Problems with cutscenes

Started by monkey0506, Sat 19/06/2004 02:48:12

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monkey0506

Although I have the skiptype for my cutscene set to 1, mouse clicks end the cutscene.

Code: ags
// room script file


#sectionstart room_a  // DO NOT EDIT OR REMOVE THIS LINE
function room_a() {
  // script for room: Player enters screen (before fadein)
StartCutscene(1);
SetCharacterSpeechView(EGO, 6);
AnimateCharacter(EGO, 4, 4, 999);
SetCharacterSpeechView(EGO, 4);
EndCutscene(); 
  
}
#sectionend room_a  // DO NOT EDIT OR REMOVE THIS LINE


Help?

Mr Flibble

What exactly is the problem?

I assume the fault is that when you click, the cutscene doesn't skip, yes?

If so, I think the fault may be in the
StartCutscene(1); part. I believe that (1) makes esc skip.

Either that, or the EndCutscene line needs to specify the skip type.
ie, replace to EndCutscene(1);
Ah! There is no emoticon for what I'm feeling!

Ashen

Actually, I think the probelm is that the scene DOES skip with mouse click, and monkey doesn't want it to. Try using AnimateCharacterEx, and turn blocking on. Or, try it in 'Player enters screen (after fadein)'.

And the EndCutscene(); line doesn't need to match the StartCutscene(x);.
I know what you're thinking ... Don't think that.

Mr Flibble

Yeah, I didn't really read his post. :-[
I thought he wrote cutscene type set to 1 so mouse clicks end cut scene. Or something to that effect.
Ah! There is no emoticon for what I'm feeling!

Scorpiorus

Quote from: Ashen on Sat 19/06/2004 18:05:46Or, try it in 'Player enters screen (after fadein)'.
Yeah, why did you put it before fade-in? In that case you actually won't see anything at all since the room screen isn't visible yet.

monkey0506

I put it before the fade in because there's a glitch in the animation. EGO starts at the standing point first, then animates. It messes up my animation so I tried putting it before the fade in and it corrected the animation. I will try using AnimateCharacterEx with blocking though. Thanks for the help.

Ashen

If it doesn't work, try splitting it up:

Player enters room (before fadein):
  SetCharacterSpeechView(EGO, 6);

Player enters room (before fadein):
  StartCutscene(1);
  AnimateCharacter(EGO, 4, 4, 999);
  SetCharacterSpeechView(EGO, 4);
  EndCutscene();

Also, I don't think 999 is a valid amount, the repeat variable can only be 1 or 0.
I know what you're thinking ... Don't think that.

Scorpiorus

Quote from: monkey_05_06 on Sun 20/06/2004 02:05:17
I put it before the fade in because there's a glitch in the animation. EGO starts at the standing point first, then animates.
Hmm, then maybe the SetCharacterView is what you need, not SetCharacterSpeechView, since it changes the talking view of the character; taking Ashen's example:

Player enters room (before fadein):
Ã,  SetCharacterView(EGO, 6);

Player enters room (after fadein):
Ã,  StartCutscene(1);
Ã,  AnimateCharacter(EGO, 4, 4, 0);
Ã,  while(character[EGO].animating) Wait(1); // an alternative toÃ,  AnimateCharacterEx with blocking enabled.
Ã,  SetCharacterView(EGO, 4);
Ã,  EndCutscene();

monkey0506

Hey, that's a good idea. I actually came up with one myself similar to that

Player enters room before fade in
AnimateCharacter(EGO, 4, 3, 999);

Player enters room after fade in
StartCutscene......

And I do need to change the Speech view, but doing what you said as well helps a lot. Thanks you guys!!!  ;D ;D ;D

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