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StartCutSceneEx blurb needs to be corrected


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120 StartCutSceneEx(S:CutScene*,I:evaluateConditions*Boolean) Variants: [BGEE] [BG1/BG2/IWD1/IWD2/PST]

See StartCutScene.

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 by Lauriel
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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?

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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?

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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.)

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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

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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)

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