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Scripting: Use CS_loadcutscene synchronously instead of asynchronously?


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#1
JackFuzz

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I am using the function:  CS_loadcutscene

Is there anyway to use it synchronously instead of asynchronously?

Modifié par JackFuzz, 09 janvier 2010 - 04:38 .


#2
EJ42

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To what end?

#3
JackFuzz

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EJ42 wrote...

To what end?


{

1 EquipItem

2 CS_LoadCutscene

3 UnequipItem

4 EquipItem

}

I want the line LoadCutscene to finish before it goes to line 3 & 4 ... Hence synchronously.

Instead it plays the cutscene and immediately continues the script (line 3 & 4) re-equpping the original armor.

The intent is to play a cutscene with new armor on.

I wish it would just wait until the cutscene is over.

I know that cutscenes can launch a script when the cutscene is finished. But then that means I need to set a global variable for something else I'm doing (and that is a huge ****ing nightmare! lol).

#4
EJ42

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Just look in your other post. I've explained the way to do what you're trying to do within the constraints of the cutscene system. I know it's a bit clunky, but it's the only thing that I've found to work 100%.

#5
JackFuzz

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EJ42 wrote...

Just look in your other post. I've explained the way to do what you're trying to do within the constraints of the cutscene system. I know it's a bit clunky, but it's the only thing that I've found to work 100%.


How do you avoid the player tag overriding the actors?

I understand what you mean with two dummy actors. Are you saying one has the player tag and the other does not?