Lauriel Posted June 18, 2020 Share Posted June 18, 2020 (edited) Quote 120 StartCutSceneEx(S:CutScene*,I:evaluateConditions*Boolean) Variants: [BGEE] [BG1/BG2/IWD1/IWD2/PST] See StartCutScene. 120 StartCutScene(S:CutScene*) This action starts a cutscene; a cinematic sequence that removes the GUI and player control. The cutscene parameter is the script name to run. The second variant allows you to skip specially prepared cutscenes by pressing ESC. The example script is from the Irenicus cutscene cut01.bcs. The 2nd param actually tells the processor whether or not to evaluate triggers inside the cutscene script, like it hints at in the first line, vs how it's described in the text. To skip specially prepared cutscenes is a whole 'nuther thingie'. Edited June 18, 2020 by Lauriel Quote Link to comment
Lauriel Posted June 18, 2020 Author Share Posted June 18, 2020 Well bugger! I can't correct my grammar in the title. Oh well. You're just gonna have to deal with it. Quote Link to comment
jastey Posted June 18, 2020 Share Posted June 18, 2020 3 hours ago, Lauriel said: Well bugger! I can't correct my grammar in the title. Oh well. You're just gonna have to deal with it. If you go "Edit" on the first post you should be able to edi the title? EDIT: I'll leave the typo in my sentence. Hilarious. Concerning the OP: would you elaborate a bit on what your statement means, preferably with an example? Quote Link to comment
lynx Posted June 18, 2020 Share Posted June 18, 2020 Conditions are trigger blocks, yes. An example script wouldn't hurt, especially since it's not clear why the parameter is needed — are some cutscenes ran with and without it? Quote Link to comment
argent77 Posted June 18, 2020 Share Posted June 18, 2020 Example from the SoD cutscene BDCUT17B.BCS: IF GlobalLT("bd_cut17b_cycle","bd1000",10) !NearLocation(Player1,4535,550,30) THEN RESPONSE #100 CutSceneId("bdcutid") IncrementGlobal("bd_cut17b_cycle","bd1000",1) Wait(1) StartCutSceneEx("bdcut17b",TRUE) END IF OR(2) GlobalGT("bd_cut17b_cycle","bd1000",9) NearLocation(Player1,4535,550,30) THEN RESPONSE #100 CutSceneId("bdcutid") SmallWait(10) SetCutSceneBreakable(FALSE) SetGlobal("BD_CUTSCENE_BREAKABLE","GLOBAL",0) SetAreaScript("",OVERRIDE) SmallWait(5) SetGlobalTimer("bd_mdd016b_timer","bd1000",TWO_ROUNDS) ActionOverride("bdcaelar",StartDialogNoSet(Player1)) END With StartCutSceneEx("BDCUT17B",TRUE) it executes only one script block depending on the specified conditions. With StartCutSceneEx("BDCUT17B",FALSE) it will execute both blocks regardless of condition. (Btw, this is also an example how to reuse one and the same cutscene script for different purposes.) Quote Link to comment
Lauriel Posted June 18, 2020 Author Share Posted June 18, 2020 3 hours ago, jastey said: If you go "Edit" on the first post you should be able to edi the title? Ahhh!!! That's how you do it! Thank you! 2 hours ago, lynx said: An example script wouldn't hurt What argent77 said... 1 hour ago, argent77 said: Example from the SoD cutscene BDCUT17B.BCS: Thank you! Perfectly said Quote Link to comment
Lauriel Posted June 18, 2020 Author Share Posted June 18, 2020 I have to give a shout out to @Bubb on this. He's the one that told me how this worked while helping me through a nasty issue with a cutscene I was having. Also, it should be noted that the default is to ignore trigger logic. As in StartCutScene("my_nifty_cut_scene") = StartCutSceneEx("my_nifty_cut_scene",FALSE) Quote Link to comment
jastey Posted June 18, 2020 Share Posted June 18, 2020 This is very useful, thanks! Quote Link to comment
lynx Posted June 26, 2020 Share Posted June 26, 2020 Thanks everyone, IESDP now reflects this. Quote Link to comment
jastey Posted June 26, 2020 Share Posted June 26, 2020 Thanks for updating IESDP! Quote Link to comment
Lauriel Posted June 26, 2020 Author Share Posted June 26, 2020 Perfect! Thank you! Quote Link to comment
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