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#1
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Forum Member Posts: 1366 Joined: 22-August 04 From: Germany ![]() |
Hi,
what I want to do is: -teleport the PC and one NPC into another area -play a cutscene and some dialogue -move PC and NPC back to where they were Problem: I do not know in which area they were when the teleporting took place. I guess the actions "SaveObjectLocation" and "MoveToSavedLocationn(S:GLOBAL*,S:Area*)" are the ones to use here? My code for the teleporting is CODE IF True() THEN RESPONSE #100 CutSceneId("ajantis") ClearAllActions() SaveObjectLocation("GLOBAL","LOCX#AjRomAjantis","ajantis") SaveObjectLocation("GLOBAL","LOCX#AjRomPlayer1",Player1) FadeToColor([20.0],0) Wait(1) LeaveAreaLUA("AR1402","",[900.700],0) ActionOverride(Player1,LeaveAreaLUA("AR1402","",[1024.1072],9)) MoveViewPoint([1070.905],INSTANT) Wait(1) FadeFromColor([20.0],0) EndCutSceneMode() Dialog(Myself) END And for moving back I used CODE IF True() THEN RESPONSE #100 CutSceneId("ajantis") ClearAllActions() FadeToColor([20.0],0) Wait(1) ActionOverride(Player1,MoveToSavedLocationn("LOCX#AjRomPlayer1","GLOBAL") MoveToSavedLocationn("LOCX#AjRomAjantis","GLOBAL") Wait(1) FadeFromColor([20.0],0) EndCutSceneMode() END but it is not working, PC and NPC remain in the other area and do *not* move back to the starting area. The variables "LOCX#AjRomPlayer1" and "LOCX#AjRomAjantis" are set (checked with Shadowkeeper). I'm not sure whether it is a syntax error (WeiDU installer does not complain) or whether I am using the wrong action codes for this purpose. Thank you for any help. |
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#2
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Forum Member Posts: 53 Joined: 22-March 05 ![]() |
You wouldn't ever use LeaveAreaLua*() for a NPC. Instead you'd use the various actions that move a creature object to a different area.
EscapeAreaMove() can be useful if you're going to do EscapeArea() anyway (EscapeAreaObjectMove() just lets you specify an object in the current area so that the creature escapes in the right direction). Most likely, you'll just want to use MoveBetweenAreas() (or MoveBetweenAreasEffect(), except that the effect and move happen simultaneously; it looks pretty dumb with no delay between the effect and move). This post has been edited by devSin: Jul 24 2005, 09:02 PM |
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