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[solved] Having trouble with RunAwayFromNoInterrupt()


argent77

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I have trouble executing a cutscene in a safe manner. It includes the script action RunAwayFromNoInterrupt() to make a (ex-)party member walk away from the protagonist for a few seconds, which seems to have a dangerous side effect. If the fleeing character happens to be near a transition (door, gate, etc.) he uses it and the cutscene comes to a halt without having the option to terminate it. In EE games you can't even quit the game without the help of the task manager.

Is there a way to simulate the "run away from character" action without the danger of using a transition?

Edited by argent77
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Thank you. Unfortunately, the cutscene is available for both classic and EE games, so I could only fix the EE part.

 

After a bit of testing I was able to find another work-around by rearranging the script actions. Apparently party members don't use transitions even if the transition would allow single party members to use it. Since the target character was also leaving the party during the cutscene, it worked by processing the LeaveParty() action after the run-away part in my case.

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If the fleeing character happens to be near a transition (door, gate, etc.) he uses it and the cutscene comes to a halt without having the option to terminate it

 

I assume the CutsceneID() was that party member? I developed a habit of running all cutscenes by player1 or a dedicated spy actor to avoid potential troubles that may befall the director.

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Yeah, the cutscene ID was indeed set to the target character. But it appears switching ID to Player1 would result in an even worse outcome in my case. I was able to finish the cutscene, but a good portion of scripting continued when I enter the map where the target character fled to. Let's just say, a reload of the game would be easier to manage. :p

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