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Old 09-22-2011, 10:10 AM   #5
VarsityPuppet
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Join Date: May 2009
Location: MN
Posts: 1,252
Current Game: Chrono Trigger
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Here's a fun script structure I use quite often.

The Cutscene Script!

The basic premise behind it is that for dialogs and cutscenes, there are multiple nodes where things are going on. Instead of creating a script for each one of these nodes, you can use the slots in the dialog to specify a script, and then input a script parameter to choose which section to use.

Code:
void main(){

	//Declare all of your variables here. You can give them values in each separate case in the switch below

	//Each dialog node allows you to put in 5 pieces of information to deliver to the script.
	//5 integers, with which you can do whatever
	int Param1 = GetScriptParameter(1);
	int Param2 = GetScriptParameter(2);
	int Param3 = GetScriptParameter(3);
	int Param4 = GetScriptParameter(4);

	//and one String parameter, useful for putting in item templates or waypoints or whatever else
	string sParam = GetScriptStringParameter();

	//For the generic Cutscene script structure though, I just use Param1 to build each case
	switch(Param1){
		case 0:
			//Code goes here
		break;
		case 1:
			//Code goes here
		break;
		case 2:
			//Code goes here
		break;
		case 3:
			//Code goes here
		break;
	} //Keep adding cases and breaks ad nauseum
}
That's the general structure of the Cutscene Script. Then in the dialogeditor where you want it to run, you type the script name and the case you want to run.

Example:

[a_905sleep] [1] [ ] [ ] [ ] [________]

This would run case 1 from the script above.

Hope that was helpful.


Last edited by VarsityPuppet; 09-22-2011 at 10:20 AM.
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