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StartCutSceneMode() clears some opcodes


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I came across strange thing (at least for my understanding). When I apply opcode 39 (sleep) on player character he drops unconscious and everything is fine. But after StartCutSceneMode() triggers opcode is removed (character is standing up, after cutscene end opcode is gone). I apply it with "no wake on damage" and timing "instant permanent". I'm quite sure that I also saw it before for one of paralyze opcodes, but I didn't investigated further back then. I think also maze opcode is cleared this way.

Does anyone know what is exactly mechanics behind that? I would like character to stay unconscious during cutscene, but I want to apply it before cutscene.

I'm testing on BGEE.

Edited by marchitek
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Probably in the same vein as this finding from Bubb:

When cut scene is activated with CutSceneMode() opcode #126 Stat: Movement Modifier,
 #176 Stat: Movement Modifier (II) does nothing, affected creature moves with normal
 speed instead until EndCutSceneMode() is called.
 
There is several opcodes that work differently in cut scenes eg. creatures inside
 MAZE #213 are visible, Stun effect are ignored etc.. 
 
Haste #16, Haste2 #317 opcodes seem to work inside cut scenes also. 

 

Depending on how this is practically implemented, it can mean a prematurely expired effect.

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46 minutes ago, marchitek said:

Does anyone know what is exactly mechanics behind that? I would like character to stay unconscious during cutscene, but I want to apply it before cutscene.

If this is a controlled or scripted status effect then you could simulate unconsciousness via SetSequence(SEQ_SLEEP) or SetSequence(SEQ_TWITCH) in the cutscene.

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13 hours ago, lynx said:

Probably in the same vein as this finding from Bubb:

When cut scene is activated with CutSceneMode() opcode #126 Stat: Movement Modifier,
 #176 Stat: Movement Modifier (II) does nothing, affected creature moves with normal
 speed instead until EndCutSceneMode() is called.
 
There is several opcodes that work differently in cut scenes eg. creatures inside
 MAZE #213 are visible, Stun effect are ignored etc.. 
 
Haste #16, Haste2 #317 opcodes seem to work inside cut scenes also. 

 

Depending on how this is practically implemented, it can mean a prematurely expired effect.

So this is probably some normalization of character state before cutscene, to make sure it will be displayed properly. I guess this makes sense. Probably all effects that alter movement are revoked. This was handy for my before for maze effect, so I cannot complain. Thanks for pointing this out.

 

13 hours ago, argent77 said:

If this is a controlled or scripted status effect then you could simulate unconsciousness via SetSequence(SEQ_SLEEP) or SetSequence(SEQ_TWITCH) in the cutscene.

Yes, those are not removed. I had some other issues with that, but I guess with right combination of make unselectable and clear actions I can make it work reliably. Thank you.

BTW do you maybe know if there is something similar for paralyze effect? Something that would freeze character animation but only in visual way (I guess all opcodes that do actual freeze will be removed on cutscene start).

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