Author Topic: Hechman won't go in cutscene  (Read 318 times)

Legacy_Llionei

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Hechman won't go in cutscene
« on: July 20, 2011, 02:32:06 pm »


               So I've got that cutscene when my PC goes to bed and my Henchman, called Lionel, should go away but he don't. So anyone could help me?
And another issue it that sounds that I've attached don't realy play.


#include "x2_inc_cutscene"

void main()
{
object oPC = GetLastUsedBy();
object oDoor = GetNearestObjectByTag("5_bedroomdoor");
object oLionel = GetObjectByTag("Lionel");
object oAnimal = GetAssociate(ASSOCIATE_TYPE_ANIMALCOMPANION, oPC);
object oDom = GetAssociate(ASSOCIATE_TYPE_DOMINATED, oPC);
object oFamiliar = GetAssociate(ASSOCIATE_TYPE_FAMILIAR, oPC);
object oSummon = GetAssociate(ASSOCIATE_TYPE_SUMMONED, oPC);
object oWP = GetWaypointByTag("WP_bedroomlionel");
location lWP = GetLocation(oWP);
int nCutsceneNumber = 10;

    CutSetActiveCutscene(nCutsceneNumber, CUT_DELAY_TYPE_CONSTANT);
    CutSetActiveCutsceneForObject(oPC, nCutsceneNumber, TRUE);
    CutSetActiveCutsceneForObject(oMetresse, nCutsceneNumber, FALSE);
    CutSetActiveCutsceneForObject(oLionel, nCutsceneNumber, FALSE);
    CutSetActiveCutsceneForObject(oAnimal, nCutsceneNumber, FALSE);
    CutSetActiveCutsceneForObject(oDom, nCutsceneNumber, FALSE);
    CutSetActiveCutsceneForObject(oFamiliar, nCutsceneNumber, FALSE);
    CutSetActiveCutsceneForObject(oSummon, nCutsceneNumber, FALSE);
    CutSetActiveCutsceneForObject(oDoor, nCutsceneNumber, FALSE);
    CutSetCutsceneMode(0.0, oPC, TRUE, FALSE, TRUE, FALSE);
    CutSetCamera(0.0, oPC, CAMERA_MODE_TOP_DOWN, 225.0, 4.5, 75.0, CAMERA_TRANSITION_TYPE_SNAP);
    CutSpeakString(1.0, oLionel, "W takim razie opuszczÄ™ was, panie.");
    CutActionMoveToLocation(1.5, oAnimal, lWP, FALSE);
    CutActionMoveToLocation(1.5, oDom, lWP, FALSE);
    CutActionMoveToLocation(1.5, oFamiliar, lWP, FALSE);
    CutActionMoveToLocation(1.5, oSummon, lWP, FALSE);
    CCutActionMoveToLocation(1.5, oLionel, lWP, FALSE);
    CutActionCloseDoor(3.0, oLionel, oDoor);
    CutActionUnequipItem(7.0, oPC, GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC));
    CutActionUnequipItem(7.0, oPC, GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC));
    CutActionUnequipItem(7.0, oPC, GetItemInSlot(INVENTORY_SLOT_CHEST, oPC));
    CutActionUnequipItem(7.0, oPC, GetItemInSlot(INVENTORY_SLOT_CLOAK, oPC));
    CutActionUnequipItem(7.0, oPC, GetItemInSlot(INVENTORY_SLOT_HEAD, oPC));
    CutFadeToBlack(9.0, oPC, FADE_SPEED_MEDIUM);
    DelayCommand(10.0, ForceRest(oPC));
    CutPlaySound(11.0, oPC, "as_cv_woodframe1");
    CutPlaySound(12.0, oPC, "as_cv_woodframe2");
    CutPlaySound(13.0, oPC, "as_cv_woodframe1");
    CutPlaySound(14.0, oPC, "as_pl_snoringm1");
    CutFadeFromBlack(17.0, oPC, FADE_SPEED_MEDIUM);
    CutSetCutsceneMode(19.0, oPC, FALSE, FALSE, FALSE, FALSE);
 }

               
               

               
            

Legacy_Groove Widdit

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Hechman won't go in cutscene
« Reply #1 on: July 22, 2011, 01:28:30 am »


               This is so wide open for a joke - I wish I could think of one.

There's a script called "nw_d2_leaverun" that makes the npc run to a waypoint and disappear - you use it with the endconversation line on the current file tab in the Normal field.