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Using the Player in Scenes. Looking for tips...


chajapa

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I created a dummy actor named You. Invisible race. I add the Alias for that actor to scenes and that's where I get the player's lines to actually show up in subtitles. I couldn't find another way to get this done. I call that NPC (moveTo) when the player is in a scene and then set it unconscious and send it away when the scene completes. It seems to work ok except once in a while "You" is targetable. 

 

I've gotten the DisablePlayerControls() stuff working so the player can be involved in a scene.

 

One of the things that's been difficult for me to solve is how to have the player turn and face the NPC they're talking to in the scene. Right now I have the NPC using a package to travel to the player and get within 160 units. Then a package on the player to travel to the NPC within 140 units. This seems to get my player to turn but the motion is not smooth like it is when you can just set it in dialogues to face the target and headtrack it.

 

In dialogues you can set the speaker to use idles from a list. It appears I can use them in scenes but it has to be a Debug.SendAnimationEvent() and then for example tell it to use "IdleGive" to give something to an NPC.

 

It also seems the Story Manager events don't work on the player. However I can start scenes using the Miscellaneous tab in the Quest to create "Hello" events that work and start scenes.

 

So... Story Manager events for NPC-to-NPC interactions, and Misc dialogue for NPC-to-Player interactions. This is nice when you don't want to use a ForceGreet and have to click through dialogue. You can use a scene and automate some stuff.

 

Anyone have suggestions for how to do this more effectively? I feel like I'm not being efficient at this. I'm not a real good coder, so trying to find ways to accomplish what I want using built-in functionality. Sometimes it seems a bit of a kludge.

 

Any tips appreciated.

Thanks

Posted
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7 minutes ago, chajapa said:

I created a dummy actor named You. Invisible race. I add the Alias for that actor to scenes and that's where I get the player's lines to actually show up in subtitles. I couldn't find another way to get this done. I call that NPC (moveTo) when the player is in a scene and then set it unconscious and send it away when the scene completes. It seems to work ok except once in a while "You" is targetable. 

 

I've gotten the DisablePlayerControls() stuff working so the player can be involved in a scene.

 

One of the things that's been difficult for me to solve is how to have the player turn and face the NPC they're talking to in the scene. Right now I have the NPC using a package to travel to the player and get within 160 units. Then a package on the player to travel to the NPC within 140 units. This seems to get my player to turn but the motion is not smooth like it is when you can just set it in dialogues to face the target and headtrack it.

 

In dialogues you can set the speaker to use idles from a list. It appears I can use them in scenes but it has to be a Debug.SendAnimationEvent() and then for example tell it to use "IdleGive" to give something to an NPC.

 

It also seems the Story Manager events don't work on the player. However I can start scenes using the Miscellaneous tab in the Quest to create "Hello" events that work and start scenes.

 

So... Story Manager events for NPC-to-NPC interactions, and Misc dialogue for NPC-to-Player interactions. This is nice when you don't want to use a ForceGreet and have to click through dialogue. You can use a scene and automate some stuff.

 

Anyone have suggestions for how to do this more effectively? I feel like I'm not being efficient at this. I'm not a real good coder, so trying to find ways to accomplish what I want using built-in functionality. Sometimes it seems a bit of a kludge.

 

Any tips appreciated.

Thanks


 

 

Well, what you're doing isn't strictly "efficient", but you are trying to generate scenes in a very different way than the game normally attempts it, so I'm not sure you have many choices in this.  Your solution is novel though.  "You" being targetable might be easily dealt with by changing the scale of You to 0.01 or something.

Posted
3 hours ago, Seijin8 said:
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Well, what you're doing isn't strictly "efficient", but you are trying to generate scenes in a very different way than the game normally attempts it, so I'm not sure you have many choices in this.  Your solution is novel though.  "You" being targetable might be easily dealt with by changing the scale of You to 0.01 or something.

I think I tried that long ago and found that while the character would scale, the collision box didn't. I could be wrong. Probably been 2 years since I tried it and I've learned a lot in that time.

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