Author Topic: Gestalt Cutscene System - Used for important conversations  (Read 333 times)

Legacy_UnrealJedi

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Gestalt Cutscene System - Used for important conversations
« on: October 15, 2012, 06:14:19 pm »


               I have ventured into using the Gestalt Cutscene System and it has been made making my first cutscene easy (especially since my knowledge of scripting is very, very limited...so limited I use LilacSoul's Script Generator).
 
I am curious if this system can be used to have conversations take place during a cutscene. Specifically, I have a trigger down that, when the PC enters it, makes an NPC turn around and approach the PC and initiate a conversation. How can I make the cutscene start, have the camera fixed right above the PC's right shoulder so the NPC can be seen approaching the PC, the conversation takes place inside the cutscene, and once the conversation is finished, the cutscene ends? I do not want to do this for every single conversation...only the ones that are plot important.
 
Thanks for any help you can provide!
               
               

               
            

Legacy_henesua

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Gestalt Cutscene System - Used for important conversations
« Reply #1 on: October 15, 2012, 07:14:16 pm »


               You can have a conversation in a cutscene. Its a handy trick if you don't want the PC to be able to exit the conversation.

Start the cutscene as you would normally with the Gestalt system.
Then start a conversation via script. I forget what the exact function name is. ActionStartConversation or whatever that exact name is would be the right choice in my opinion.
               
               

               
            

Legacy_UnrealJedi

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Gestalt Cutscene System - Used for important conversations
« Reply #2 on: October 17, 2012, 01:13:46 pm »


               Awesome! That helps. I never considered using ActionStartConversation. However, I am still a little unclear on how to end the cutscene. Do I put GestaltStopCutscene on the Actions Taken at the end of every branch of the conversation tree?
               
               

               
            

Legacy_Fester Pot

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Gestalt Cutscene System - Used for important conversations
« Reply #3 on: October 17, 2012, 03:01:45 pm »


               

UnrealJedi wrote...

Awesome! That helps. I never considered using ActionStartConversation. However, I am still a little unclear on how to end the cutscene. Do I put GestaltStopCutscene on the Actions Taken at the end of every branch of the conversation tree?


You'd place it it on any conversation branch you have that would end the conversation.

Also, be aware of locking a PC in a conversation this way. If the NPC is attacked or performs another action that cancels the conversation, the PC will remain in cutscene mode.

You might want to create a GestaltStopCutscene for the Conversation Abort script as well, as a fail safe.

FP!
               
               

               


                     Modifié par Fester Pot, 17 octobre 2012 - 02:02 .
                     
                  


            

Legacy_UnrealJedi

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Gestalt Cutscene System - Used for important conversations
« Reply #4 on: October 21, 2012, 10:18:20 pm »


               Thanks for the replies. They were greatly helpful. I constructed my cutscene script and it works greatly. I placed the GestaltStopCutscene on the ending branches and they work just fine as well. My only problem is that the camera moves fine until the conversation starts then it constantly shakes. I have my script posted below, assuming it is my script that is causing the problem. Any pointers will help. Apologies, I am not sure how to post it in a window. If you can tell me how I will do so going forward. Thanks!

#include "in_g_cutscene"

void main()
{
//Define the PC and define the NPC they will speaking with
object oPC = GetLocalObject(GetModule(),"cutsceneviewer");
object oFather = GetObjectByTag("lionel");

//Get the facing of the PC
float fFace = GetFacing(oPC);

//Start the cutscene
GestaltStartCutscene(oPC,"FirstLionelConvo",TRUE,TRUE,TRUE,TRUE,2);

//As soon as the PC crosses the trigger, they say "Hello Father." with the words appearing
//above the PC's head. The game will then wait for 2 seconds to turn Lionel around to face the PC.
GestaltSpeak   (1.0,  oPC,
                       "Hello Father.",
                       NORMAL, 2.0);

//Lionel turns to face the PC
GestaltFace             (5.0, oFather, 0.0, 2,oPC);

//Lionel moves to PC, stopping 1 meter away
GestaltActionMove       (5.0, oFather, oPC, FALSE, 1.0, 1.0);

//Lionel starts the conversation with the PC
GestaltActionConversation(6.0, oFather, oPC, "pp_lionel", "", FALSE);

//Camera movements
//Camera starts moving as soon as the PC says "Hello Father."
//The camera starts and ends 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 Lionel, and slowly zooming in asd they converse
//The camera movement should take 300 seconds with 30 frames per second
GestaltCameraMove   (1.0,
                              fFace + 0.0,10.0,80.0,
fFace + 0.0, 4.0,80.0,
100.0,30.0,oPC);
}
               
               

               
            

Legacy_Fester Pot

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Gestalt Cutscene System - Used for important conversations
« Reply #5 on: October 21, 2012, 11:10:47 pm »


               Load up the conversation that gets fired during the cutscene.

Go to the CURRENT FILE TAB.

Check Stop Camera Zoom In.

Try again and see if that resolves the shaking.

FP!
               
               

               
            

Legacy_UnrealJedi

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Gestalt Cutscene System - Used for important conversations
« Reply #6 on: October 21, 2012, 11:58:02 pm »


               FP, you're a lifesaver. Thanks!