That was a command you had to do yourself?
Possibly OT question, but are you guys generally doing your cut-scenes with your main actor(s)? I have been doing my cut-scenes by turning Transparency ON and creating Event tiles to represent the people in the active cut-scene. Are there any drawbacks to that approach?That was a command you had to do yourself?
Nice, this is what I need a wait and auto_cancel thank you....This little plugin has made life so much better!
I've made a couple of little tweaks I thought I would share in case they would come in handy for anyone.
First off the ability to reference events by name. I actually created a separate module for this but I included it in the pastebin. It adds a findEvent call to the gameInterpeter to allow you to query events by numerical ID or canonical name. You can either include the FindEventsByName script and SmartPath by event names or you can not include it and just use the numbers. This version of SmartPath will only use the additional script if it's present.
SmartPath Lab_001_Hero Lab_001_ExitSmartPath -1 Field_001_CenterSmartPath 3 7I also added a plugin call for waiting until the smart path is reached.
SmartPath <event_target> WAITI also added an auto-cancelling trigger to clear the auto-path target once it's reached. This is useful if you are controlling the player and want to stop targeting at the end of the path. If you don't clear his target then he will constantly try to re-acquire it every time you move.
SmartPath <event_target> AUTO_CANCELIf your target is actually impassible for whatever reason I've also added a cancellation near (so if you're within 1 tile...)
SmartPath <event_target> AUTO_CANCEL_NEARNow if you have an event where you want the hero to walk to a given location, wait on him, do a cutscene or whatever, and then resume play you can do that like so:
Plugin Command: SmartPath -1 Event_LocationPlugin Command: SmartPath -1 Auto_CancelPlugin Command: SmartPath -1 WaitYou can also have some actions take place before the Wait if, for instance, you'd like to have a conversation but make sure the event waits for the target to reach its destination.
Thanks for pointing that out! I fixed it on my end at some point and totally forgot to update it here. I have updated the links to use github so if I make any other fixes to that fork they'll stay up to date. Cheers!Nice, this is what I need a wait and auto_cancel thank you....
Anyway, there's some bug one the code itself, when I use the "AUTO_CANCEL_NEAR" plugin command it said that variable t is undefined so I fix into y and it work. Maybe you should update the code...
That happened to me today! You just need to used tha5 plugin command at the end of the cutscene : smartpath -1 cancelSo I'm getting a very strange issue after using the plug in command for the player. It works fine until the cutscene I'm using ends and the player again has control. I try to move, and the player moves right back where the coordinates had the player move during the cutscene just prior.
Anyway to fix this? This plugin isn't required and I'm not above manually programming move routes, I just like the niceness of the plugin.
For references sake I'm using the MBS Smooth Scroll and Galenmareth's No Move Route Speed Up plugins and I've turned them both off and the issue persists.
Edit: I've tried it in a fresh project with no other plug ins and the issue persists. If it can't be fixed I'll do without I suppose. :/
Ah. That makes sense. I must have missed that detail! /facepalmOnce you give it a location, it will keep moving to that location until you tell it not to. So you can either monitor for when it reaches its home location and use the plugin command to cancel the pathfinding, or you could try the modified version mentioned later in the thread, which I think may have the ability to auto-cancel after reaching the destination.