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m (wording) |
(→cutscene: added info on begin_cutscene's arguments and on cutscene_sync's usage) |
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===cutscene=== | ===cutscene=== | ||
*begin_cutscene flag:string{"weapon" | "jello" | "ai" | "invis" | "nosync" | "keepparticles" | "animation" | "nojump"} - begins a cutscene - begin_cutscene | *begin_cutscene flag:string{"weapon" | "jello" | "ai" | "invis" | "nosync" | "keepparticles" | "animation" | "nojump"} - begins a cutscene - begin_cutscene | ||
''begin_cutscene weapon | ''<tt>begin_cutscene</tt> will take as many arguments as you care to pass it, although BWest only ever passed it "jello", "weapon", or no argument at all. Each argument is a thing that you want to <u>retain</u> for the cutscene, otherwise it will be turned off:''<br> | ||
'' | ''"weapon": The player's weapon will not be holstered as the cutscene starts.''<br> | ||
''"jello": Do not turn off [[jello-cam]].''<br> | |||
''"ai": Do not turn off the AI (normally <tt>begin_cutscene</tt> internally performs <tt>ai2_allpassive 1</tt>).''<br> | |||
''"invis": Do not remove the player's phase cloak.''<br> | |||
''"nosync": Do not engage cutscene syncing (see <tt>cutscene_sync</tt>).''<br> | |||
''"keepparticles": Don't delete dangerous particles that are currently active.''<br> | |||
''"animation": Don't force the character to stand still.''<br> | |||
''"nojump": Don't zero the character's lateral velocity if they are mid-jump.''<br> | |||
*cutscene_sync state:string{"mark" | "on" | "off"} - marks a point in a cutscene - cutscene_sync on | *cutscene_sync state:string{"mark" | "on" | "off"} - marks a point in a cutscene - cutscene_sync on | ||
''Cutscene syncing prevents audio from getting out of time with the visuals when the game is dropping frames during a cutscene, keeping the game world in time with the system clock instead of letting the game slow down. At one time, BWest was calling <tt>cutscene_sync on</tt> at the start of a cutscene to enable syncing. They would then mark a point at which audio must be synced with the visuals using <tt>cutscene_sync</tt> or <tt>cutscene_sync mark</tt>. However "mark" no longer does anything, as a mark is made whenever this function is called. More importantly, calling <tt>begin_cutscene</tt> automatically engages cutscene sync unless you specifically request it not to, making this function generally obsolete.'' | |||
*end_cutscene (null) - ends a cutscene - end_cutscene | *end_cutscene (null) - ends a cutscene - end_cutscene | ||
*fade_in ticks:int - fades the screen in - fade_in 120 | *fade_in ticks:int - fades the screen in - fade_in 120 |