NPCs in cutscenes -1 reply

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Jango#1

I'm too cool to Post

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30th December 2002

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#1 16 years ago

[COLOR=red]Exactly how do you make NPCs move and speak in cutscenes? Also, how can you get Kyle to speak in-game???[/COLOR]




Jango#1

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30th December 2002

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#2 16 years ago

[COLOR=red]Oh come on, I know someone knows how to do this![/COLOR]




Mercenary

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26th June 2002

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#3 16 years ago

For understanding how to move the camera views around go to Kengo's site http://www.geocities.com/kengomaps/tutorials.html

Anything that you want to happen in your cutscene has to be placed in between the camera enable and camera disable commands in BehavED. NPCs have to be given a NPC_targetname in their entity window in Radiant to refer to them in the script. For example, let's say in Radiant you gave tavion key:NPC_targetname value:Apprentice. To make her say something in a cutscene you would do something like this:

//Generated by BehavEd

affect ( "Apprentice", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/tavion/05taa001.mp3" ); }

CHAN_VOICE makes the affected NPC's mouth animate when the sound file is played. Study the scripts from Raven and read the ICARUS manual. There is a lot of animations you can control too. You just need to practice and practice more to get the hang of using BehavED.




Jango#1

I'm too cool to Post

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30th December 2002

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#4 16 years ago

[COLOR=red]Thanks. Yeah, I already know how to work cutscenes with BehavEd, I just wasn't sure how to get the NPC's to interact.[/COLOR]