Instead of doing that, I'll post it here publically.
#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.