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Author Topic: cutscene stacking...  (Read 444 times)

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Offline bedges

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cutscene stacking...
« on: 23 Feb 2005, 00:14:31 »
yes, perhaps this ought to be in the cutscene forum, but i think it's more a scripting issue.

here's the deal. i have a village. something's happened, there are officials standing around. the police are there, some medics are there, and both the police and medics have cutscenes associated with them. triggers activated by player present. no problem.

these two groups are kept separate by necessity, just to keep the triggers nice and tidy, however in reality, the police would go over to the medics and find out what's going on.

so. i thought fine, i'll make a trigger that follows the policeman wherever he goes, so he can move around and the player will get the cutscene wherever he is.

my question is, what happens when the policeman's cutscene trigger overlaps the medic's cutscene trigger and the player stumbles into both simultaneously? how could i handle such a scenario?

Offline THobson

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Re:cutscene stacking...
« Reply #1 on: 23 Feb 2005, 00:30:35 »
Create a global variable in init.sqs:
OkayForScene = true

at the start of each cutscene script have the lines:

@OkayForScene
OkayForScene = false

at the end of the script have

OkayForScene =true

Would that do it?

That way you only get one script running at a time.
« Last Edit: 23 Feb 2005, 00:31:30 by THobson »

Offline bedges

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Re:cutscene stacking...
« Reply #2 on: 23 Feb 2005, 01:07:42 »
i had an inkling that might be the way to go. thanks. i'll test that anon.

EDIT - works like a charm, naturally ;)

cheers n beers
« Last Edit: 23 Feb 2005, 21:56:24 by bedges »