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Animated Cutscenes: done

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  • shadoewraythshadoewrayth Member Posts: 183 Arc User
    edited June 2013
    Yeah, looked like what she did was had a 'dialogue' with the gate or with an invis object, and set events to happen based on which dialogue prompts were reached (by having NPCs appear, act out a part, then disappear, LRR (lather rinse repeat))...

    Actually, quite ingenious in my opinion, very simple, elegant approach.
  • zovyazovya Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited June 2013
    @nokturnel may have to pause to see the dialogue, but she is getting the keys from his pocket while the player distracts the guard insulting his mother. But I like your suggestion, I might consider something like that.

    @zuviele I published it briefly, worked great. I don't use traps with my timers anyway.

    @thelastria LOL

    Everyone else, thanks!
  • chili1179chili1179 Member Posts: 1,511 Arc User
    edited June 2013
    /jelly

    Srsly.
    There is a rumor floating around that I am working on a new foundry quest. It was started by me.
  • ariusdecimusariusdecimus Member, Neverwinter Beta Users Posts: 0 Arc User
    edited June 2013
    I think I've figured out how you did everything here. Can I share, or do you plan on making a thread for it like you did with the timers (brilliant, by the way)? Also, you use one of the ghosts that disappears when close, right? That's the only way I found to make it work.
  • zovyazovya Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited June 2013
    I think I've figured out how you did everything here. Can I share, or do you plan on making a thread for it like you did with the timers (brilliant, by the way)? Also, you use one of the ghosts that disappears when close, right? That's the only way I found to make it work.

    I'm not planning on doing a tutorial or anything, hopefully this will inspire creativity in the community.
  • destinyknightdestinyknight Member Posts: 962 Arc User
    edited June 2013
    Very interesting. I hope someone breaks down how this was done. I'd like to give this a try once I get some practice and a bit more adept in the foundary.
  • nokturnelnokturnel Member Posts: 173 Bounty Hunter
    edited June 2013
    Just finished up my first cut scene as well. I made it just as an easter egg to test it, took people's advice on trapping the mobs in invisible walls for when it's published. Works great while testing in the Foundry. It's basically just an npc walking around blowing out candles to turn off the lights. (timed the lights turning off and the npcs patrolling while spawning/despawning to the Component complete of encounters dying to traps)

    BTW you can do 2 types of cut-scenes. One can trigger off of dialogue choices, so as you talk to an npc or detail things can happen in the foreground/background and the other requires trap placement and encounters. (You could also use guard encounter instead of traps to kill the trigger encounter) I used both. Still got a bunch of work to finish up for my 2nd quest though and don't want to ruin any surprises. Don't mean to toot my own horn but this quest is going to be pretty epic and have some cool easter eggs in it.

    Also, some tips for creating encounter timed cutscenes. Spitting Spiders have a really low base health so they work real well as short timers and Skeletons work good for longer ones.The Scything Blade Trap does the highest damage per hit and triggers with the npc just standing on it. So add/place those till you get the timing right. (I used 8 of them on the spitting spiders and 10 on the skels to get the timing right) Be aware of the 50 traps max limit though.
    -Protect the Caravan-
    Fun 15-20 Minute Heavy Combat Quest with a difficulty slider. Hand crafted environments and encounters.
    Code: NW-DSVCX8LD4
    Thread URL: http://nw-forum.perfectworld.com/showthread.php?257391-Protect-the-Caravan
  • adjuchasbrokkadjuchasbrokk Member Posts: 0 Arc User
    edited June 2013
    I think I know how you've managed this, I'd still prefer a proper cut scene editor though as this method is a bit clumsy. Grats on your discovery anyway. :)
    [Foundry Projects]
    The Sunken Castle
    - NW-DEO4EA5XG -
    - A story driven dungeon crawl! -
  • zoiks100zoiks100 Member Posts: 355 Arc User
    edited June 2013
    nokturnel wrote: »
    Also, some tips for creating encounter timed cutscenes. Spitting Spiders have a really low base health so they work real well as short timers and Skeletons work good for longer ones.The Scything Blade Trap does the highest damage per hit and triggers with the npc just standing on it. So add/place those till you get the timing right. (I used 8 of them on the spitting spiders and 10 on the skels to get the timing right) Be aware of the 50 traps max limit though.

    Trap timers don't work well with level scaling, not at all. To give you an idea, I set up a trap timer to take about 1 minute at level 21. At level 57 it was taking more than 10 minutes. The only solution for me was to use a dialogue to "ask" the pc what level they were before the timer started, as there is no map owner level variable we can access in the editor, and then use those prompts to add in more traps.

    I got it working, but it's ugly and not very consistent. I wouldn't recommend using them unless you've tested it across a wide level range, or include a "works best at level X" in the description.
    Don't Panic.
    airplane-2-o.gif
    Okay, Panic.
  • anrix2anrix2 Member Posts: 175 Bounty Hunter
    edited June 2013
    Thanks for posting this. I took one look at the video and it was apparent how it was done, but I never would have put the pieces together had you not laid them out like that. Now I can come up with an epic finale for my next quest. Thanks for the R&D :)
    A solo or group hack-n-slash: Mage Masher

    A short solo hack-n-slash: The Dirty Dwarf
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