Okay, I give up. I cannot figure this out on my own so I am appealing for some further help. This cutscene, if I can get it to work, will look great. That's the only reason I am trying to so hard to make it work.
Now, the cutscene actors say all of their dialogue, the henchman does not attack, but neither does the Bad Guy at the end of the dialogue (which is what I need to happen). The Bad Guy does not even turn hostile. Since the Gestalt cutscene system has a conflict with nw_i0_generic, a standard Bioware script, I attempted to alter the main Gestalt cutscene script but that did not work either. So, I attempted to use the function in the Gestalt system to execute another script to make the Bad Guy attack. It, obviously, does not work either. There are two functions in the Gestalt system to execute a script, GestaltActionExecute and GestaltExecuteScript.
Here are both Gestalt script parameters. Maybe I am using the wrong function?
GestaltActionExecute:
void GestaltActionExecute(float fDelay, object oActor, object oTarget, string sScript, string sTarget = "")
GestaltExecuteScript:
void GestaltExecuteScript(float fDelay, object oTarget, string sScript, string sTarget = "")
Here's my cutscene script, followed by the script that is supposed to make the Bad Guy attack. I am not sure if there is problem with one or both scripts.
The cutscene script:
#include "in_g_cutscene"
//Cutscene of Conversation with Jacinn
//Modified 12.15.13
void main()
{
//Define the PC and define the NPC they will speaking with
object oPC = GetLocalObject(GetModule(),"cutsceneviewer");
object oCaptain = GetObjectByTag("THORGRIM");
object oJacinn = GetObjectByTag("Jacinn");
object oDoor = GetObjectByTag ("jacinnsdoor");
//Get the facing of the PC
float fFace = GetFacing(oPC);
//Start the cutscene
GestaltStartCutscene(oPC,"JacinnConvo",TRUE,TRUE,TRUE,TRUE,2);
//As soon as the PC crosses the trigger, they hear a scream and then the door to Jacinn's room opens.
//Jacinn is standing in the doorway and speaks to Thorgrim.
GestaltActionOpen (2.0, oJacinn, oDoor, FALSE);
GestaltSpeak (4.0, oJacinn, Thorgrim...what's happening...to me?", NORMAL, 0.0);
//Jacinn begins to walk slowly toward Thorgrim and the PC
GestaltFace (4.0, oJacinn, 0.0, 2,oPC);
GestaltActionMove (5.0, oJacinn, oCaptain, FALSE, 1.0, 0.0);
//Thorgrim turns to face Jacinn
GestaltFace (7.0, oCaptain, 0.0, 2,oJacinn);
//Thorgrim replies to Jacinn
GestaltSpeak (9.0, oCaptain,
"Jacinn? What have you done? Where's Sarah?", NORMAL, 0.0);
//Jacinn's line
GestaltSpeak (13.0, oJacinn, "Inside me...it hurts...I'm dying...", NORMAL, 0.0);
//Thorgrim's line
GestaltSpeak (17.0, oCaptain, "Jacinn...stop...I'll get Hebriand-", NORMAL, 0.0);
//Jacinn's line
GestaltSpeak (21.0, oJacinn, "NO! I'm...must eat...flesh...the hunger...for FLESH!", NORMAL, 0.0);
//PC's line
GestaltSpeak (25.0, oPC, "I don't like the look in his eyes, Captain...", NORMAL, 0.0);
//Thorgrim's line
GestaltSpeak (29.0, oCaptain, "Jacinn! Please stop, son...I'll get help-", NORMAL, 0.0);
//Jacinn's line
GestaltSpeak (33.0, oJacinn, "You...will...DIE!", NORMAL, 0.0);
GestaltActionExecute (34.0, oPC, oPC, "pp_jacinnattpc");
//Camera movements
//Camera starts moving right after Jacinn says his first line
//The camera starts and stays directly behind the PC
//The camera starts 10 meters away and ends 4 meters away
//The camera starts and ends angled almost 90 degrees from the vertical pole
//The result is to have the camera start behind the PC, facing Jacinn and slowly move in a straight line
//as the conversation progresses.
GestaltCameraMove (2.0,
fFace + 0.0,6.0,70.0,
fFace + 0.0, 4.0,70.0,
100.0,30.0,oPC);
//End cutscene
GestaltStopCutscene (34.0, oPC);
}
The script to make the Bad Guy attack (called by the above script):
#include "nw_i0_generic"
void main()
{
object oPC = GetFirstPC();
object oTarget = GetObjectByTag("Jacinn");
AdjustReputation(oPC, oTarget, -100);
SetIsTemporaryEnemy(oPC, oTarget);
AssignCommand(oTarget, ActionAttack(oPC));
AssignCommand(oTarget, DetermineCombatRound(oPC));
}
Thank you for any help in correcting my scripts!
Modifié par UnrealJedi, 16 décembre 2013 - 12:36 .