CS_LoadCutscene(R"wh_cs_ravenwatch.cut");
inside the area script under "case EVENT_TYPE_EXIT:" That didn't seem to work, so my current attempt is to put a script on the area transition placeable, so that it will play the cutscene before firing the area transition.
#include "placeable_h"
#include "events_h"
#include "global_objects_h"
#include "utility_h"
#include "wrappers_h"
#include "plt_wh_prodigy"
void main()
{
event ev = GetCurrentEvent();
int nEvent = GetEventType(ev);
int bEventHandled = FALSE;
switch (nEvent)
{
case EVENT_TYPE_PLACEABLE_ONCLICK:
{
{
if (!WR_GetPlotFlag(PLT_WH_PRODIGY, CAVE_ENTERED))
{
CS_LoadCutscene(R"wh_cs_ravenwatch.cut");
WR_SetPlotFlag(PLT_WH_PRODIGY, CAVE_ENTERED,TRUE);
}
Placeable_DoAreaTransition(OBJECT_SELF);
break;
}
}
if (!bEventHandled) //If this event wasn't handled by this script, let the core script try
{
HandleEvent(ev, RESOURCE_SCRIPT_TRIGGER_CORE);
}
}
The placeable doesn't play the cutscene, but instead goes ahead and performs the area transition (at least I didn't break that!). Is there something wrong with this script, or is this not the best way to do what I want to do?
Modifié par Qutayba, 08 mars 2010 - 10:18 .





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