Ok as far as I'm aware, you cannot make a player move towards a patrol point or anything like that during a cutscene. What I've read is that you can create a dummy actor, that resembles the player. While the actual player is in a hidden sector when this occurs. But how would one go about doing this seamlessly? How could you warp/teleport the player to the spot the dummy actor is and get rid of the dummy actor in a way that looks convincing?
Thanks
"Player" control during cutscenes.
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Re: "Player" control during cutscenes.
You can always move the player by manually setting the position or adding some velocity. The direction can be calculated by simple vector maths from the current position towards the next patrol point.
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- Posts: 21
- Joined: Wed Feb 16, 2022 9:04 pm
- Graphics Processor: nVidia with Vulkan support
Re: "Player" control during cutscenes.
Could you elaborate more on this? And are there articles that explain this?Cherno wrote:You can always move the player by manually setting the position or adding some velocity. The direction can be calculated by simple vector maths from the current position towards the next patrol point.
Also, how would I program an attack to work. Such as thing hate, or something like that?
Re: "Player" control during cutscenes.
Sorry, I can't spare the time to elaborate on this much further. Check the wiki for ACS action functions. As for attacks, that would have to be simulated, it depends on wether you have access to a custom PlayerPawn.