#All my cutscenes stopped working, why?
157 messages · Page 1 of 1 (latest)
Not expecting anyone to know exactly what's wrong, just things that I could test and see if it's wrong
lua?
restar chapter, walk in trigger, send log.txt
where's the log.txt file location?
If you have crashed, and are on Everest Core, there will be a log in the CrashLogs folder, which contains extra information that the regular logs do not. The Core crash handler will tell you the file name, and give you the option to open the folder.
Otherwise, in order to get Everest logs, open Olympus, and:
- Press the "Manage", under the "Installations" panel on the main menu
- Press "Browse" to open the Celeste folder
- Send the
log.txtfile from that folder (not theerror_log.txtor any log fromLogHistory)
Note, on both Everest versions, there are older logs in the LogHistory folder inside the Celeste folder, but these are not the relevant logs. The most recent one is directly in the Celeste folder (and in CrashLogs for Core users), and not in any other folders.
Everest logs contain paths to certain files and folders in your system (e.g.: active helpers) to help with diagnosing problems. Remember to censor any usernames in log files before uploading them.
(01/02/2024 12:34:03) [Everest] [Error] [Lua Cutscenes] Failed to load cutscene in Lua: attempt to call a nil value
send whole log
and your cutscene
what is engine?
C# thing I believe, learned it in a tutorial
looks like you need local engine = require("#Monocle.Engine") at start
because right now engine is nothing
you need to "import", "require" it
everything else looks fine
it worked before though
🤷 skill issue
*at start of file, before everything
so above the begin function?
ah, thanks
notepad
vscode is most recommended
notepad++ is fine
notepad is very bad
because notepad++ has highlight
allows to detect that easy error quick
alright, I'll get that later
this one works now
nothing
huh?
not working
which error this time?
same one
add a lot of log()
type there anything you want
like
log("fdslkfdjsalk")
just to understand when it breaks
you can also try to use celeste.CutsceneEntity:CameraTo instead of celeste.CutsceneEntity.CameraTo ( : instead of last .)
found the issue
?
missing one )
@split root Quick question, is there any easy way to do a dash in a cutscene?
try player.StartDash()
that doesn't seem to do anything either
yeah
it's used in ZKB's 100 traps start
i just checked
and it definitly works 
dfsalkjdl wait what iff
it's not working for me though...
?
maybe that's just a function they made or something?
so could I yoink it?
it's kinda wrong i think?
is it?
ah, no
local function dash(xVector,yVector)
player.OverrideDashDirection = vector2(xVector, yVector)
helpers.setPlayerState (2)
helpers.wait(0.6)
helpers.setPlayerState (11)
player.OverrideDashDirection = nil
end
you can just copy this at start of your file
and then use dash(x,y)
alright let's see
keep in mind it stops cutscene while madeline dashes
?
well the dashing works
what's wrong?
ah alright
should work
(it forces player to stop dashing after 0.6 seconds)
also i think
you can use helpers.setPlayerState(9)
it still seems to stop after 0.6 seconds
to set player's state to dream dash
dashing stops?
well, then use helpers.setPlayerState(9), yeah
after wait
it once again stops
player is stuck in dream block?
yup
can you move/dash?
I can dash, not move
ofc
well
wait, i guess yes
because cutscene ends
just add wait
for uh any time
2 seconds could i think
It's a pretty long dream block
about 5 seconds
cool
Thanks for the help again
(i meant wait 6 seconds, don't set state)
