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[SCRIPT] Making an Intro - Printable Version

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Making an Intro - JetlinerX - 04-06-2012

Can anyone make a tutorial (Written, or video) or point me in the direction to how I can make a cut scene like intro for the begging of my story?

Thanks much! Big Grin



RE: Making an Intro - Cranky Old Man - 04-06-2012

For the budget version of an intro, there are a couple of functions that can take control of the character:

OnStart()
{
SetPlayerActive(false); // Take away player control.
/*
MovePlayerForward() (that was included with Justine) is used to move the player forward.
StartPlayerLookAt() makes the character turn his head to face a designated entity or (I believe) area.
StopPlayerLookAt(); - Makes him stop looking at it.
There are more commands than this, like controlling his crouching and lantern.
*/
SetPlayerActive(true); // Restore player control.
}


The second way to do it, is to use Maya. Don't know how it's done, just that Frictional Games use it, and that it has been used for that in other games.




RE: Making an Intro - JetlinerX - 04-06-2012

I was looking at the non-player intro that is used with MovePlayerHeadPos (); but if I have to use the simple so called "budget" version, I will probably just ditch the intro just because I think it might be annoying to people if they are stationary and cant move for the whole intro.

Know anything about intros with MovePlayerHeadPos?



RE: Making an Intro - Cranky Old Man - 04-06-2012

(04-06-2012, 06:40 AM)JetlinerX Wrote: I was looking at the non-player intro that is used with MovePlayerHeadPos (); but if I have to use the simple so called "budget" version, I will probably just ditch the intro just because I think it might be annoying to people if they are stationary and cant move for the whole intro.

Know anything about intros with MovePlayerHeadPos?
That's all I know, but I think that the ending of Justine uses a lot of player control. You could check out the hps for the final level of that.




RE: Making an Intro - flamez3 - 04-06-2012

For what it is worth I used intos in all of the Mystery series, if you want you can check how I did them in my script.


RE: Making an Intro - Kreekakon - 04-06-2012

Well it really kinda depends on what type of intro you are aiming for. The more you're willing to level with us/spoil your plot (Unfortunately), the more we'll be able to help you achieve your desired effect.

I should be able to to help a bit. I made a little intro for my custom story too.



RE: Making an Intro - stonecutter - 04-06-2012

The best way of creating an intro in Amnesia is working with concept drawings ....
Just put the story of the intro on several pictures and use them aus a plan or texture and put it on walls

.... disable player function .... and fade in/out and teleport player to the next wall or activate/deactivate entities with the concept arts on it ... take a look at the white night intro where he fade out and in at the beginning to show the name of the creator and name of the mod etc !



RE: Making an Intro - Kreekakon - 04-06-2012

(04-06-2012, 02:38 PM)stonecutter Wrote: The best way of creating an intro in Amnesia is working with concept drawings ....
Just put the story of the intro on several pictures and use them aus a plan or texture and put it on walls

.... disable player function .... and fade in/out and teleport player to the next wall or activate/deactivate entities with the concept arts on it ... take a look at the white night intro where he fade out and in at the beginning to show the name of the creator and name of the mod etc !
That's good if he wanted to make a simple intro. However it's a different story if he was aiming to a make a more "cinematic" like cutscene.