#help with a lua cutscene
45 messages · Page 1 of 1 (latest)
What does the end on line 13 do?
I didn't even notice that
lemme test with it removed
ok, now it does the first line, but then ends the cutscene right after
Okay now I'm going to assume one of the calls is made wrong
In my experience it will run through the cutscene until it reaches a line that it doesn't know how to execute and then just stop the cutscene there, but that may not be the case
this is my first cutscene so idk if I'm doing a line wrong, I got help from someone else to do part of this but they don't know what is wrong with it now
Currently I do see that you have a player.DummyAutoAnimate = false without returning it to true by the end of the cutscene, but that shouldn't break it, it will just cause it to end weird
You also probably want to update badeline's position before .Appearing her again, but same as before, that shouldn't fully break it
*after the first line of dialog it does onEnd btw
Try commenting out the second line for me, just to test what happens
second line meaning player.DummyAutoAnimate = false?
The ForceCameraUpdate line
If that isn't getting run
There shouldn't be anything wrong with player.DummyAutoAnimate, I use that quite frequently
ahhhh me when I just understood what you were saying
badeline.Appear might be the issue?
Try
badeline.Sprite.Scale = vector2(scale, 1.0)
getLevel():Add(badeline)
instead?\
well... it works, but badeline has no animation, just appears
getLevel().Displacement:AddBurst(badeline.Center, 0.5, 8, 32, 0.5)
playSound("event:/char/badeline/maddy_split", badeline.Position)
should add an appearing animation and sound
if you want to give her sprite a specific animation... uhhhh i'm not sure how you do that
replace the previous two lines or add them in front?
well I got something working, anyway do you know how to do the screen glitch effect?
add them afterwards
also skipping the cutscene freezes me midair with no animation
this shouldn't even be happening with "disableMovement" right? there isn't gravity and I can't pause
this doesn't happen if I play through the cutscene normally, only if I skip it
I think returning dummyautoanimate to true fixes this?
full cutscene btw, changed some things and badeline works fine now
nope, also that shouldn't be disabling pausing anyway
Maybe the teleport is the issue?
yea but idk what to change
Try doing that before enabling movement?
I've already tried that
hmmmmmmm
also camera does not update after the teleport despite setting it to true
ok the issue is for sure the teleport because commenting it out makes you not freeze
Try teleportTo(x, y, room, introType), not sure if that'll change anything but it might?
You don't need the introType but it's an option if you want
Although if I remember that will also break the camera
do u know how to do this
no :(
Presumably you can make some call but it isn't on any of the documentation I see
well, other than that everything works now! ty
wait can you not react in these threads?