Need help with scripted cutscene.

Post » Tue May 17, 2011 9:28 am

I am having trouble setting this up. Mainly due to the fact I have never used the type of package I think is required. Here is what I am trying to do. The player experiences several flashbacks in the mod. This one, has the players controls be disabled. Their screen fades to white then back over 2 seconds, and they are standing next to an NPC. He says 2 lines of dialog (which all works perfectly fine up this point) then I want him to turn around and fire a 32 pistol (which is currently equipped and 'out') at the player, and the player plays the animation from when the Enclave flashbang goes off in Vault 87, when you are kidnapped. (Where you stumble backwards a step then fall down and lay on the ground) I have no clue how to achieve the actual shooting of the player, so this is what I tried so far. I have a 'Use Weapon At' package on the NPC. The weapon is Any Object, Weap32Caliberpistol, Count:1. I have the location to an XmarkerHeading with a distance of 0. The target is the player. I have all 4 flags checked, and Fire Rate is Auto, Fire count is 1 burst. So it does not work. I'm not really sure what I am doing here, so that is what I tried. Just an educated guess. So if anyone can help me figure this out it would be great. Also for the player getting knocked down thing, I am currently using MQ08PlayerCaptured since I think this is what they use based off the MQ08 script that controls the Enclave kidnapping you. Thanks for any help!!

Gunmaster95
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Eileen Müller
 
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Post » Tue May 17, 2011 11:26 am

I think this is already what you are using but I'm not 100% clear so have you tried http://geck.gamesas.com/index.php/UseWeapon_(Function)?

If it doesn't work with the player for whatever reason you could try using PlaceAtMe with an xmarker and moving it up and having that be the target?

Edit: Try not checking the Target Location in the package?
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Shannon Marie Jones
 
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Post » Tue May 17, 2011 5:57 am

Ahh perfect! How he turns around and shoots the player. Its sooooo evil! UseWeapon worked like a charm.

On a side note, I have also figured out how to mak the fall down animation work. So all problems are solved. Now just to make it synch up properly. Right now the NPC finishes his line, the player falls down as he turns around, and while they are on the ground he fires at them. :P I will make him positioned properly with some travel packages ahead of time and were all good. Thanks again. :)

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James Potter
 
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Post » Tue May 17, 2011 3:25 pm

Ok well, I am having a huge issue with synchronizing the shooting and falling down animation. Since there is no way to detect when he actually fires using UseWeapon. I am going to have to use a UseWeaponAt package, which I could not get to work earlier. Can anyone help me figure out exactly what I need to do to get the package to work? I described what I tried first in the top post.
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Rhi Edwards
 
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Post » Tue May 17, 2011 3:53 am

What about using http://geck.gamesas.com/index.php/IsAnimPlaying? Though I am not sure which animation to check for. Check the weapon's page to see which animation is tied to the gun's firing. Using a staged timer, you can check to see when the animation starts and then when it stops. Or just check the player's health for a decrease, or use a OnHitwith block to set a variable that you can reference from your staged timer - though I never like adding scripts to the player. So, if this is a forced 1st person view, you could place a dummy NPC behind the player and have Bishop shoot the dummy and have the dummy check it was hit with Bishop's weapon.
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Ezekiel Macallister
 
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Post » Tue May 17, 2011 10:25 am

When you use UseWeapon on the NPC, you could add a http://geck.gamesas.com/index.php/CastImmediateOnSelf, and place an effect on the player that starts the falling down animation?
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Hope Greenhaw
 
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Post » Mon May 16, 2011 11:05 pm

As I did this for my PF takeover quest (I used a melee weapon for the aggressor and no this one isn't released yet) I simply added a SetStage command in the end block of the 'use weapon' package. There I fired up (?hh started ;) ) a timer in the main quest script which took care of the falling down of the player.
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RaeAnne
 
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Post » Tue May 17, 2011 8:56 am

I believe that the Use Weapon At package gets interrupted if the player is in-between the NPC and its target. So if the target is the player, it may not want to run at all, which may be your problem.

Have you tried placing an xMarker in between where the NPC and the player will be standing, and have him fire at it?
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K J S
 
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Post » Tue May 17, 2011 4:02 am

I believe that the Use Weapon At package gets interrupted if the player is in-between the NPC and its target. So if the target is the player, it may not want to run at all, which may be your problem.

Have you tried placing an xMarker in between where the NPC and the player will be standing, and have him fire at it?

This explains why it may not work. I will try that. Since the player is locked into position, and look direction, it just may work. and if I can get the package to work, I can use the end block which will handle all the issues with synchronization. I'll try this after drivers ed and let you guys know how it goes.
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Sunnii Bebiieh
 
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Post » Tue May 17, 2011 6:48 am

I believe that the Use Weapon At package gets interrupted if the player is in-between the NPC and its target. So if the target is the player, it may not want to run at all, which may be your problem.

Have you tried placing an xMarker in between where the NPC and the player will be standing, and have him fire at it?


Nope! My NPC had no proplem hitting the player. He stroke with the baton one time at 'me' (as I have adjusted) and ended the package how he should. As always the navmesh has to be correct and the target (the player in this case) has to be reachable (targetable) and not hidden behind furniture. ;)

One difference maybe: I left the playercontrols enabled in this scene. The player is 'forced' to sit down on a chair to advance the quest so my NPC has a good position to hit him and a target location. Then I disabled the playercontrols in the questscript fo the cutscene.
But I am sure the start could also be made with a activator. Player get's in the room the activator is triggered, the NPC get's a variable change and evp to activate his 'Use Weapon Package' and at the end of this (result script) the quest script for the fall down aimation is started. That's basically how the original scene is done (without use weapon),
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Ezekiel Macallister
 
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Post » Tue May 17, 2011 2:36 pm

Well... My face is bent inward like this > from the facepalm I just gave myself. Even though I made the package by right clicking the NPC's packages tab and saying new. And even checked like 3 times that it was the right package. I open the geck today and take another look, oh hey, ITS THE WRONG PACKAGE. I have no idea how it got swapped, or if it was wrong all along and just saying the right name as some kind of bug or something? The point is, I got it working nicely after placing the correct package in...

Now I have a few slightly related issues that are annoying and I would like to fix, and I dont want to make another thread so I'll ask here. :)

First, when the player falls down, there is a window behind them. (Ind pods wall with a window) and they can view outside. They are in an interior cell, but its acting like an exterior, so there is a sky and sun and all. The issue, is this. You know how if you look into a dark place (or down) then up at the sky in the middle of the day, its very bright and has to adjust, to immitate your eyes adjusting to the light. And if your in a dark area looking out, its just white since its so bright in comparasin. Well, that happens with this window. You can see some rocks and trees I placed out there to make it appear you are looking into a rocky canyon, but the whole sky is pure white, as the room you are in is very dark. This is bad since once you are shot and fall down, a nuke goes off outside, which you cannot see due to it being pure white... Is there a setting somewhere in Weather, Climate, or some kind of ISM I can make to make the sky not be whited out, and its normal blueish color? That way I can see the damn bomb. Thanks for any help.
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Sweets Sweets
 
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Post » Mon May 16, 2011 11:51 pm

Have it happen at night..? Maybe while raining for even more dramatic effect :celebration:
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katie TWAVA
 
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Post » Tue May 17, 2011 9:55 am

Well, I tried making the 'window' you can see the sky out of alot larger, as to reduce the amount of dark area on the screen, hopefully increasing the visibility, but it just did not work. It was so you could see a nuke, go off in the backround, (As its the day of the great war) but that was not working to the effect I wanted either, so I think I will just cut out the seeing the bomb in the backround part. There will still be a window but it will just be whited out, with some trees.
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Tinkerbells
 
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Post » Tue May 17, 2011 12:34 am

Another thing, does anyone know the names of some grunting noises, like if you fall really far and your guy goes "Ahrrgh". Wehn the player is shot in the cutscene, and I would like for him/her to make a noise when they are shot. Also, what noise goes along with the falling over animation? As right now its silent and doesnt look very good. I cant find this noise, or any grunting noises.
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Jordyn Youngman
 
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Post » Tue May 17, 2011 2:31 am

Another thing, does anyone know the names of some grunting noises, like if you fall really far and your guy goes "Ahrrgh". Wehn the player is shot in the cutscene, and I would like for him/her to make a noise when they are shot. Also, what noise goes along with the falling over animation? As right now its silent and doesnt look very good. I cant find this noise, or any grunting noises.


PlayerRef.say hit

This is the typical response of the player when he/she was hit by something.
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Courtney Foren
 
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Post » Tue May 17, 2011 4:49 am

For a complete list of those, check out the "Generic" quest under the Combat tab.
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Damien Mulvenna
 
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Post » Tue May 17, 2011 4:52 am

Well yes but, the only issue is that the player, during the flashback, is always a dude. So I need it to be a man making the noise every time. If I do that, and they are a female they will make a female noise which does not work at all. There arent any sound objects for stuff like that? Actually I suppose I could just try extracting a voice file and making my own sound object directed towards it...
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Shirley BEltran
 
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