Author Topic: CutScenes  (Read 11165 times)

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Offline Solaufein

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CutScenes
« on: February 03, 2008, 05:27:38 AM »
Cut scene for BG1.

The situation: Party walks down a path until they reach a guard. The guard (a mage) sees them and speaks to the party. The party is not suppose to be there so they get transported to another area where the leader of the group is at. The rest is history.

The logical way to do this would be a cut scene. If the party was allowed to kill this guard before they were transported to the leader, it would screw up the mod. A cut scene would stop this since it would clear all actions of the party once it started.

I need to code this and I don't know where to begin. I am trying to think of a scene in the game that is similar this way I can look it over as an example.
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Offline Solaufein

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Re: CutScenes
« Reply #1 on: February 04, 2008, 04:42:29 AM »
Doesn't matter. I'll just move the creatures near the entrance so they'll dialog the character before they have a chance to do anything.
My mods:
Dark Horizons
The Undying
Nikita
IWD2 store

Co-contributor:
Dark Side of the Sword Coast BG1 Weidu
Aurils Bane
Encounters
Saerileth
Baldur's Gate - Enhanced Edition beta tester
Baldur's Gate 2 - Enhanced Edition beta tester
Icewind Dale - Enhanced Edition beta tester

Offline berelinde

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Re: CutScenes
« Reply #2 on: February 04, 2008, 10:15:48 PM »
Seriously, that's your best, least complicated bet. Sure, you could do it with a cutscene, but you'd still have to end the cutscene to have the dialogue play out, unless you wanted to have the whole dialogue take place as a series of easily-overlooked DisplayStringHead()'s. Most of the time, BioWare seems to have done it the way you propose in your second post. There are many examples in BG2, like the scene with Garrick and Irlana in front of the Radiant Heart, the scene with Carbos, Shank, and Bubbles in the Bridge District, and all the vampire/Shadow Thief interactions.