)
and put a condition expression to check if the AI's task is already done before to start the movie.
But first, the AI's task need an act_script that will be on once the task is done.
There's two ways to write the act_script and cnd_expression:
act_script could be;
AiMakeTask := AiMakeTask + 1
or;
AiMakeTask := 1
and cnd_expression could be;
AiMakeTask := 1 maybe without the ":" sign to check the first act_script form.
or
AiMakeTask == 1 to check the second act_script form.
You can also use the <= or >= operators like in c++ language comparison operators&relational operators.
.
For the script action look this video again:
http://www.cojmodding.com/tuts/tutor...s_triggers.zip
http://en.wikipedia.org/wiki/Operators_in_C_and_C%2B%2B
Last edited by cr1m3; 05-27-2012 at 10:27 AM.
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thanks.....well, I think I can make the cutscene start when I want.....the problem is I dont know how to place the first camera frame so that it showed the Player/AI/ and the AI like this: http://karel-may.majerco.net/filmove...nnetou-015.jpg . The AI leads a wagontrain and will be in different spots each time smb plays the game at the time when the movie should start - when the player reaches him. Id need tha camera to be placed next to the AI and it should /best/ follow the AI. Can a camera be attached to and Ai like, let say, a waypoint or a marker?
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Senior Member
Sorry i did not understood exactly what you meaned.
So i tested the camera and you cant attach it to anything when the camera still in the object list.
Once you reload your map, the camera and the cam target are gone from the object list, i guess they're activated later in the movie.
No way to trick the camera.
Theres a little thing i'd tested but it's not useful for your scene, it's the setplayerPositionFromCamera checkbox in the movie settings. (useLevelTrack is required to use this feature)
When the movie ends, the player teleport where ends the camera movement.
So i think that you need to make a good old cutscene like in most of the video games, i mean using the same movie scene for all this kind of events.
"Like in hollywood studios with fake walls"
When i look at your picture above, there's only a mountain behind actors and this is perfect cause nobody will focus on the movie scene location with this camera angle.
I mean, you can make appearing then disappearing rocks or trees... behind the actors to make the illusion that's another scene.
(To change trees into objects for making them appear; in chromed, advanced mode>view>processes>convert tree types to objects.)
You can use the act_randomAction to make appear the rocks and trees then the movie scene wont be the same each time.
And you can make more than one movie and make a script to define in which part of the map it's happening.
The movie cnd_expression could be AiHeadToNorth = 1 to start the north movie scene,
AiHeadToSouth = 1...
and each time the AI enter a waypoint or sensor located in the north, an act_script like AiHeadToNorth := AiHeadToNorth + 1
or AiHeadToNorth := 1 (1=TRUE & 0=FALSE).
But the trick to do all this stuff above is to make a fake movie scene for each movie with fake actors both of the AI and player.
Even if they're far away from here.
Also making a fake wagontrain to show in the cutscenes.
You'll make one movie then use it for each AI events.
In this tutorial, it's explained how to export movies with the entire scene and actors, it could be useful to clone movies...
http://forums.ubi.com/showthread.php...ap-into-SP-map
Paragraph 6.B: for importing movies:
It's your turn to find completely crazy ideas like this lol
Last edited by cr1m3; 05-28-2012 at 07:20 PM.
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