N-DReW25 1,320 Posted September 4, 2019 Hello, I am trying to accomplish two things for a custom cut scene aboard the Ebon Hawk. First of all, I want the Skybox outside the Ebon Hawk to be the Hyperspace animation like the one seen below. The second one I imagine would be slightly harder, I want the player character to lie down on the Med Bay bed like Visas does when she is recruited. Would anyone know how to do any of these? Quote Share this post Link to post Share on other sites
DarthParametric 3,777 Posted September 4, 2019 The first is easy enough. If you have a look at the SetBackground function in k_inc_hawk, you'll see that hyperspace is Case 10, or in other words room animation scriptloop 11. So in your custom module OnEnter, you can simply set PlayRoomAnimation(003EBOq, ANIMATION_ROOM_SCRIPTLOOP11); The med bay bed is potentially a bit more tricky, due to the finicky nature of walkmeshes. You should be to use the prologue's example as a guide if you simply want to show them already laying on the bed. If you want to actually show them walking in and laying down, that would require a custom stunt animation. Quote Share this post Link to post Share on other sites
N-DReW25 1,320 Posted September 4, 2019 1 hour ago, DarthParametric said: The first is easy enough. If you have a look at the SetBackground function in k_inc_hawk, you'll see that hyperspace is Case 10, or in other words room animation scriptloop 11. So in your custom module OnEnter, you can simply set PlayRoomAnimation(003EBOq, ANIMATION_ROOM_SCRIPTLOOP11); The med bay bed is potentially a bit more tricky, due to the finicky nature of walkmeshes. You should be to use the prologue's example as a guide if you simply want to show them already laying on the bed. If you want to actually show them walking in and laying down, that would require a custom stunt animation. So I put that code into my onenter script and I got this error. In case it matters, here is the script I am trying to modify (It is a stunt module btw) Quote void main() { object oEntering = GetEnteringObject(); if ((oEntering == GetFirstPC())) { if (GetLoadFromSaveGame()) { return; } if ((GetGlobalNumber("650DAN_Revelation") == 1)) { SetGlobalFadeOut(0.0, 0.0, 0.0, 0.0, 0.0); NoClicksFor(2.0); PlayRoomAnimation(003EBOq, ANIMATION_ROOM_SCRIPTLOOP11); if (IsAvailableCreature(4)) { SpawnAvailableNPC(4, Location(Vector(52.04592, 44.41086, 1.80089), 123.975)); } object oPC = GetFirstPC(); AssignCommand(oPC, ClearAllActions()); AssignCommand(oPC, ActionJumpToLocation(GetLocation(GetObjectByTag("WP_hk47_cut_1", 0)))); object object8 = SpawnAvailableNPC(0, GetLocation(GetObjectByTag("WP_301_player", 0))); object object11 = SpawnAvailableNPC(7, GetLocation(GetObjectByTag("WP_301_kreia", 0))); object object14 = SpawnAvailableNPC(9, GetLocation(GetObjectByTag("WP_301_mand", 0))); ApplyEffectToObject(1, EffectHeal(500), object14, 1.0); object object17 = SpawnAvailableNPC(1, GetLocation(GetObjectByTag("WP_301_disc", 0))); object object20 = SpawnAvailableNPC(2, GetLocation(GetObjectByTag("WP_gspawn_mand", 0))); object oTalker = CreateObject(64, "talker", GetLocation(GetWaypointByTag("WP_hologram")), 0); AssignCommand(oTalker, ActionStartConversation(oEntering, "pcdead_ebo", 0, 0, 0, "", "", "", "", "", "", 0, 0xFFFFFFFF, 0xFFFFFFFF, 0)); } } } Quote Share this post Link to post Share on other sites
DarthParametric 3,777 Posted September 4, 2019 Ah, whoops. The room variable is a string, so it needs to be: PlayRoomAnimation("003EBOq", ANIMATION_ROOM_SCRIPTLOOP11); 1 Quote Share this post Link to post Share on other sites
N-DReW25 1,320 Posted September 4, 2019 12 minutes ago, DarthParametric said: Ah, whoops. The room variable is a string, so it needs to be: PlayRoomAnimation("003EBOq", ANIMATION_ROOM_SCRIPTLOOP11); That one worked! Thank you, I still have the med bay to worry about though. 1 hour ago, DarthParametric said: The med bay bed is potentially a bit more tricky, due to the finicky nature of walkmeshes. You should be to use the prologue's example as a guide if you simply want to show them already laying on the bed. If you want to actually show them walking in and laying down, that would require a custom stunt animation. So what I want to do is show the Exile lying down on the bed, the Exile will not be going anywhere during the duration of this scene. From my quick examination of the prologue, it uses a dummy NPC with a commoner's appearance and a "<FullName>" as its name, my guess is one of the scripts (probably the onenter script) is the script which sets this dummy to look like the PC based on whatever they chose at the main menu. Quote Share this post Link to post Share on other sites
DarthParametric 3,777 Posted September 4, 2019 Yeah: object oPCDummy = GetObjectByTag("MEDBAY_PC", 0); object oBedWP = GetObjectByTag("InvisibleLocationMarker", 0); location lBed = GetLocation(oBedWP); int nPCApp = GetAppearanceType(GetEnteringObject()); effect eDisguise = EffectDisguise(nPCApp); oPCDummy = CreateObject(OBJECT_TYPE_CREATURE, "c_medbaypc", lBed); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDisguise, oPCDummy); AssignCommand(oPCDummy, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_PRONE, 1.0, (-1.0))); 1 1 Quote Share this post Link to post Share on other sites
N-DReW25 1,320 Posted September 6, 2019 On 9/4/2019 at 9:35 PM, DarthParametric said: Yeah: object oPCDummy = GetObjectByTag("MEDBAY_PC", 0); object oBedWP = GetObjectByTag("InvisibleLocationMarker", 0); location lBed = GetLocation(oBedWP); int nPCApp = GetAppearanceType(GetEnteringObject()); effect eDisguise = EffectDisguise(nPCApp); oPCDummy = CreateObject(OBJECT_TYPE_CREATURE, "c_medbaypc", lBed); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eDisguise, oPCDummy); AssignCommand(oPCDummy, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_PRONE, 1.0, (-1.0))); I've managed to get eveything set up in the script and the git file and everything has worked out perfectly. Thank you for your assistance! Quote Share this post Link to post Share on other sites