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Directory: Technical >> Script Lib >> Characters >> Cutscenes.
How to make a cutscene:
A cutscene looks like this:
begin_cutscene
[main]
end_cutscene
For Konoko to unleash her weapon at the beginning of the cutscene, type:
begin_cutscene weapon
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
match.
cinematic_start ([cinematic], [num], [num], [num], [num], [num], [true/false])
cinematic_stop ([cinematic], [num] , [num])
Take Control:
This makes the computer control you. One could make a freeze-scene (or a pseudo cutscene) if
you want dmsging with this:
ai2_takecontrol [0/1]
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)
{
invincible=1
unstoppable=1
ai2_takecontrol 1
ai2_allpassive 1
To end a pseudo-cutscene, I made this function:
func void cutsene_end (void)
{
invincible=0
unstoppable=0
ai2_takecontrol 0
ai2_allpassive 0
Sleep:
Sleep "burns" some time before playing the next line of the code. Here, time is meseaured in
milliseconds.
sleep [time]
Follow Me:
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.
ai2_followme [character]
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]
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