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  • | {{Infobox cutscenes}} Alternately, cutscenes can be created from an existing line cinematic in a [[conversation]]. This
    19 KB (3,281 words) - 10:04, 24 March 2011
  • | {{Infobox cutscenes}} # Create a conversation line (the way we do thing is: some stand alone cutscenes have their own conversation; you could also create one conversation with a
    21 KB (2,985 words) - 09:24, 17 October 2011
  • ! Cutscenes | Powerful native cutscene creator || Script-based cutscenes
    3 KB (354 words) - 03:22, 17 February 2011
  • ...ecial events you can add much more than that - even integrating full-blown cutscenes into the middle of a conversation. == Cutscenes ==
    17 KB (2,855 words) - 07:20, 26 November 2013
  • {{Infobox cutscenes}} ...will go back to normal again when the cutscene ends and the game resumes, cutscenes are run entirely separate from the main action of the game and have no dire
    36 KB (6,303 words) - 14:51, 21 December 2013
  • {{Infobox cutscenes}} ...e can find it (the base override directory works well) This only works for cutscenes that have the "area" specified in the editor, those that only have a layout
    11 KB (996 words) - 14:17, 7 November 2011
  • {{Infobox cutscenes}} ...interesting animations that are intended for animals, creatures or custom cutscenes that can produce some interesting effects such as flying through the air or
    11 KB (2,025 words) - 22:48, 10 March 2022
  • {{Infobox cutscenes}} ...r of the actual pose of the previous line. It is still used in stand-alone cutscenes, and can be useful for preview purposes. }}
    11 KB (1,676 words) - 18:08, 27 January 2010
  • == Adding music to cutscenes == [http://social.bioware.com/forum/Dragon-Age-Toolset/Toolset---Cutscenes/Cutscene-Music-to-replace-in-game-vanilla-question-Solved-2847712-1.html Ho
    6 KB (1,099 words) - 17:18, 1 February 2022
  • -- Take all Cutscene Referenced Strings for Cutscenes -- Take all Cutscenes that reference more than one String.
    587 KB (68,089 words) - 20:12, 28 October 2009
  • == Dummy Voiceover and Cutscenes==
    6 KB (948 words) - 13:26, 28 January 2016
  • {{Infobox cutscenes}} [[Category:Cutscenes]]
    69 KB (593 words) - 09:55, 21 July 2012
  • ...ring ID but hooked up to a different one. Use a non-default name for these cutscenes to avoid this hassle. [[Category:Cutscenes]]
    7 KB (1,251 words) - 08:24, 18 January 2011
  • {{Infobox cutscenes}} [[Category:Cutscenes]]
    9 KB (1,485 words) - 21:57, 15 October 2012
  • {{Infobox cutscenes}} [[Category:Cutscenes]]
    18 KB (2,755 words) - 18:04, 27 January 2010
  • {{Infobox cutscenes}} [[Category:Cutscenes]]
    10 KB (1,467 words) - 20:57, 13 March 2012
  • {{Infobox cutscenes}} [[Category:Cutscenes]]
    9 KB (1,587 words) - 22:49, 10 August 2011
  • {{Infobox cutscenes}} [[Category:Cutscenes]]
    6 KB (962 words) - 16:49, 19 January 2012
  • * Such cutscenes are past and future cutscenes that show the player from another point in time in the game.
    1 KB (228 words) - 13:35, 14 February 2012
  • {{Infobox cutscenes}} [[Category:Cutscenes]]
    6 KB (1,039 words) - 12:14, 14 April 2012
  • 5) Valeria has her own dialog after major cutscenes (where appropriate) of the game WITHOUT changing resources of the game. ...rs in all camps (basic camp, Arl Eamon's estates, post coronation), most cutscenes from the original game and at the city gates WITHOUT changing resources o
    7 KB (1,090 words) - 19:31, 9 July 2011
  • 5) Valeria has her own dialog after major cutscenes (where appropriate) of the game WITHOUT changing resources of the game. ...ears in all camps (basic camp, Arl Eamon's estates, post coronation), most cutscenes from the original game and at the city gates WITHOUT changing resources of
    83 KB (11,764 words) - 17:21, 1 February 2022
  • {{Infobox cutscenes}} [[Category:Cutscenes]]
    16 KB (297 words) - 05:27, 26 February 2012
  • {{Infobox cutscenes}} [[Category:Cutscenes]]
    8 KB (597 words) - 18:00, 19 January 2012
  • ...cutscene, though in most cases a simpler treatment is perfectly adequate. Cutscenes can also be created independent of any conversation, to be triggered by scr
    7 KB (1,106 words) - 18:01, 1 February 2022
  • ...rol and the movements of objects is a process common to areas, stages, and cutscenes, the documentation for this can be found at [[3D control]]s.
    14 KB (2,314 words) - 11:18, 26 October 2014
  • |when = for playing things like cutscenes and movies when you enter an area, things that do not involve AI or actual
    269 B (37 words) - 22:33, 25 March 2012
  • ...sounds that you may find invasive and want to duck during conversations or cutscenes will go in here, used mainly for one shot birds currently.
    39 KB (6,747 words) - 16:42, 11 November 2009
  • 7 KB (1,140 words) - 23:19, 10 August 2011
  • ...ION]] event. In the Dragon Age main campaign it is used to trigger certain cutscenes that play as a result of world travel.
    25 KB (4,306 words) - 22:14, 5 July 2010
  • | {{Infobox cutscenes}}
    17 KB (3,076 words) - 14:41, 13 August 2011
  • ...ources section on this page makes very little sense if any. It talks about cutscenes not resources and the include file it mentions does not even appear in the
    2 KB (351 words) - 20:17, 24 October 2009
  • ...ions with the toolset? As in, animate the characters any way you wish for cutscenes, like a werewolf thriller remake for example? I haven't taken a good look
    9 KB (1,450 words) - 23:52, 8 April 2013
  • **[[ EVENT_TYPE_AREALOAD_SPECIAL ]]- for playing things like cutscenes and movies when you enter an area, things that do not involve AI or actual
    14 KB (2,021 words) - 12:26, 15 August 2011
  • * If the target builder is only working on cutscenes (or other aspects that don't generate new strings), consider the Use Theirs
    2 KB (386 words) - 07:36, 18 June 2013
  • [[Category:Cutscenes]]
    3 KB (435 words) - 22:52, 3 September 2011
  • Stand-alone cutscenes have an "end script" parameter that sets a script to run once the cutscene
    11 KB (1,454 words) - 16:49, 19 October 2014
  • ...porting and Exporting of Models and Animation. Makes Animations for use in Cutscenes or in Animation Blend Tree for use on Characters. Supports the free tool GM
    2 KB (370 words) - 16:34, 1 February 2022
  • For special case use only. Most cutscenes should use [[CS_LoadCutscene]](), as most actor mappings can be handled fro
    2 KB (234 words) - 22:08, 10 February 2010
  • |brief = Takes care of stuff that should happen after cutscenes
    882 B (120 words) - 13:09, 24 August 2011
  • * [[Cutscenes]] - How to create cinematic events
    2 KB (306 words) - 11:06, 25 April 2020
  • ...hat is how the sounds can be assigned to areas or placeables... or used in cutscenes without having to resort to the dialogue VO technique for stingers.
    19 KB (3,396 words) - 03:20, 17 September 2010
  • **[[ EVENT_TYPE_AREALOAD_SPECIAL ]]- for playing things like cutscenes and movies when you enter an area, things that do not involve AI or actual
    15 KB (1,680 words) - 05:37, 14 October 2011
  • ...th either a book or an NPC. youll be too restricted for a fight or complex cutscenes.
    12 KB (2,013 words) - 21:43, 31 August 2011
  • * include one or more cutscenes to heighten drama
    13 KB (2,128 words) - 21:44, 31 August 2011
  • * '''Bonus prize''': the best cutscenes will be scripted into in the player package's encounters.
    8 KB (1,308 words) - 22:26, 18 September 2011
  • ...rol and the movements of objects is a process common to areas, stages, and cutscenes, the documentation for this can be found at [[3D control]]s.
    14 KB (2,315 words) - 00:14, 28 December 2011
  • // When: it is for playing things like cutscenes and movies when
    20 KB (2,132 words) - 09:43, 17 October 2017