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DYOM - player between cutscenes


GTAFanLuca
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I do have a rather annoying bug with DYOM. I am making a lot of cutscenes at the start of a mission. They are both in the normal and the interior world, so I had to use a teleport objective for the player so that everything would work out well. But there is one annoying instance in which there are 2 cutscenes, but between the cutscenes I always get teleported to the player first, instead of being taken to the cutscene directly. How to solve this?

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Unfortunately this can't be solved. Between interiors and the exterior world you have to teleport the player to whatever "world" or actors will bug out. Teleporting is an objective, the 1st cutscene is finished, then the game teleports the player, then the 2nd cutscene starts. The teleportation takes some time, and a loading fade in/fade will happen no whatever you do.

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2 hours ago, omigawail said:

Unfortunately this can't be solved. Between interiors and the exterior world you have to teleport the player to whatever "world" or actors will bug out. Teleporting is an objective, the 1st cutscene is finished, then the game teleports the player, then the 2nd cutscene starts. The teleportation takes some time, and a loading fade in/fade will happen no whatever you do.

My point is that I have multiple instances of such teleportation between the cutscenes, but it is only during ONE instance when the protagonist is displayed on the screen. During the other 2 instances, I just get the long fade in/fade out effect and then the game skips straight to the cutscene. Can't this also be the case for the third instance?

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If you teleport the player between worlds or too far away it will take time to load the new place. I think that's your issue?

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12 minutes ago, omigawail said:

If you teleport the player between worlds or too far away it will take time to load the new place. I think that's your issue?

I think that in the 3rd instance, the distance is shorter than in the other 2. That may be an explanation for the "first teleport player then show cutscene" phenomenom, right?

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12 minutes ago, GTAFanLuca said:

I think that in the 3rd instance, the distance is shorter than in the other 2. That may be an explanation for the "first teleport player then show cutscene" phenomenom, right?

I don't understand. Are the 1st and 2nd instances:

Cutscene 1 - Teleport player - Cutscene 2

or just two cutscenes after each other?

 

If there's two cutscenes back to back there won't be a cut back to player 3rd person view between them, but adding any type of objective in between will 'pause' the cutscenes for the split second where the game does the objective, during which it shows the normal player point of view. There's no way to go around this limitation as far as I know.

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15 minutes ago, omigawail said:

I don't understand. Are the 1st and 2nd instances:

Cutscene 1 - Teleport player - Cutscene 2

or just two cutscenes after each other?

 

If there's two cutscenes back to back there won't be a cut back to player 3rd person view between them, but adding any type of objective in between will 'pause' the cutscenes for the split second where the game does the objective, during which it shows the normal player point of view. There's no way to go around this limitation as far as I know.

Alright, so yes, I have 3 instances in this mission that go like: Cutscene 1 - Teleport player - Cutscene 2

 

And during 2 of them, I just get a long fade in/fade out black screen and then the game skips directly to the second cutscene. But during the third one, no matter how I arranged it, I always get the third person perspective of the player between the two cutscenes.

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That's weird, I mean the 1st and 2nd instances. It's always like the 3rd for me. As far as I know there is no solution for this (I thinl TH-BP said you can use player animations instead of teleportation and it won't cause a cutscene slice thing)

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16 hours ago, SkyGTA_User said:

Just make an actor similar to the player, don't waste your objectives, because it cap at 100

Thanks for the tip, but none of my missions so far have hit that limit. I'll try reworking on this mission when I have some free time.

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