Not yet.
Two cutscene vector functions added : SetToPlayerCameraPosition, SetToPlayerCameraTargetPosition. e.g
Code: Select all
camPosEnd = Vector();
camTargetEnd = Vector();
camPosEnd.SetToPlayerCameraPosition();
camTargetEnd.SetToPlayerCameraTargetPosition();
useful for smooth(ish) transitions back to the normal view at the end of a cutscene.
New serverscript event : '
AccessBuilding'. when a player walks up to the building and presses CTRL to access it, the event is triggered on the server. (Which i believe provides a much easier way of using buildings on your world to do 'stuff' on demand).
This combines with some other (somewhat major) changes to the UI and way menus are accessed in 0.56.0, and on that theme, theres a new '
Scripted' BuildingType - These don't do anything much, but provide a 'cleaner' way of making buildings that are there just so you can hang scripts off em.
New system variable : '
gBuildingAccessNum' gives you the individual building 'record num' (not the 'type') being accessed in particular events. The events where this is valid are : BuildingTriggered, AccessBuilding, NewBuilding, BuildingDestroyed, BuildingPurchase, BuildingTriggerSequenceComplete and EndSequence (when triggered from a building)