Bug in a scene, where characters need to stay put

  • #1, by korpseTuesday, 20. September 2016, 09:01 5 years ago
    Hello again guys!

    I have yet another problem in my hands. I've created a scene, that takes place in a moving car. The whole scene is one big dialog scene, that starts at the beginning of the scene. The system sort of works. The scene is initiated through 'at the beginning of the scene' action part where the characters are set to their places, scene animations are set and the characters say a few lines through the 'display text' action. The dialog is then started through 'called by other action' action part, which is called through 'at the beginning of the scene'.

    So, we FINALLY get to the core of the problem: at some times the game locks up in the first 'display text' action. I can move my character (which is another thing, how can I get the character to stay still?), but the text doesn't progress and the only solution is to force-quit Visionaire player. The most peculiar part of this is, that this happens totally random. Sometimes the scene goes from start to finish without problems, but sometimes it locks up at the start.

    I've tried to add a pause before calling the other action for the dialog to start, hiding the cursor at the startup etc..

    So, any idea what's the root of the problem? I think that if you accidentally click and move the character, that might cause this. How do I keep my main character still and how do I get the scene to play out properly from start to finish?


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  • #2, by sebastianTuesday, 20. September 2016, 09:49 5 years ago
    use the start/stop cutscene action part to
    a) hide mouse cursor
    b) disable character movement when clicking around the screen.

    its possible to skip all cutscenes with Esc. if you dont want this you need some kind of lua script here...

    regarding the "locking" :what does the messages. log say here when this occours?

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  • #3, by afrlmeTuesday, 20. September 2016, 12:34 5 years ago
    They can also use hide/show cursor action parts which act in the same way as cutscene, but disable all interaction & can't be skipped.

    By the way, the best practice for when you need to have your main character static is to use an npc version of your character & teleport or set the npc to the active characters position or wherever you need it to be & teleport your active character to another scene. Interfaces, items & so on should still work even though your character isn't on the same scene. Sorry in advance if what I've just written doesn't make much sense - I've just woken up.


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  • #4, by korpseWednesday, 21. September 2016, 08:33 5 years ago

    Thanks again for help! I actually managed to work my way around the problem by altering the game design a little bit. Now the conversation has to be initiated by clicking an NPC character. If player doesn't do it, a timer launches the dialog after ten seconds of waiting. Oddly enough, this works, but I couldn't get the dialog to start straight up automatically by connecting the action parts that contain the dialog to the at the beginning of the scene action part.

    And I also got the main character to stay put by reducing the walkable area to bare minimum.


    25 Posts

  • #5, by sebastianWednesday, 21. September 2016, 08:39 5 years ago
    nice to hear that it works now smile

    It would be great if there is a "freeze character" action part in the future anyway *cough* *cough *suggestion* *cough

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