Cut Scenes

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AuthorTopic: Cut Scenes
Agent
Member # 27
Profile #0
Hey I've been practicing with cutscenes (and creature scripts) lately, but I've been having some problems.

The basic layouts work just fine, but sometimes a text bubble wont show, or BoA will skip an entire step. This is my coding that has had some problems.

Side note: The content of the strings is utterly ridiculous and only exists to make me giggle uncontrollably whenever I see it.
(CREATURE SCRIPT:)
beginstate DEAD_STATE;


set_character_pose(6,11);
force_instant_terrain_redraw();
pause(2);


reset_dialog();
add_dialog_str(0,"The man falls to the ground, quivering in pain and rage.",0);
add_dialog_str(1,"_NO YOU I CAN'T LOSE TO YOU!_",0);
add_dialog_choice(0,"*Stick tongue out* nyah nah nah nah nah naaaah!");
choice = run_dialog(1);


text_bubble_on_char(6,"HAHAHAHAHAH, **** YOU WORLD!");
force_instant_terrain_redraw();
pause(8);


text_bubble_on_char(6,"");
put_boom_on_char(6,0,0);
force_instant_terrain_redraw();
run_animation_sound(152);
play_sound(30);
set_flag(1,3,1);
set_flag(1,4,1);
pause(4);


break;

---

beginstate 12;


text_bubble_on_char(0,"C'mere");
text_bubble_on_char(6,"Wait...");
relocate_character(6,20,11);
march_party(18,12);
force_instant_terrain_redraw();
pause(8);


text_bubble_on_char(0,"");
text_bubble_on_char(6,"");
text_bubble_on_char(6,"YOU STAY THE HELL AWAY FROM ME!");
relocate_character(6,21,11);
march_party(19,11);
force_instant_terrain_redraw();
pause(14);


text_bubble_on_char(6,"");
text_bubble_on_char(6,"NO ONE GETS BORK!");
march_party(20,11);
block_entry(1);
set_character_pose(1000,2);
force_instant_terrain_redraw();
play_sound(2);
pause(10);


text_bubble_on_char(6,"");
text_bubble_on_char(6,"HAHAHAHA, **** YOU ALL!!!");

force_instant_terrain_redraw();
pause(6);


set_character_pose(6,2);
set_character_facing(6,6);
force_instant_terrain_redraw();
pause(1);


play_sound(30);
set_terrain(21,11,0);
set_flag(3,2,1);


fallx = 21;
while(fallx <= 23){
text_bubble_on_char(6,"HAHAHAHA, **** YOU ALL!!!");
relocate_character(6,fallx,11);
force_view_center(fallx,11);
force_instant_terrain_redraw();
pause(1);


fallx = (fallx + 1);
}


break;
One I've noticed is that during the DEAD_STATE in my creature script, sometimes the text bubble wont show up.

The problem in the second script is that not all of the content is showing up.

Edit: Some of the inappropriate words, although censored when I previewed the post, were not censored in the actual post.

Edit2: Why wont it show the spaces between my lines...

[ Monday, September 25, 2006 16:30: Message edited by: Enraged Slith ]
Posts: 1233 | Registered: Wednesday, October 3 2001 07:00
Councilor
Member # 6600
Profile Homepage #1
Maybe a text bubble is too long? I think if a text bubble gets too long, it stops showing up.

Of course, Dikiyoba could be totally wrong about this.
Posts: 4346 | Registered: Friday, December 23 2005 08:00
Lifecrafter
Member # 6700
Profile Homepage #2
Is it specific steps that get skipped, or is it just random every time?
If specific, which ones?

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Posts: 735 | Registered: Monday, January 16 2006 08:00
Agent
Member # 27
Profile #3
The DEAD_STATE skip seems to happen randomly. I think it has something to do with the dialog box.

As for the other script it always skips the coding between the pause(8) and pause(14): "you get the hell away from me". It also always skips the first and longer "hahahaha **** you all."
Posts: 1233 | Registered: Wednesday, October 3 2001 07:00
Shaper
Member # 7472
Profile Homepage #4
In this bit of code:
fallx = 21;
while(fallx <= 23){
text_bubble_on_char(6,"HAHAHAHA, **** YOU ALL!!!");
relocate_character(6,fallx,11);
force_view_center(fallx,11);
force_instant_terrain_redraw();
pause(1);


fallx = (fallx + 1);
}
You forgot to pass an empty bubble before the writing a new bubble.

Wow, there's something I never thought I'd say. :)

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Posts: 2686 | Registered: Friday, September 8 2006 07:00
Law Bringer
Member # 4153
Profile Homepage #5
You've also got a block_entry(1) call in there. In my experience, those make cutscenes behave strangely, particularly when you're marching the party around.

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Gamble with Gaea, and she eats your dice.

I hate undead. I really, really, really, really hate undead. With a passion.
Posts: 4130 | Registered: Friday, March 26 2004 08:00
Off With Their Heads
Member # 4045
Profile Homepage #6
quote:
Originally written by Ephesos:

You've also got a block_entry(1) call in there. In my experience, those make cutscenes behave strangely, particularly when you're marching the party around.
These are pretty crucial if you don't want the party to take an extra step after the cutscene is over. How have they made the scenes behave strangely? (I've never had problems with them.)

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The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Shaper
Member # 7472
Profile Homepage #7
Having it in a creature script may cause some unusual effects, though.

--------------------
Scenarios need reviews! Please rate these scenarios at the CSR after playing them!
AmnesiaDileciaThe Empire's New GroveExpress Delivery
Twilight ValleyWitch HuntWhere the Rivers MeetFoul Hordes
Posts: 2686 | Registered: Friday, September 8 2006 07:00
Law Bringer
Member # 4153
Profile Homepage #8
quote:
Originally written by Kelandon:

These are pretty crucial if you don't want the party to take an extra step after the cutscene is over. How have they made the scenes behave strangely? (I've never had problems with them.)
I think it just depends on where the block_entry(1); is, because if it's used too early, then the party may not be moved into the spot correctly. Anyway, it was back when I was still trying to figure out cutscenes, so it was probably just my stupidity.

--------------------
Gamble with Gaea, and she eats your dice.

I hate undead. I really, really, really, really hate undead. With a passion.
Posts: 4130 | Registered: Friday, March 26 2004 08:00