Synthorange Posted March 22, 2016 Share Posted March 22, 2016 (edited) Thanks FxsRMCFall. While you're here I have to ask: What's the difference between CIN_Loading_Interior and CIN_Loading_Interior_VIEWER anyway? I cant tell what _VIEWER maps are used for. I'm guessing for camera positioning? But all the camera moves are in the non-VIEWER file. Hmm. Edited March 23, 2016 by Synthorange Link to comment Share on other sites More sharing options...
Maclimes Posted March 23, 2016 Author Share Posted March 23, 2016 The animations in the drop ship are controlled by matinee, and the RemoteEventString referenced above connects to the kismet that contains the matinee. The map representing the drop ship interior is called: CIN_Loading_Interior and this map contains the kismet script and matinees that control the characters. Since the animations are controlled by matinee that is why they do not work for non-human characters - matinee works by having direct references to the resources it is using. If you look at the Cinematics folder inside Maps, that is why there is a separate cinematic map for each character type. So your options are:1. Implement alternate matinees for other character types in the CIN_Loading_Interior map and distribute that map with your mod ( it will override the base game one ).2. Write code to handle other character types inside the drop ship parts of XComPlayerController. If we had needed to support other character types riding the sky ranger int the base game, this is what we would have done. Similar to how the characters are handled in the squad select and post mission screens. We didn't have any aliens in the lineup to test with, but the code had branches for that possibility. Big thanks for this! I'll be honest, this sounds like it's about 5 miles over my head, but it's nice to at least be able to put this to rest one way or the other! Thanks again! Link to comment Share on other sites More sharing options...
FxsRMcFall Posted March 24, 2016 Share Posted March 24, 2016 Thanks FxsRMCFall. While you're here I have to ask: What's the difference between CIN_Loading_Interior and CIN_Loading_Interior_VIEWER anyway? I cant tell what _VIEWER maps are used for. I'm guessing for camera positioning? But all the camera moves are in the non-VIEWER file. Hmm. Cinematic maps with the _VIEWER naming convention are used exclusively in the editor. If you have a map that is just a matinee that can "work anywhere", it gets a bit abstract to work with. So the cinematic team uses the viewer maps to pull in other maps and see how the matinee would look with actual stuff to serve as the background, environment lighting, etc. Link to comment Share on other sites More sharing options...
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