Hello,
I have an NPC that moves along a path as shown in this video.
These are my questions about it:
- We want to activate an other animation different to walk in some nodes like stop and search in the bookshelf, and next continues with walking. I add a cutscene for testing in one node but doesn't works.
- Do I have to link hotspot into the NPC hierarchy so that it moves jointly or is there any option in Hotspot menu?
- How can I do when I click on the NPC and activate "talk" option, the NPC stops and Player goes in his direction? And when they find each other are faced.
Many thanks!
Comments
The Hotspot should be placed either on the NPC's root object, or as a child object. If the root object has a Capsule Collider already on it, then the Hotspot can make use of that. See the 3D Demo's "Brain" NPC for a practical example.
In the Hotspot's Interaction panel, set the Player Action to Walk To, and check Set minimum distance?. The Player will then move towards him and stop when he is close enough (which is set by the Proximity field). To have the NPC and the Player face each other, begin the Interaction ActionList with two Character: Face object Actions.
To make him stop moving along his path, use the Character: Move along path Action, and set the Method to Stop Moving. The same Action can be used to resume his last path when the player's interaction is over.
3) The Subtitle Menu in your Menu Manager has an option named Duplicate for each line?. Checking it will allow multiple to display simultaneously. Further options allow you to limit the Menu's display for specific characters, so that you can move e.g. the Player's spech to a separate Subtitles Menu.
4) The Character: Face object Action can be used to make a character turn.
4) Yes, I'm afraid you'll need separate Cutscenes for each node.
There's no need to run OnStart again if you're resuming the path beforehand, and doing so is what's causing the issue. I don't know what KevinWalk does but perhaps you need to run that instead. Then again, resuming the path in KevinTalk should be all that's necessary.
The idea is, as you have said, to play different group of animations, line text, face object... in some of the nodes of the route, for that reason the use of these cutscenes.
https://www.dropbox.com/s/rbam9gq7fsbygnk/OnStart Cutscene.png?dl=0
I'm sure it must be something imperceptible in some action.
I’m going to simplify “kevinwalk path”, without any action on nodes, in case there is part of the problem here.
I’ll keep you informed.
I'm PMing you a test scene of mine that demonstrates how they should work.