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> The Pain of Coding Cutscenes, The bloody thing wont start.
Amazor'dra
post May 13 2007, 10:48 AM
Post #1





Forum Member
Posts: 24
Joined: 28-September 04




In the Neht mod there is now a cutscene where an Enforcer (insanely powerful undead that hunts other undead) makes a lich die in a very painful and flashy way.

The Enforcer gives his mightier-than-thou speech and it fires off like it should, until the very end when the cutscene is supposed to start. The game goes into cutscene mode... and does nothing. I have no idea why it is not doing anything, except that is probably something simple and/or moronic that I missed.

The Enforcer's Banter:

CODE
CHAIN IF ~Global("Enforcer","LOCALS",1)~ THEN SK#ENF 0ENF
~Well now, gaining access to your little hideout turned out far easier than I thought it would be, lich. Having to hunt you down and kill you in pieces all the way from Calimport had been fun up till now. A pity only the skull of you is left.~ DO ~SetGlobal("Enforcer","LOCALS",2)~
== SK#ENF ~Are these allies of yours, Aeldredus? Not that their help would do you much good against me.~
== SK#LICH ~Hardly.~
== SK#ALGOL ~Soooo sorry, Master!~
== SK#LICH ~I'm sure you are, as sorry as anyone whose main concern is preserving their own rotting skin.~
== SK#NEHTJ ~<CHARNAME>... with an Enforcer here, we should leave immediately.~
END
++ ~I have no idea what is going on.~ EXTERN ~SK#ENF~ 1ENF
++ ~Why? Things are just beginning to get interesting.~ EXTERN ~SK#ENF~ 2ENF
++ ~We came here to put an end to the slave trade, not run away at the first sign of trouble.~ EXTERN ~SK#ENF~ 3ENF
++ ~I agree, leaving seems to be a good idea.~ EXTERN ~SK#ENF~ 4ENF
++ ~We should help that lich.~ EXTERN ~SK#ENF~ 5ENF


APPEND SK#ENF
IF ~~ THEN BEGIN 1ENF
SAY ~Just as well, I might have to kill you too. Fleshies knowing too much about the undead could cause problems for my masters. Let me deal with the lich, then you and I can spend as much time as we want together.~
IF ~~ THEN DO ~SetGlobal("Enforcer","LOCALS",2)
ClearAllActions()
StartCutSceneMode()
StartCutScene("SK#CUT1")~ EXIT
END

IF ~~ THEN BEGIN 2ENF
SAY ~That's the spirit! I knew I would like you. Ever thought much about what you'd do once you died? No? Well, I suppose soon we'll find out.~
IF ~~ THEN DO ~SetGlobal("Enforcer","LOCALS",2)
ClearAllActions()
StartCutSceneMode()
StartCutScene("SK#CUT1")~ EXIT
END

IF ~~ THEN BEGIN 3ENF
SAY ~Only a fool doesn't run away from what can kill him, but I digress. Give me a moment and then we'll spend some more quality time together.~
IF ~~ THEN DO ~SetGlobal("Enforcer","LOCALS",2)
ClearAllActions()
StartCutSceneMode()
StartCutScene("SK#CUT1")~ EXIT
END

IF ~~ THEN BEGIN 4ENF
SAY ~It is now far too late for that, little fleshling. You will now stay, stay and realize just how deep the hole you have dug yourself into.~
IF ~~ THEN DO ~SetGlobal("Enforcer","LOCALS",2)
ClearAllActions()
StartCutSceneMode()
StartCutScene("SK#CUT1")~ EXIT
END

IF ~~ THEN BEGIN 5ENF
SAY ~No, you will do nothing, and by doing nothing you'll live just a few moments longer.~
IF ~~ THEN DO ~SetGlobal("Enforcer","LOCALS",2)
ClearAllActions()
StartCutSceneMode()
StartCutScene("SK#CUT1")~ EXIT
END
END


The Cutscene:

CODE
IF
    True()
THEN
    RESPONSE #100
        CutSceneId("SK#CUT1")
Wait(1)
ActionOverride("SK#ENF",ForceSpellPoint([608.304],CUTSCENE_METEOR_SWARM))
Wait(3)
ActionOverride("SK#ENF",ForceSpellPoint([608.304],FLASHY_DEATH_3))
Wait(1)
DisplayStringWait("SK#LICH",~I am sorry, my wife... for being unable to give you the child you wanted.~)
        ActionOverride("SK#LICH",Kill(Myself))
        Wait(2)
EndCutSceneMode()
ActionOverride("SK#ENF",StartDialogueNoSet(Player1))
END


Any help in fixing this will be very much appreciated. cool.gif


--------------------
Knowledge is power. Power corrupts absolutely. Study hard, be evil.
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Cuv
post May 14 2007, 02:48 PM
Post #2





Forum Member
Posts: 14
Joined: 29-April 05




Hi again.... worked up a little script for you on how I would handle this.

I would run this as two cutscenes, two seperate blocks in the first. I have added comments as to why.

// SK#CUT1
CODE

IF
    True()
THEN
    RESPONSE #100
        CutSceneId("SK#ENF") // Death variable of creature running script
            SmallWait(4)  // small wait to get the player's attention
            ForceSpellPoint([608.304],CUTSCENE_METEOR_SWARM))
            Wait(14)  // This spell has long duration, might want to use another
        ForceSpell("SK#LICH",FLASHY_DEATH_3) // actually kills target chunks
        Wait(2)  // gives time for spell to finish
        DisplayStringWait(Myself,~No more time for regrets. It is done!~)
        Wait(2)  // added an extra line to give the second block time to run
        SetGlobal("SK#CUT1","AREA#",1)  // safety feature.
        StartCutScene("SK#CUT2") // Goes to cutscene to start dialog
END

IF
    True()
THEN
    RESPONSE #100
        CutSceneId("SK#LICH")
        DisplayStringHead(Myself,~I am sorry, my wife... for being unable to give you the child you wanted.~)
END


And the second...

// SK#CUT2
CODE


IF
    True()
THEN
    RESPONSE #100
        CutSceneId("SK#ENF")
        Wait(1)
        StartDialogueNoSet(Player1)
END




This 'should' work... but havent tested it myself. Hope it helps

Cuv
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