MysteryMan on 27/10/2013 at 12:37
I am in need of an ingame cutscene. I am using TrapKillEvents to freeze the player,as in a camvator setup.
The problem is while doing this ingame is that if the player is looking up or down, TrapKillEvents freezes the player in that relative position. Question: Is there any way to make the player look straight ahead as is done when the player first enters the game? If not, can someone explain the process of triggering an ingame cutscene video (.avi) while ingame?
I had no problems using a camvator scene at the start of the game,but this is different.
R Soul on 27/10/2013 at 17:12
I wouldn't bother trying to restrict which way the player can look. If you want the player to look, make the scene awesome.
Here is a description for that script:
(
http://dromed.whoopdedo.org/tnhscript/trapkillevents)
In the Design Note you can put event_mask=1000 to allow mouse movement.
For a camvator scene, my preferred method is to give the player a 'junk' object that is invisible. For example, a marker with the model name
sdor7x4 (a reskinable object) and texReplr0 property
obj\txt16\gart (a texture which is fully transparent). That way the player can still access the menus in case they want to load a savegame.
MysteryMan on 27/10/2013 at 19:29
Quote Posted by R Soul
I wouldn't bother trying to restrict which way the player can look. If you want the player to look, make the scene awesome.
Here is a description for that script:
(
http://dromed.whoopdedo.org/tnhscript/trapkillevents)
In the Design Note you can put event_mask=1000 to allow mouse movement.
For a camvator scene, my preferred method is to give the player a 'junk' object that is invisible. For example, a marker with the model name
sdor7x4 (a reskinable object) and texReplr0 property
obj\txt16\gart (a texture which is fully transparent). That way the player can still access the menus in case they want to load a savegame.
Maybe you misunderstood my question? The problem is that if the player is looking to the floor or to the sky, using TrapMoveRelative keeps the relative position of the player, and there is no way of forcing the player to look straight ahead and still using TrapKillEvents, to freeze the player, so a camvator cutscene is possible?
I am familiar with the script, but thanks. I take it then that ingame .avi movies are not possible? And if they are possible, how does one trigger it ingame, so that a reference to it is created for the Movies/.avi ?
R Soul on 27/10/2013 at 20:06
By using the event mask to allow mouse movement, it won't matter if the player is looking up or down when the teleport happens. However, you can play movies in game. You can use CommandControl (from tnhScript) to run the movie command (e.g. movie intro.avi) or use another custom script, NVCutsceneTrap.
LarryG on 27/10/2013 at 20:39
How were they done in the OMs, do you know? For example, in T1/G missions 6, 11, and 14 have in-game cut scenes, as do 5, 10, 16, and 23 in T2, I believe.
MysteryMan on 27/10/2013 at 21:05
Quote Posted by R Soul
By using the event mask to allow mouse movement, it won't matter if the player is looking up or down when the teleport happens. However, you can play movies in game. You can use CommandControl (from tnhScript) to run the movie command (e.g. movie intro.avi) or use another custom script, NVCutsceneTrap.
Thankyou, this is what I really wanted, as I already have a 90 second camvator pre-game cutscene, and really need this .avi cutscene to play. :thumb:
@Larry, it has been so long since I played an OM, that I forgot any had ingame cutscenes.
Edit: I tried the NVCutsceneTrap, and it works nicely. Just for those who want to implement an .avi into their game do this:
Create a marker and add NVCutsceneTrap to: Scripts>Script 0, and add design note:NVCutscene="custom.avi"
Then rig up any TurnOn to activate the Movie located in the Movies folder. I am currently using Indeo5.10 codec,and have had no problems with my movies. All of my movies are in full color, as I used .png frames to make them. When the movie is through playing, you are in the same place where the movie was activated.
R Soul on 28/10/2013 at 01:01
Quote Posted by LarryG
How were they done in the OMs, do you know? For example, in T1/G missions 6, 11, and 14 have in-game cut scenes, as do 5, 10, 16, and 23 in T2, I believe.
Each of them plays at the end of the mission, and you use missflag.str to state which missions have a cutscene.
LarryG on 28/10/2013 at 01:59
Ah! Yes. That makes sense. Thank you.