#Order of lua cutscene execution is confusing

24 messages · Page 1 of 1 (latest)

late trail
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I'm asking this for someone else but apparently this executes in the following order:

  1. Disables movement (ok)
  2. zoom
  3. offset

Which seems not correct, any reason this could be happening?

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apparently setting offset to 100 also locks the camera and it stops moving huh

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and "removing the -10 it does the zoom then offsets +10"

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(apparently +10 also locks the acmera)

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so they aer trying to zoom to this point and it just kinda doesn't work? (it's in the room)
that's like the basic issue of this cutscene

cinder wave
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isn't it supposed to run like that?

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player.ForceCameraUpdate = true;

cinder wave
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also im psure you have to have "local engine = require("#monocle.engine")" at the top of the file

slate narwhal
cinder wave
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yes

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?

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wait

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only near the camera thing?

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or just in a function

slate narwhal
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Ok

cinder wave
slate narwhal
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Right it’s a set not a yeah

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I’m stupid

cinder wave
slate narwhal
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Yeah it works now

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Tysm

cinder wave
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also lua cutscene works pog

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(i don't think anyone knows how it works)