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Crysis Flowgraph help

  • Vilham
  • May 29, 2011 at 2:59 PM
  • Corwin
    • February 26, 2012 at 1:36 PM
    • #41

    1st thing I'd try is getting rid of the Director track if you're not going to use any camera. The director track is only useful in cut-scenes anyway, and it could potentially cause issues to have it empty like that.

    If all of the other trackviews work fine, I'd suggest verifying that the node that triggers that particular sequence isn't to blame. For instance, link the output of the Vehicle:Enter node to a Debug:DebugDisplay node and have it show something, whatever. That way you'll know for sure if that node actually outputs something in pure game. It happened in the past that some nodes, for some reason, don't output properly in pure game.

    If that doesn't solve it for you, here's a few other things that pop to mind:

    - check that the sequence entity (look for an entity of the same name as your trackview sequence) isn't on a No-Export-To-Game layer.

    - instead of triggering that particular sequence, trigger another one of your sequences that work fine. If they don't start either, that means the problem is not the trackview itself but the setup/trigger/etc. If it does work with another trackview, then it probably means that that particular trackview is to blame, and it could be worth creating a new one and duplicating the tracks in there, just to see if it solves the problem.

    Good luck! Identifying the source of the problem is the first step. Solving it is usually easy then

  • Vilham
    • February 26, 2012 at 2:50 PM
    • #42

    Ok very strange, I changed it to a different trackview, it didn't play, I then changed it back to the APC trackview and it magically just works. I guess I just needed to refresh which one it thought it was loading or something.

  • Vilham
    • February 26, 2012 at 2:59 PM
    • #43

    just removed the debug message and now it doesnt work again

    It is 100% to do with it starting the animation already done when exported sometimes, when it just worked the door was closed. Now ive rexported it the door is open at the start of the level. Basically there are two trackviews sharing the same assets, the first opens the door a little bit, the last crashes an APC through that door which is already a bit open thanks to the first trackview. At the start it should be using the first trackview, but as far as the game is concerned I guess neither has priority.

  • Corwin
    • February 26, 2012 at 8:09 PM
    • #44

    Hmm, maybe you could have a 3rd trackview that's like 0.1 seconds long and just sets the default position for those entities (the door) and which you trigger on startup? I did that for Call of the Fireflies, because so many trackviews were controlling so many entities that I had to force them to their default position on startup to not have it fuck up.

  • Vilham
    • February 27, 2012 at 10:07 PM
    • #45

    So that works, but only the first time exporting it. So ive just created a new flowgraph when i want to export, and then delete it when ive done that. Ive met my goal though of spending 10 evenings on this and getting it to a level that im as happy as I guess I can be.

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