Difference between revisions of "RPG cutscene"
(Created page with '=Intro= Cutscenes are defined much like everything else, and generally also during the configuration phase. Cutscenes consist of multiple directives which may or may not be nest…') |
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=Directives= | =Directives= | ||
==Action/Delay== | ==Action/Delay== | ||
+ | The following command is used to introduce a delay in a cutscene before performing an action: | ||
+ | |||
+ | <code>r_cutscene_delay DELAY ACTION</code> | ||
+ | |||
+ | * DELAY: delay in milliseconds before to perform action | ||
+ | * ACTION: action block | ||
+ | |||
+ | Many cutscenes command have DELAY and ACTION as their two last parameters, which allows to chain to the next action after the delay has expired. | ||
==Cond== | ==Cond== |
Revision as of 06:02, 30 January 2011
Contents
Intro
Cutscenes are defined much like everything else, and generally also during the configuration phase. Cutscenes consist of multiple directives which may or may not be nested. All the directives can create additional ones. Note that the cutscenes only allow control of the camera, entities and creates are to be moved via script. See the scripting page.
The following command is used to create a new one...
r_new_cutscene ACTIONS POST
the POST argument is generally used to set variables (ie, don't play this cutscene again), and prepare the map should the player choose to skip it.
an example of a simple cutscene is as follows
r_new_cutscene [ r_cutscene_viewspin 180 0 0 5000 ] [ echo "cutscene done playing" ]
To start a cutscene, you must invoke: r_start_cutscene INDEX; To start the above, you'd use
r_start_cutscene 0
Directives
Action/Delay
The following command is used to introduce a delay in a cutscene before performing an action:
r_cutscene_delay DELAY ACTION
- DELAY: delay in milliseconds before to perform action
- ACTION: action block
Many cutscenes command have DELAY and ACTION as their two last parameters, which allows to chain to the next action after the delay has expired.