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Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Colonol Dekker on February 26, 2010, 04:45:35 pm

Title: Cutscene bars, what cutscene bars?
Post by: Colonol Dekker on February 26, 2010, 04:45:35 pm
They flicker and flutter but they don't remain constant. Are there certain restrictions in place for them to appear properly?
 
My intro movie is in a state of fail. . . . . . That's right I'm making a freespace-verse campaign.
Title: Re: Cutscene bars, what cutscene bars?
Post by: The E on February 26, 2010, 06:10:08 pm
They don't work, simple as that. A fix is in the pipeline. As an interim solution, there's a script I wrote that can be activated via sexp. However, it blocks the standard messages. Interested?
Title: Re: Cutscene bars, what cutscene bars?
Post by: Spoon on February 26, 2010, 08:04:46 pm
huh? They work for me...
Title: Re: Cutscene bars, what cutscene bars?
Post by: The E on February 26, 2010, 08:07:47 pm
The current implementation is somewhat temperamental and terribly hackish. They are not guaranteed to work for everyone, which is kinda bad.
Title: Re: Cutscene bars, what cutscene bars?
Post by: Colonol Dekker on February 27, 2010, 05:44:36 am
I'm a nub when it comes to scripts. So I appreciate the offer but no thank you :) 
I'm a gonna get some fred 'inspiration' from a certain black box recording. 
Title: Re: Cutscene bars, what cutscene bars?
Post by: The E on February 27, 2010, 05:48:44 am
It's a script that was designed to be triggered on and off by a simple sexp call. It's really not that difficult.
Title: Re: Cutscene bars, what cutscene bars?
Post by: Colonol Dekker on February 27, 2010, 06:02:58 am
Zip it up, chuck a readme in and i'll give it a go. :)
 
Could you CC Picenipicek as well? TAP need bars for certain things a'la Homeworld style.
Title: Re: Cutscene bars, what cutscene bars?
Post by: The E on February 27, 2010, 06:08:33 am
Instead of doing that, I'll post it here publically.

Code: [Select]
#Conditional Hooks

$Application: FS2_Open

$On Game Init:
[
csb = {}
csb.screenX = gr.getScreenWidth()
csb.screenY = gr.getScreenHeight()

csb.barHeight = csb.screenY / 10
csb.trigger = false
]

$State: GS_STATE_GAME_PLAY
$On Frame:
[
if csb.trigger then
gr.setColor(0, 0, 0)
gr.drawRectangle(0, 0, csb.screenX, csb.barHeight, true)
gr.drawRectangle(0, csb.screenY - csb.barHeight, csb.screenX, csb.screenY, true)
end
]

$On State End:
[
csb.trigger = false
]

#End

Usage instructions are as follows: save the script posted above as csbar-sct.tbm into data\tables. In a mission where you wish to use cutscene bars, you need to use the eval-script sexp with "csb.trigger = true" as parameter to start drawing the bars. To remove them again, use eval-script with "csb.trigger = false".
The height of the bars can be adjusted by altering the csb.barHeight value.
Currently, it's set at 10 % of the screen height.

A fadein/fadeout effect (with the bars rising from the top and bottom, as IIRC the sexp bars work) is not implemented, but could be added.