Branching cutscenes

mersox

Active member
Can it be done? Because I can only find info regarding branching levels, but not cutscenes. Can you add scripts to cutscene files?

Basically I have (as in I already made, BEFORE figuring of the logistics, genius) a different cutscene that would play after the character select screen. Out of four cutscenes, only one (or two, depending on the quantity of players) should play after the selection and before the level starts.

So maybe I have to change a global variable during the "anim select" part of the characters, then have the cutscene check that global variable before playing- if the var is set to 1, the cutscene would play, if not it would skip to the next cutscene in the line until the game cycles to all four, showing only the one(s) that are needed.

Then during the level one of the chars animation could set the variable back to zero, so the whole process can be repeated on the next stage.

Does it make sense?
 
The best workaround I have in mind is to make small & quick level just after select screen which will do the branching

There's a script in level which will do the checking and jump to desired branch
And this set to to disable fadeout effect:

nofadeout 1

so the level will end quick after the check
 
you could probably look at how rocket Viper 2 does it's cutscenes with c script. There's probably a way to have the c script play a different scene based on what button is pressed or however you want to do it. I wouldn't try something like this without the c script though
 
I think you confuse cutscenes with ingame dialog, rocket viper doesnt have cutscenes, it has regular text entity dialogs but i think you could use playgif to play cutscene in spawn animation of text entity.

if (frame == 93){
playgif( "data/scenes/int1.gif" , 0, 0, 1);
}

I wish this feature was updates so you could set how many times it will loop  , it plays once and then disappears
 
Good ideas, thanks. I'll try them now.

----
EDIT:

Alright, it worked! I used bWWd's method, so in the end I didn't have to resort to branching. Thanks!
 
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