Directory: Technical >> Script Lib >> Characters >> Cutscenes.
How to make a cutscene:
A cutscene looks like this:
For Konoko to unleash her weapon at the beginning of the cutscene, type:
The main consists of speeches, sounds and playbacks. The problem with cutscenes is that one
Cinematics: When people talk in Cutscenes, a graphic or portrait of their face appears.
The few nums and the boolean determine how the cinematic appears. I suggest you to look in the original
IGMD files and choose the values you want. The two cinematics (in the openning closing lines) must
cinematic_start ([cinematic], [num], [num], [num], [num], [num], [true/false])
cinematic_stop ([cinematic], [num] , [num])
This makes the computer control you. One could make a freeze-scene (or a pseudo cutscene) if
you want dmsging with this:
If you want to dmsg and you don't really need the cutscene environment, you can use these functions
I have made.
func void cutsene_start (void)
To end a pseudo-cutscene, I made this function:
func void cutsene_end (void)
Sleep "burns" some time before playing the next line of the code. Here, time is meseaured in
This function is not recommended since the character usually wonders off and he cannot follow you if
on a different level block. But still there is nothing better.
Look at Char:
To make a character look at another character, use this function:
ai2_lookatchar [looker] [looked_at]
Move to Flag:
This makes a character move to flag (which is technical term for location
in the game):
ai2_movetoflag [character] [flag]