Added: 2 years ago
From: St4rdog
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  • Mine always jumps from the next Key Selection to another, without a transition. I've changed it from Step to Linear to Bezier, and each time it does this.  Can you help me please?

  • Am I the only one who is EXTREMELY confused by the toolset?

  • I have problem here my camera doesnt moves just orients! Please help!

  • Where can I see the description of animation (what will he do if I choose it) because I always lost in all that animations names and I dont know what they do?

  • @MRXkick Get the DAAnimationsListingv3xls.xls file from here - social(DOT)bioware(DOT)com/pro­ject/30/#files

    Or google DAAnimationsListingv3xls.xls and it's the top result.

  • @St4rdog Thank you so much!:)

  • @St4rdog Can we create an armor or helmet and not just design them or something? I find many kinds of tutorial unfortunately they only show how to design a armor.

  • I WANT TO PLAY THIS CUTSCENE ONLY ONCEEEEEEEEEEEEEEEEEEEEEE

  • Cant comiple, why? #include "PLT_cutscenetriggerplayonce" #include "var_constants_h" #include "log_h" #include "utility_h" #include "wrappers_h" #include "events_h" void main() { event ev = GetCurrentEvent(); int nEventType = GetEventType(ev); Log_Events("", ev); switch(nEventType) { case EVENT_TYPE_ENTER: { if (!WR_GetPlotFlag(PLT_cutscenet­riggerplayonce, CUTSCENE_COMPLETE)) { CS_LoadCutscene(R"meriannescen­e.cut"); WR_SetPlotFlag(PLT_cutscenetri­ggerplayonce, CUTSCENE_COMPLETE,TRUE); } } }
  • @addassas #include "PLT..." should be lowercase (plt_cutscenetriggerplayonce). I would also move that include underneath all the other includes.

    And when setting/checking the plot flag elsewhere, it should be uppercase (PLT_CUTSCENETRIGGERPLAYONCE, CUTSCENE_COMPLETE) etc.

  • evrythings great except i cant figure out how to do the scripts part 9:02

  • Awesome tutorials, thanks. :)

    By the way, the script worked for me after adding these two lines at the top:

    #include "PLT_YOURPLOT"

    #include "var_constants_h"

  • Hey man really enjoying these tutorials so far, but I'm having trouble with getting the cutscene to only trigger once. I created a plot file called tutorialplot and created CUTSCENE1_COMPLETE inside it. I edited the script like you said to the following:

    case EVENT_TYPE_ENTER: { if (!WR_GetPlotFlag(PLT_TUTORIALP­LOT, CUTSCENE1_COMPLETE)) {CS_LoadCutscene(R"cutscene1.c­ut"); WR_SetPlotFlag(PLT_TUTORIALPLO­T, CUTSCENE1_COMPLETE,TRUE); break; }

    Any idea where I might be going wrong?

  • how do i get it to play only once?

  • how could you let him draw his weapon and use it in an animation? when i try the animation, it starts to slash some one without a sword or so.

  • how could you let some one walk in the cutscene?

  • i wonder how the animation tool works...

  • hey do you know how to make it appear that they are singing in the cutscene instead of actually talking? im new to the toolset i havent done much with it and i need help on making cutscenes that are similar to leliana's song i know that i can edit the actal cutscene but again i dont know how. if you know how do you think you can explain it to me? thanks

  • Hi, I've got a problem. When I walk into the trigger the cutscene runs. Afterwards I stand right in front of the trigger again, so if I step forward it shows the cutscene again. How can I make the Player stand behind the trigger after the cutscene or disable the trigger after it runs the first time?

  • St4rdog...I love you. I know this sounds like a Rosetta Stone ad, but you're teaching me in hours what the Builder Wiki couldn't do in days.

  • first, thanks for the vids! I'm new to this toolset and your videos are really helping me get started. So thanks!! The one question I have is where did you get the code? and where does everyone else that posts tutorials get their code? another tutorial said some basic script came with the zipped toolset file upon download but the toolset doesnt download in a zip from the bioware site, just an exe. Am I just missing something? Thanks again for all the help!

  • There's a lot of scripts that come with the default Demo module. Look through those inside the editor File > Manage Modules. Everything's events-based. When this event happens > do this.

    In the code editor (9:05) in the bar down the right, there's a list of stuff you can do inside events. Filter it with keywords at the top.

  • @St4rdog Awesome. Thanks for the reply!

  • @St4rdog also one more thing how do i create a hair?

  • How do you make cuts?

  • Ah yea, that makes sense, ty very much mate, have done it, using trigger from a conversation, but I still needed to know how to stop it when using a trigger so <3

  • Thanks alot for the video, worked nicely, however, How do you make it so that the trigger only activates once?

  • You can see example code in the Demo module that comes pre-installed. Open the "demo100ar_wilderness" script.

    Inside EVENT_TYPE_AREALOAD_SPECIAL it says "if DEMO_INTRO_COMPLETE is FALSE (that's what the exclamation point "if (!..." means)...

    ...then play the cutscene (CS_LoadCutscene), then make DEMO_INTRO_COMPLETE true (WR_SetPlotFlag).

    DEMO_INTRO_COMPLETE will be inside the Plot file (demo000pl_main). It can only ever be TRUE or FALSE. You need to set it to FALSE after the cutscene code.

  • Basically, you need to create a a Plot file (Example: yourplot.plt), then create CUTSCENE_COMPLETE inside it. Now replace the stuff inside EVENT_TYPE_ENTER's braces with this:

    ---

    if (!WR_GetPlotFlag(PLT_YOURPLOT, CUTSCENE_COMPLETE)) { CS_LoadCutscene(R"1cutscene.cu­t"); WR_SetPlotFlag(PLT_YOURPLOT, CUTSCENE_COMPLETE,TRUE); //sets CUTSCENE_COMPLETE to TRUE, so it will not play again. } break;

  • hey how do i stop the camera from spining the wrong way?

    I'll have the camera track turn left but the camera will turn right all the way around until its at its next point

  • Beetween the two keys the camera spins, add a new one, so the camera wont do what its doing :)

  • How do you make it preview when you drag the timeline-bar? Mine just "jumps" whenever it passes a key, instead of making a smooth transition between them.

  • Try 2:38 - Bezier.

  • Nevermind, figured that one out. How do you make the trigger "kill itself" after being run? so it doesn't repeat.

  • also wanted to add; thanks for these tutorials, not easy to find clear and concise tutorials with good resolution. I also prefer annotations over voice, people tend to listen to other things while doing this.

    thanks again.

  • I made a cutscene but now i cant open it. it has 2 files a .cut file and a .cub file how do you open these plz help!!!

  • Great vids! They have really helped me alot. One problem though. After the cutscene were the player walks down the stairs he's still on top of the stairs. So the player really can't get down because the trigger area is in the way. How do I solve this?

  • first of all: thx for this good tutorial, then i got a problem with your script, when compliling i got this error:

    E: 14:04:07 - intro_script.nss - intro_script.nss(17): Variable defined without type (while compiling var_constants_h.nss)

    could you help me? i try to add a cutscene to my module, but nothing happen inside game. I think that is for this script error because all other things still work.

  • After I add the trigger and hit scripts the trigger is not there listed anywhere that I can see.

  • Did you save it properly?

  • I am folloing your every move so I get it right but, I dont understand what you are saving that I dont see.  I even tried it a 2nd time taking it slow and still nothing. But, tell me what I am to save.

  • Wait a second. When you press the scripts picture button or the "..." button at 9:22?

  • My problem starts at 8:59 when you place the trigger and go right to script icon my trigger doesnt show up at the bottom and therefore I cannot add it to the "..."

  • 1cutscenetrigger.nss is a Script not a Trigger. You have to type the code then save it (so the star in the filename disappears). You add 1cutscenetrigger (script) to 1trigger_cutscene (trigger).

  • ok I see now. I didnt see you do that so I didnt know sorry.  I just assumed that was already there. lol. Thanks Again. Great Work btw.

  • thanks for the great tutorials

  • Don't know about the black/blue. Make sure the cameras are positions properly.

    Cutscenes are seperate and don't actually move anyone so you might have to use a script to move the player character.

  • This is prob something I messed up with, but mine does not glide from the 0.00 to the 3.00 seconds mark, it jumps from key to key. Any idea what I did wrong?

  • You need to do step 8.

  • Wow, I feel very stupid, because it didn't glide at first, I didn't watch step eight, I was back re-watching step 6 and 7. haha.

  • my screen has 4 areas to look at how do I get to become 2 screens instead of 4 seperate ones like yours?

  • Try the View menu in the cutscene editor. There's an option somewhere.

  • My toolset crashes when I change the frames to seconds. :( Great tutorials though. You deserve some praise from BioWare

  • i have a problem. When i activate the gad, the dummy dont down the stairs but he walk around.

  • Did you add the walkmesh at 6:57?

  • Fixed thx, the problem was wrong animation :P

  • Hey man, fantastic tutorials, but I'm having a problem getting past my 'cut scene load' area. When I enter the area, the cut scene loads fine, but when the cut scene ends, my player is back in front of the cut scene load area, I can't get past it without loading the cut scene again. Any ideas on how to solve this? Thanks!

  • Check the demo module.

    You can create a Plot. Add "INTRO_COMPLETE" to it.

    In the cutscene script inside "case EVENT_TYPE_ENTER:" put this:

    if (!WR_GetPlotFlag(PLT_PLOTNAME,­ INTRO_COMPLETE))

    {

    CS_LoadCutscene(R"yourcutscene­.cut");

    WR_SetPlotFlag(PLT_PLOTNAME, INTRO_COMPLETE,TRUE);

    }

    -----

    Basically means - If INTRO_COMPLETE is False, then play cutscene, then make INTRO_COMPLETE True.

  • NVM on my previous responses, your method works fine if you put the trigger on the spot where the player will load in.. Thanks much!

  • The best way would be to use "case EVENT_TYPE_AREALOAD_SPECIAL:"

    then:

    CS_LoadCutscene(R"yourcutscene­.cut");

    PlayCutscene();

    For machinimas you can load a new area too by putting this underneath PlayCutscene:

    UT_DoAreaTransition("area2", "area2startwaypoint");

    Open your Area and use that as your Script in the bottom-right Object Inspector.

  • Thanks, I has basically given up on the toolset til I could get cutscenes to work.. Thanks a bunch.

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  • Comment removed

  • Hi, first i want to thank you for your tutorials!

    I've got a problem:

    When I start the module ingame the cutscene is triggered at the beginning, not just by the triggerarea I've defined like you did and the starting waypoint is clearly not in the triggerarea. Maybe you experienced the same?^^

  • Did you export everything? It shouldn't start playing automatically because it's EVENT_TYPE_ENTER so you have to enter it.

  • can anyone tell me how to create the trigger/ to stop it? what button?

  • If you adjust the end time of the cutscene it will stop then. 8:15

  • @St4rdog no i meant that when i try to use the trigger by puting it on the area, i get the lines but i cant stop new lines from comming, what button do i have to press to to get the lines to stop?

  • @Swedtwo2 nevermind i found out you have to double click

  • sorry for spaming your vids :D

    but i've been waiting for exactly this tutorial !

    thank you !

  • Thanks alot for making these videos

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