Talking to Zip
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As I said above, the setup is flexible - so, for example, we can use
other forced animations, not only 467, 468 and 469.
For example, the cutscene won't end when Lara lowers her hand, because you also force the running animation on her so that she'll start running when she lowers her hand, followed by the flyby cameras. And, the audio file is longer, it ends at the end of the running animation, and in the last part of the audio you'll hear the continuance of the conversation. (I.e. Lara started running but she's still talking to Zip.)
1. If you force an animation, always be careful with the starting animation. (Just I said before with Animation103 and 467.)
2. Some forced animations won't work properly, so you need some tricks to make them work properly.
See for example that running animation. It needs the player to press the up arrow continuously. But we can't use an animation forced if that needs the intervention (i.e. key-pushing) of the player - that's why this running animation fails if we want to force it.
But there's a solution if we do more than using an animation-forcing FLIPEFFECT trigger. So, we also force Lara to have a neutral State ID (let's say, State69), when we force her to run. (Or, copy-paste the running animation into a new animation slot, with StateID69, and that animation is what you will force.) - That StateID doesn't need and doesn't accept any intervention.
That's what will happen with StateID69: Lara performs the 21 frames long forced running animation one time.
But we want to force a continuous running, of course, performing those 21 frames more times after each other. That's why we also use some loop method now (for example, a loop Organizer) so that she will just run and run. - Until some other triggers command her to do something else. (This is what that means now: stop the Organizer to get the control back on Lara, or, if you want, at the same time, when the Organizer stops, activate another trigger that forces another animation on Lara.)
3. As I said above: in a cutscene, animations have automatic connections between each other, without the intervention of the player - at most, some triggers also control the operation.
If an animation doesn't connect properly to the next one now, then you have to check those requirements:
- check the Next Animation field,
- rule out any need of intervention of the player (see above, how),
- define the proper trigger to abort the forced animation or to force another animation (see above, how).
4. Don't forget to disable keys for any forced animations you force after the flyby sequence stopped.
Made using TRNG 22.214.171.124