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Cutscene/Scripted Scene Tips

Here are a few cutscene/scripted scene tips. Hope these are helpful.

[O] Cutscene/Scripted Scene Tips by Holo

Loading a new map after a cutscene

To load a new map after the cutscene, open the Master Camera Point, open Camera Navigation -> url and add yourmapname/

Camera speed and FOV

Changing camera speed modifiers and FOV can create some interesting camera effects. The speed modifiers have a default of 1: to decrease speed set this below 1 (eg 0.2) and to increase the speed set above 1 (eg 5). The distances between cameras also affect the duration of the cutscene. The FOV default is 110 - lower this number, eg to 55 and the camera will zoom in closer. If you increase this, eg 220 strange things can start to happen though.

You can also set the camera to hold for a set length of time (Camera Navigation -> bHold = true and HoldLen = whatever (eg 3)), and can also cut to next point (Camera Navigation -> bCutToNextPoint = true).

Triggering Events

Setting up events with the cameras can be a bit of a pain, especially when timings are concerned (and if like me you keep changing the camera positions etc). In Camera Navigation for each camera two events can be triggered, Event 1 and Event 2. For event times, a negative number will start the event before that camera is reached in the cutscene, eg -0.25. A positive number will trigger the event after that camera is reached, eg 0.35. Dispatchers and narrator scripts also work well in cutscenes to trigger events and you can time them better, and if you do decide to change the cameras, the timings (pawn interactions etc) will not be affected.

On Screen Message at start of cutscene

To create an on screen message at the start of the cutscene (if it's the first thing in the map or a cutscene map), set up an On Screen Message, set its tag, eg osm, and set your text. Set up a dispatcher with its tag set to LevelBegin, put the first Out Event as the On Screen Message tag (eg osm). Open the Player Start and set PlayerStart -> bCutScene to true. Go to the main menu in the editor and select View -> Level Properties (in Unded 2). A window should pop up. Open LevelInfo and set bIsCutSceneLevel to true. It should now all work with a bit of luck.

Slow motion scenes

You can simulate slow motion scenes by using pawns and modifying their speed. To do this just change their movement properties, eg AccelRate and GroundSpeed. This only works with pawns and not generated creatures as you can't modify a generated creature's movement properties (unless you create a specific class for a new, modified pawn). Also it will only work with using Walk to Point and Run to Point (in the narrator script action list) and not Play Animation/Loop Animation.

Changing creature AI states

Some cutscenes or scripted scenes may initially involve narrator scripts run by the bad guys, who will attack the player immediately after the cutscene/scripted scene has ended. To do this set up the bad guys, set them to AIRunScript and set the narrator script name. Set up the narrator script/s. Get them to do their thing and time it so when the cutscene ends change their state by using GotoState AIHuntPlayer (in narrator script where ActionName = AIHuntPlayer). The GotoState must be the last action in the narrator script - anything after this will not run. The wait command (in narrator script) is useful to stop them attacking before the cutscene has ended. Do not place the bad guys too close to the player otherwise they may attack in the middle of the cutscene. Lowering alertness and/or aggressive (if using a pawn) can help with this problem.

Hidden Pawns

You can use pawns as if they are generated creatures and "surprise" the player. Pawns are very useful if you need to alter the stats of a particular class, eg give it more health, different combat including certain spells (from SPWeapon list), change attitude to player etc.

Open Collision properties and set BlockPlayers to false (this stops the player from colliding with pawn which would act as an invisible barrier and give the game away). Open ScriptedPawn properties and set bIllumCrosshair to false (the player then will not be able to see the pawn in crosshair which would again give it away that a pawn is there hidden).

Set up 2 narrators scripts and set the pawn to AIRunScript (AIOrders). Set the script tags to the tags of the 2 narrator scripts (AIScript -> ScriptTag (eg ns1) and TriggerScriptTag (eg ns2). Open up Narrator Script -> ActionList of ns1 and in first action put fade out. This makes the pawn invisible. Open up the second narrator script properties and set the first action in the ActionList to fade in. This makes the pawn appear as soon as it is triggered - just like a generated creature. You can then use GotoState as the next action in the list of the script named ns2 if you wish the pawn to attack the player. You can set the ActionName to AIHuntPlayer, AIAmbush or AIAttackPlayer (may be more but not aware of them).