#how to change chapter start dialogue?

33 messages · Page 1 of 1 (latest)

glossy creek
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the image is the very start of the chapter. as soon as you spawn in, it just starts the dialogue without even the waking up animation, which would happen if the trigger and spawnpoint didnt overlap.

i want to have it similarly to how the very start of chapter 5 was, where there was a pause before the dialogue started. i do also want the waking up animation to play before dialogue starts tho.

i also wanted it so if you died with the golden berry, it wouldn't just restart the dialogue. because this happens even tho i have the only once box checked

spark lynx
#

you'll have to write a custom cutscene, e.g. using lua cutscenes

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the reason the chapter 5 cutscene doesn't start the dialog immediately is because it has waits coded in before that

glossy creek
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how do i view the ch 5 cutscene lua for reference?

spark lynx
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vanilla cutscenes are not written in lua

glossy creek
#

oh

#

where are they then

spark lynx
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they're coded in C# in the game's code

#

you'd want to look at the class CS05_Entrance using ILSpy

glossy creek
#

alr

spark lynx
#

as for the golden berry, your best bet is probably not having any gameplay in the first room and putting the golden in the second room

glossy creek
#

there's already no gamepley in the first room lol, its just flat to set the atmosphere

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how would i set a seperate spawn for the goldberry death tho?

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like if u start the chapter, it spawns u in the flat area with the dialogue, but u spawn in the goldberry room when u die with the goldberry

spark lynx
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that's just how golden berry respawns work

glossy creek
#

just spawns u at the start regardless?

spark lynx
#

no, in the room with the golden

glossy creek
#

ohhh ok

glossy creek
#

is it documented anywhere on how to set up and use the lua cutscene helper mod?

spark lynx
glossy creek
#

thank you!!!

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if i enter the cutscene trigger after dying or entering another room, it just plays the cutscene again. how do i prevent this?

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i have only once checked

forest zephyr
glossy creek
#

you put the example of how to detect if it was run already, not how to make it not run again

forest zephyr
#

yea, you just end the cutscene immediately if it's run already

glossy creek
#

oh ok

forest zephyr
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a cutscene with 0 duration is unnoticable, because there isn't a frame where you're in a cutscene

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i should probably make that clearer

glossy creek
forest zephyr
# glossy creek how would u do that here
function onBegin()
  if (getFlag("example_cutscene_ran")) then
    return
  end
  setFlag("example_cutscene_ran")

  disableMovement()
  wait(1.5)
  say("start")
end

function onEnd(room, wasSkipped)
  enableMovement()
end
glossy creek
#

ayyy it works, tysm!

forest zephyr
#

fun fact: if you put a like of backticks with the name of the programming language: '''lua , and a corresponding line of closing ones after: ''' (but replacing the 's with backticks, which i can't type more of or it'll mess up the formatting) you can do a code block like the one i did
so
'''lua
your code
'''
(but with ` instead of ')