Questions about CutScene and scene jumping
by Nabarro · in Verve · 01/06/2010 (5:21 am) · 3 replies
I want to insert one cutscene(sequences?) during the game play, which means one sequence will be inserted during the game process. I'm confused about the control object, because when I'm playing the game, I can control the player. While when the inserted cutscene is playing, I'll lose the control(Camera take the control?). Which codes are related with the control process?
Another, I need to jump to another scene during the game play process. But I can't find one example about the scene jumping. Could you please provide one? Or just show me how to do it here?
Thank you very much.
Another, I need to jump to another scene during the game play process. But I can't find one example about the scene jumping. Could you please provide one? Or just show me how to do it here?
Thank you very much.
#2
While I'm still confused about Scene Jumping. The Scene Jumping I talked about refers to jumping from one scene(like the place some NPCs are fighting againes each other) to another (like the place some players are playing football).
As far as the example you gave above, Scene2 is triggered and then will be jumpped to. While Scene2 is just one event(VDirectorEvent), and it's not one place which contains a lot of objects. I need to know how to define one scene(the place which contains some scene objects) and how to jump(place transfer) to the defined scene. Could you please give some more details?
Thank you very much.
01/07/2010 (4:14 am)
Phillip, Thank you very much. I got that about current object control. While I'm still confused about Scene Jumping. The Scene Jumping I talked about refers to jumping from one scene(like the place some NPCs are fighting againes each other) to another (like the place some players are playing football).
As far as the example you gave above, Scene2 is triggered and then will be jumpped to. While Scene2 is just one event(VDirectorEvent), and it's not one place which contains a lot of objects. I need to know how to define one scene(the place which contains some scene objects) and how to jump(place transfer) to the defined scene. Could you please give some more details?
Thank you very much.
#3
If you're talking about loading a completely new mission, then Verve does not cater for this. Verve requires all of the objects it references and uses to be in the mission before it starts to play a sequence.
01/07/2010 (4:19 am)
You can just cut between camera views using the Director Group. Is this what you were after?If you're talking about loading a completely new mission, then Verve does not cater for this. Verve requires all of the objects it references and uses to be in the mission before it starts to play a sequence.
Associate Phillip O'Shea
Violent Tulip
That depends on how you start to play the sequence. If you use Verve::PlayCinematic( %mySequence ), then you should take a look through that code (it can be found in scripts/server/VerveCinematicController.cs). After loading the sequence into a controller, it will then move control from the player to the camera to observe the scene. If you would like to maintain control of the player during a cutscene, just remove the commands to change the control object.
Scene Jumping? I've not done as much with this feature as I would have liked to, but your director basically defines "scenes" (determined by cutting to different cameras) and the Scene Jump allows you to "jump" to one of these scenes.
For a quick example, create a new sequence, add the Director Group (DG) and then add two events to the Director Track. The name of these events defines the name of the "scene". Add a Scene Jump track and then a new event to it. Select the event and tell it which scene to jump to.
Here is a quick example sequence. If you hit play, you will see that it loops forever which means that you would need to control the sequence yourself.
Copy and Paste this code into a new .vsf file and load it into the Verve Sequence Editor:
<?xml version="1.0" ?> <VerveControllerSequence Version="0.0.0a"> <Properties> <Time>1412</Time> <Duration>5000</Duration> <TimeScale>1</TimeScale> <Loop>0</Loop> <LoopBackwards>0</LoopBackwards> <LoopCount>-1</LoopCount> <LoopDelay>0</LoopDelay> <ResetOnCompletion>1</ResetOnCompletion> <name>VerveEditorController</name> <parentGroup>RootGroup</parentGroup> <canSave>1</canSave> <canSaveDynamicFields>1</canSaveDynamicFields> <persistentId></persistentId> </Properties> <DataTable/> <VObject Type="VDirectorGroup"> <Properties> <Enabled>1</Enabled> <Label>DirectorGroup</Label> </Properties> <VObject Type="VDirectorTrack"> <Properties> <Enabled>1</Enabled> <Label>DirectorTrack</Label> </Properties> <VObject Type="VDirectorEvent"> <Properties> <Enabled>1</Enabled> <Label>Scene1</Label> <TriggerTime>0</TriggerTime> <Duration>1000</Duration> <Target></Target> </Properties> </VObject> <VObject Type="VDirectorEvent"> <Properties> <Enabled>1</Enabled> <Label>Scene2</Label> <TriggerTime>1000</TriggerTime> <Duration>4000</Duration> <Target></Target> </Properties> </VObject> </VObject> <VObject Type="VSceneJumpTrack"> <Properties> <Enabled>1</Enabled> <Label>SceneJumpTrack</Label> </Properties> <VObject Type="VSceneJumpEvent"> <Properties> <Enabled>1</Enabled> <Label>SceneJumpEvent</Label> <TriggerTime>2500</TriggerTime> <Duration>0</Duration> <Target>Scene2</Target> </Properties> </VObject> </VObject> </VObject> </VerveControllerSequence>