18,908
edits
(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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Line 209: | Line 209: | ||
===cutscene1, cutscene2=== | ===cutscene1, cutscene2=== | ||
====What it's meant for==== | ====What it's meant for==== | ||
This is another | 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. | ||
* | *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"; | ||
* | *Then press F9 to start recording a film. | ||
*The custom | *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) | *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. | ||
===Detached camera controls=== | ===Detached camera controls=== |