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Re: Smartest way to create a cutscene with NPCs

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memorycode is not online. memorycode
Joined: 24 Sep 2011
Total Posts: 3322
08 Nov 2016 02:40 PM
What is the smartest way to go about hard-coding a cutscene with different events like NPCs walking towards a certain direction? Should I create a separate method for each?

In regards to the NPCs walking and such, should I use the Humanoid :MoveTo() within a while loop until it's at the destination or something else? I don't want the humanoid to show.

Thank you :)


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Intended_Pun is not online. Intended_Pun
Joined: 10 Aug 2016
Total Posts: 4384
08 Nov 2016 02:42 PM
Use the MoveToFinished() event to find out when it has reached the destination.
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memorycode is not online. memorycode
Joined: 24 Sep 2011
Total Posts: 3322
08 Nov 2016 02:43 PM
@Intended_Pun,

Not my question. I already know how to do that stuff, I'm just asking if there is a more efficient way *especially because I don't want the humanoid to show*


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Wunder_Wulfe is online. Wunder_Wulfe
Joined: 13 Sep 2016
Total Posts: 8356
08 Nov 2016 02:44 PM
turn off their humanoid display type

and use moveto

or use a roblox animation editor, rig the whole scene, then animate that

i like doing that instead because you can do things like move the camera during the animation
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Intended_Pun is not online. Intended_Pun
Joined: 10 Aug 2016
Total Posts: 4384
08 Nov 2016 02:45 PM
I think Wunder is right about the animation editor.
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memorycode is not online. memorycode
Joined: 24 Sep 2011
Total Posts: 3322
08 Nov 2016 02:46 PM
I didn't know the animation editor could be used for the whole scene. I might try doing that instead and just playing it.

I'm already using camera changes but it's very messy.


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Wunder_Wulfe is online. Wunder_Wulfe
Joined: 13 Sep 2016
Total Posts: 8356
08 Nov 2016 02:48 PM
it is a good idea but then you would have to animate every single thing into 1 animation which will be tiresome

what i recommend is just to use moveto on the characters and any important characters should be animated with the scene
with the camera as well (being a part so you can cframe it to the part)

or if they follow certain paths and you dont want to make a new animation you can animate a part and have them walk towards it
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Wunder_Wulfe is online. Wunder_Wulfe
Joined: 13 Sep 2016
Total Posts: 8356
08 Nov 2016 02:48 PM
and it can if you rig everything correctly.
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memorycode is not online. memorycode
Joined: 24 Sep 2011
Total Posts: 3322
08 Nov 2016 02:52 PM
What animation editor should I use? The official one..?



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Wunder_Wulfe is online. Wunder_Wulfe
Joined: 13 Sep 2016
Total Posts: 8356
08 Nov 2016 02:53 PM
it depends on what you want
i use that one a lot, it saves on time, like when i used it for sprinting animations in my game

and yes you will have to write or find your own character rigger and use it to rig the entire environment
i have one but it is not available to others
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Wunder_Wulfe is online. Wunder_Wulfe
Joined: 13 Sep 2016
Total Posts: 8356
08 Nov 2016 02:54 PM
this is what i also do for cutscenes, i just rig every moving object and animate it and then remove the new objects after it ends
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memorycode is not online. memorycode
Joined: 24 Sep 2011
Total Posts: 3322
08 Nov 2016 02:57 PM
I might just try fiddling with the MoveTo more before writing my own rigger. The main problems I have with MoveTo is that it's not accurate, I need it to be in a specific position with a specific rotation which snowballs to more messy code.


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Wunder_Wulfe is online. Wunder_Wulfe
Joined: 13 Sep 2016
Total Posts: 8356
08 Nov 2016 03:01 PM
game["Run Service"].Heartbeat:connect(function()
for current,human in next,humans do
--do things here to get position
human.Humanoid:Move(pos-human.Torso.Position)
end
end)
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memorycode is not online. memorycode
Joined: 24 Sep 2011
Total Posts: 3322
08 Nov 2016 03:02 PM
Why use that?


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Wunder_Wulfe is online. Wunder_Wulfe
Joined: 13 Sep 2016
Total Posts: 8356
08 Nov 2016 03:04 PM
it will constantly move them to the point and should be more accurate
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Wunder_Wulfe is online. Wunder_Wulfe
Joined: 13 Sep 2016
Total Posts: 8356
08 Nov 2016 03:04 PM
if you want to make sure they get there and not slow down you can also do

direction.Unit*speed

instead of just
direction
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