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scripting:cutscenes:language

Cutscene Language

Purely for the reason that this feature was added as an interesting experiment, cutscenes are defined using a separate, custom, object-orientated language.

Here is a basic example:

<codedoc> section(1) {

 playerpos = Vector(); 
 playerpos.SetToLocalPlayerPosition(); 
 modelpos = playerpos; 
 modelpos.Add( (1,0,0) ); 
 campos = playerpos 
 campos.Add( (0,2,1) ); 
 camposEnd = campos; 
 camposEnd.Add( (1,1.5,0.9) ); 
 AmbientLight( #808088 ); 
 DirectionalLight( (0.2,0.4,-0.7), (0.8,0.75,0.6) ); 
 Model( "Data/Models/Bldgs/StdHouse02.atm", "Data/Models/Bldgs/StdHouse02.bmp", modelpos, (0.0,0.0,0.8) ); 
 cam = Camera( campos, modelpos ); 
 cam.BlendTo( 10.0, camposEnd, playerpos); 
 caption = Caption( 0.5, 0.65, "This is an example of a cutscene", 1 );    
 caption.FadeIn( 1, 2 ); 
 caption.FadeOut( 5, 6 ); 

} </codedoc>

This example adds a house model near to the player, sets lighting, sets a camera that pans across the scene, and adds a caption that fades in then fades out.

More details to follow.

scripting/cutscenes/language.txt · Last modified: 2020/01/28 17:50 by 127.0.0.1

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