Fable: The Lost Chapters Mod Scene
Fast Uncompromising Discussions. FUDforum will get your users talking.

Home » Fable TLC » Discussion » Level Scripting » Start cutscene from sign
Re: Start cutscene from sign [message #21249 is a reply to message #20556] Wed, 04 July 2007 05:28 Go to previous message
BayStone is currently offline  BayStone
Messages: 144
Registered: October 2005
Location: HMQ
As far as I know there hasn't been any developments to this issue...

The basic idea:

1. Add some object (like a signpost) to a TNG, make it so that it can be targeted and perhaps gives user some feedback about what to do.

2. Add a duplicate of the previous object into the TNG at the same location, but set its ObjectScale to slightly smaller, this makes it appear inside the previous object. Also, set the ScriptName to TargetForKey, this sets it up as a cutscene trigger, when you hit or damage it.

Now when the user hits the object the CS_STANDING_STONE cutscene will be triggered. This works only once for one instance of the object that has the TargetForKey scriptname.

The bad side of this system is that the Darkwood silverkey thing is lost.

You're probably after completely custom cutscenes, which sadly are not currently possible.


Busy!

[Updated on: Wed, 04 July 2007 05:30]

Report message to a moderator

 
Read Message
Read Message
Previous Topic: What's wrong with this script?
Next Topic: help with spawning chest
Goto Forum:
  


Current Time: Sat Apr 27 17:05:57 PDT 2024

Total time taken to generate the page: 0.01095 seconds