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Customizing/Binding: Difference between revisions

→‎cutscene1, cutscene2: rewriting geyser's typically obtuse explanation, removing Windows-only note
(moving Developer events out from Regular, adding Mac-only events, general spiffing up)
(→‎cutscene1, cutscene2: rewriting geyser's typically obtuse explanation, removing Windows-only note)
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===cutscene1, cutscene2===
===cutscene1, cutscene2===
====What it's meant for====
====What it's meant for====
This is another feature of the cutscene authoring process detailed above, but Windows-only.
This is another part of the cutscene authoring process detailed above. First you set up the bindings using the BSL variables sc_bind_f2 and sc_bind_f2, then you start recording a cutscene, then you press <tt>cutscene1</tt> or <tt>cutscene2</tt> to play back the animation.
*The 2 runtime variables '''sc_bind_f2''' and '''sc_bind_f3''' can be set to hold the names of 2 arbitrary animations, say:
*Here's how the first step would look:
  sc_bind_f2="KONCOMsuper_kick";
  sc_bind_f2="KONCOMsuper_kick";
  sc_bind_f3="KONOKOendpowerup";
  sc_bind_f3="KONOKOendpowerup";
*Those two animations can then be applied to the authored character at any time during the authoring, by the pressing the '''cutscene1''' or '''cutscene2''' key.
*Then press F9 to start recording a film.
*The custom animation's name is stored in the event buffer, so the ''authored'' animations will appear during playback even if '''sc_bind_f2''' and '''sc_bind_f3''' are changed while recording or before playback.
*Then press F2 or F3 to play the designated animation.
*The custom animations' names are stored in the event buffer, so the right animations will appear during playback even if '''sc_bind_f2''' and '''sc_bind_f3''' are changed afterward.


====What you can use it for====
====What you can use it for====
*You can use it for playing custom animations (like normally unavailable combat moves) in-game, any time you want.
*You can use it for playing custom animations in-game (like normally unavailable combat moves), any time you want, as long as you press the <tt>start_record</tt> key first.
*Just press the <tt>start_record</tt> key, and the two custom animations (Konoko's Super Kick and Outro Daodan Blast in the example above) will be available ''via'' the keys you bound to <tt>cutscene1</tt> and <tt>cutscene2</tt>.


===Detached camera controls===
===Detached camera controls===