Ok, I'm new but I posted a while back looking at some text parser input. I'm trying to get up to scratch as soon as possible, but I'm trying to break down how to make a cutscene. I'm also a Java student (a bad one) so you'll probably see how I'm doing the following:
<nwscript>
object oPC;
object oMark;
void main()
{
//1.Defining what the object oPC is
oPC = GetEnteringObject();
if (!GetIsPC(oPC)) return;
/*2.Defining what the object oMarke is.
The above are not strictly necessary when being defined here, but as they play
major roles in the scene, I thought it was worth having global shortcuts to them*/
oMark = GetObjectByTag("Marke");
//AssignCommand(oTarget, ActionStartConversation(oPC, ""));
}</nwscript>
So really I have a simple cutscene I want to set up. I want to make the PC invisible from the load of the module, and then have an NPC begin a dialogue with them (a normal one with clickable dialogue) before the PC is then 'jumped' to another area.
So here are the questions:
- Is it ok to define global variables as shown above (i.e. before void main() so I can have quick shortcuts to them?
- I was looking at Lilac soul's stuff and I'm still unsure what should go in the void main() body of the script - it looks like if you're going to have actual methods/functions, you have to declare them before void main and then write them later in the script but again, I'm not sure. For example, the above script would work with the onEnter, but it won't start a cutscene obviously. But, do I write a method to start the cutscene that goes after the end curly brace of the void main() section or do I include it as a nested method/statement of the void main()? (I apologise for my lack of script knowledge here. The best example of this would be:
void NameofMyFunction()
variable 1
variable 2
void main()
{
set var 1
set var2
actiondocmd(oPc, NameofMyFunction)
}
void NameofMyFunction
{
what happens in cutscene
}
- What is the use of a player copy? I tried to look at the opening cutscene of HotU. A copy of the player is created, while the real player seems to be jumped to an inaccessible area and paralysed. (This area could also possibly be where members of a multiplayer party go - this wasn't clear), but what is the point of the copy then, because surely the camera will only follow the real player?
- Lastly, will a cutscene end if the player is jumped out of a cutscene to another area, or do you still have to script the setcutscenemode false function?