FergusM wrote...
If you open up the cutscene editor, you will see it has a field called 'end script.' I think what you want to do is take your current cutscene call and change it to simply
CS_LoadCutscene(R"first_cutscene.cut");
Then you want to change that cutscene's endscript to:
void main()
{
CS_LoadCutscene(R"second_cutscene.cut",PLT_EPIPT_MAIN, EPI_JUMP_TO_SLIDE_SHOW);
}
If the endscript for the first cutscene was already something other than the generic one, you'll probably want to move that to the endscript of the second cutscene.
Thank you ! this looks like a very sound idea. In trying to create a new script (and I realize this is rudimentary but please bear with me)
I am getting compiling errors when saving the new "void main" script ...and another person using the same script doesnt get those errors. I even tried copying and pasting her version. For some reason it fails to recognize "CS_LoadCutscene"
Would anyone know why this would happen? Do I need to define this anywhere?
void main()
{
CS_LoadCutscene(R"second_cutscene.cut",PLT_EPIPT_MAIN, EPI_JUMP_TO_SLIDE_SHOW);
}
I: 02:23:46 - Compile failed
E: 02:23:46 - alistair_scene_two.nss - alistair_scene_two.nss(3): Undefined identifier (CS_LoadCutscene)
Lobo: those plots and flags are for the end of game slideshow, which determine what slides be used.The flags have been determined throughout entire game play I believe (but am not sure)
Modifié par DahliaLynn, 01 septembre 2010 - 12:11 .