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Re: Cinematics in dynamic scripts

PostPosted: 28 Nov 2013, 19:18
by pawel95
Would we need to pause cinematic if player opens menu / Esc ?
Well I would say that the menu would just come back (with minimap and co). IF it should be paused is alone a subjective thing and for sure its hard and can bring problems to stop and let a scripted cinematic continue, right? :mrgreen: That´s why I asked, if it should be even allowed to save while the cinem. is starting.

Re: Cinematics in dynamic scripts

PostPosted: 28 Nov 2013, 19:53
by RandomLyrics
Yes, ESC/menu should pause the game/movie. 'Skip' is quite complicated so dont bother it right now ;p

Re: Cinematics in dynamic scripts

PostPosted: 29 Nov 2013, 05:12
by Krom
So, we have icon "Esc" in left corner that player can click or press on keyboard. When player presses Esc the game is paused and menu is slided back in and player can use it. When he is done menu can be hidden (by Esc again?) and cinematic resumes. Sounds good to me, what other say?

How about minimap, if it should stay on screen while cinematic is running, is it needed?

Skip can be made in a form of fast-forward (set speedup to x300 until CinematicEnd is called).

Re: Cinematics in dynamic scripts

PostPosted: 29 Nov 2013, 08:24
by RandomLyrics
How about minimap, if it should stay on screen while cinematic is running, is it needed?
Minimap isnt needed, we can highlight the fog of war after movie or just ping the minimiap. For example the movie shows 'The King in his castle" now the Quest for you is to find throne room. With minimap in the background of cinematic the quest is pointless.
Skip can be made in a form of fast-forward (set speedup to x300 until CinematicEnd is called).
Yea thats good idea, but i dont know how speed-up works in multiplayer :P

Re: Cinematics in dynamic scripts

PostPosted: 29 Nov 2013, 08:29
by Krom
@RandomLyrics: "highlight the fog of war after movie or just ping the minimiap" - this I don't understand at all.

Some times you want to hide the minimap as in that example. But sometime you want to show it to the player so he knows where things are happening and where does he need to go. So we probably need separate hide/show minimap command that mapmakers decide to use in cinematics or not.

Cinematics in MP ... I'm not sure thats a good idea. For one if you play that map for the 3rd time you never want to see the same cinematic again and again :)

Re: Cinematics in dynamic scripts

PostPosted: 29 Nov 2013, 08:38
by Lewin
Cinematics in MP ... I'm not sure thats a good idea. For one if you play that map for the 3rd time you never want to see the same cinematic again and again :)
But they might be useful for stuff like turn based KaM and other crazy ideas in multiplayer.

Re: Cinematics in dynamic scripts

PostPosted: 29 Nov 2013, 08:45
by sado1
Cinematics in MP ... I'm not sure thats a good idea. For one if you play that map for the 3rd time you never want to see the same cinematic again and again :)
Yes, we do need it, for reasons little related to cinematics itself :) Think of how many crazy scripting possibilities it gives: turn based combat, freezing some players for whatever mad reason, ...