How can I create a cutscene without Dink?
Hey guys I need to know the script-codes for creating cutscenes without Dink. For instance like creating a set of screens that form a short movie without having a character to manipulate and then have the escape key unlokced so that whenever anyone watching that movie is bored and wants to quit they can without having to wait for the entire cutscene to finish. Also I want it to close automatically after the cutscene is over. How can I do all that stuff?
Making cutscenes without Dink can be done by making Dink invisible. Use the sp_nodraw(1,1) command for this.
You should create the screens in DinkEdit (or WinDinkEdit), then you can switch screens by using:
&player_map = #screennumber;
load_map();
draw_map();
Using the escape key for skipping is entirely possible, it's just slightly complicated. If you don't know how to make a normal cutscene I wouldn't recommend doing that...
And what do you mean by closing it? Closing the game can be done by the kill_game(); command.
You should create the screens in DinkEdit (or WinDinkEdit), then you can switch screens by using:
&player_map = #screennumber;
load_map();
draw_map();
Using the escape key for skipping is entirely possible, it's just slightly complicated. If you don't know how to make a normal cutscene I wouldn't recommend doing that...
And what do you mean by closing it? Closing the game can be done by the kill_game(); command.
Hey, how do you make it so you can press any key to skip the cutscene?
No key can be pressed while Dink is frozen, so the best option is to ask the player at the begining of the cutscene if he wants to see it or not, with a choice menu.
If you really want to make the cutscene skippabale, you can do some things:
-make dink invisible
-put dink somewhere stuck in hardness, so he won't move
-put near dink a sprite that makes dink say "" on talk procedure
-disarm dink's weapon and spell, so he won't be able to hit
-use say_stop_npc for all the dialogs in the cutscene.
Then, you can specify in escape.c, that if a certain variable has a certain value, to skip the cutscene, otherwise to show the menu.
If you really want to make the cutscene skippabale, you can do some things:
-make dink invisible
-put dink somewhere stuck in hardness, so he won't move
-put near dink a sprite that makes dink say "" on talk procedure
-disarm dink's weapon and spell, so he won't be able to hit
-use say_stop_npc for all the dialogs in the cutscene.
Then, you can specify in escape.c, that if a certain variable has a certain value, to skip the cutscene, otherwise to show the menu.
There was a skip intro button in POTA, you could try doing something like that.
Yes, but that involved Dink having a brain of 13(mouse), which was only at the beginning.
But you could do a brain transplant halfway through the game, just put set_keep_mouse(1); in start-1.c. Anaesthetic not necessary!