Just starting to work with Cut Scenes.
Im having trouble with a Telescope!
So, you find a Telescope on the top of a hill (with notebook and lunch box)
You click on it.
We CROSSFADE to TelescopeEyeCam. This is a Super close up of the eyepiece of the telescope, (a circle that almost fills the screen.)
Then we CROSSFADE to TelescopeViewCam which has an inimaiton on it and, even as we fade to it is whizzing thru hills and valleys till it comes to rest on the _RESEARCH CENTER
We pause there, for 3 seconds just long enough to see the helecopter take off and are back at the telescope.
Thatt what I want to happen, Unfortunately a few things are not working.
Firstly My first action in the cuts scene is an Object Visibility, because the whole area _RESEARCH CENTER is currently disabled. I normally enable it by the player walking into the area, hitting a HUGE collider and PlayMaker enabling the whole area.
Is this not what Object visibility is for?
(OK but lets just turn on the area manually to test the next bit)
The main trouble is that I just cannot find the right settings to SIMPLY FADE FROM ONE CAMERA TO THE NEXT!
It will play the fade from the playerCam to the Telescope Eyepiece cam, but then just skips to the pause game action...
OR if I set the Wait till finish on AND set the Transition to 4 seconds on the TelescopeViewCam (the animated came) then I can see it goes to the action in the Action List Editor (turns blue) but I dont see that cam.. Im still on the eyepiece cam
Comments
Seems like its better to use pause game, but NOT HAVE Wait till finished set. The transition is ONLY for the fade time, so now I CAN get one camera to fade into the other, needs some tweaks... but the Object: Visibility Action just doesnt seem to work for me.
Is thre anything else I need to do? Like the Highlight needs a script?
Its turned off by default, as all the areas of my game are, I turn them on and off as the player wanders about.
hen we CROSSFADE to TelescopeViewCam which has an ANIMATION on it and, even as we fade to it is whizzing thru hills and valleys till it comes to rest on the _RESEARCH CENTER.
For optomisation purposes I turn off (yes disable) in my hierarchy.
What shall I use then, This area is disabled by default, but when you approach it on foot, you pass thru a HUGE sphere collider that (via PlayMaker) re-enables it. I guess I need to do the same here...
Lets take another example, its the same basic deal.
I have a cutscene I want to implement, where a bus should appear at a certain moment, and drive past the player. Obviously I dont want that bus hanging around in my scene forever (cos there might be a hundred "busses" or NPCs or horses.. or crows) So when I trigger my cutscene (See other thread about OnScene Start) by sceneStart OR walking into a trigger. I wanna instanciate my bus, (just round the corner) play an animation (it drives past) and when out of view, remove it.
How? I tried the PlayMaker way, having it in scene, but disabled, and simply using Object Visibility (as per previous problem) and YES I auto get that Constant ID makarky... Dont need it, not gonna save it, just running it, and destroying it.
Im going to use this functionality alot in my game as its an exploring and discovering game, so when you achive something I need to "Play something" to let you know "you did it".
Whats the best way... to do the above? I can figure out any other uses/needs I have.
You can then use an Object: Teleport Action after it to move it to where you want - the field will accept a prefab that is not in the scene at the time.