Forum rules - please read before posting.

Cutscene on reach not playing cutscene

So I have a path which is random, has 4 nodes, and on node 1 I have it play a cutscene, this cut scene will play a sound, animate the character, and wait 10 seconds.. then I assume it should go back to the path and continue. But the problem the cut scene is never actually called.

Comments

  • Path node cutscenes work fine for me - does it work if you place it on any other node?
  • edited August 2015
    Still having this issue, I cant get a cutscene to play on my paths. No idea why I cannot get it going, Im just trying to play a cutscene that plays a sound to check but for some reason it doesnt work. If I click "run" in the actionlist editor it works as expected. I wonder what could be wrong with my set up...im using 1.43a has anything changed in this area? maybe an upgrade will fix it, but I dont want to if it isnt necessary. 
  • v1.43 is ancient in AC terms.  You should always upgrade to the latest, as each contains serious bugfixes.

    As is good practice anyway, make a backup of your project first - so you can revert if necessary.  Be sure to read the "Upgrade notes" for each update too (i.e. 1.44, 1.45 and 1.46) in the changelog, as this covers any changes you may need to make to your game after updating.
  • I just moved up to the latest version from yesterday and still cut scenes do not play when reaching a node, when I have specified them. I am wondering does the NPC need anything special? Rigidbody? Collider? 
  • edited August 2015
    Actually I set it up again and it seems to work, was expecting old ones to come to life, but that doesnt matter, seems to work will keep you posted :D Lots of new exciting features to check out too :)

    Update: 
    Even more confused now, I set it up on an exicting NPC with a new path and it didnt work. It only seems to work with fresh NPCs that I make.. is there something I need to do to "refresh" all my NPCs?

    Further update:
    I remade my NPC from scratch and used existing path, didnt work, I remade both NPC and path and still no luck. Im going crazy here, I guess im going to delve into the code and see if I can diagnose whats happening..

    Further edit: cannot work out whats going on, will have to wait until this one becomes more clear, its core to my game and ive been held up for many months now with it, I have no idea what Im doing wrong, I just keep building other stuff in the meantime hoping it will become clear!
  • Hi Chris, I have put up a video demonstrating my problem, maybe you can spot something Im doing wrong, or maybe it highlights a bug somehow, give it a watch and let me know, when you got a sec :)


    Gaz.
    (lol just realised it recorded my video stream from my cam, was not intentional :))
  • Bug spotted: it's because you've set a wait time for the Path.  Set it to zero, and it should work.

    I'll fix this for the next update, but in the meantime, if you want an NPC to both wait and speak when reaching a node, then use an Engine: Pause game Action to do the wait instead.
  • Excellent thanks man! 
  • edited August 2015
    So I set the delay time to 0 and the player text did appear as expected when the NPC hit the first node, but then the NPC stopped on its path and didnt continue, and the player text never vanished. Shouldnt it have shown the text briefly and continued along its path?
  • I expect that if you had audio, then the text would stay there for the length of time that audio last for.

    You could create and audio file of the amount of time you want text to stay, but audio file is empty.

    One work around ;p
  • It depends on your chosen Speech Manager settings - I don't know what they are, of if you've set speech to display forever until the user clicks.

    I couldn't see that bug in my own testing.
Sign In or Register to comment.

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Welcome to the official forum for Adventure Creator.