TL;DR
I want to add a cutscene
Hey again, guys!
I see from my own investigation that the
1. Is a cutscene being active in SM64 directly tied to disabling player input? If it is, then discard all my other questions, as I will need at least one player input to remain active during the cutscene I'd like to implement (though I will accept a workaround assuming it involves input from the client controller that circumvents
2. Can I define a new cutscene
3. Once I "allocate" a cutscene for lack of a better term, I want the cutscene to just focus on an
4. Following on from question 3, I mention I want the cutscene to be stopped through
5. Just to be sure, I'd get the
TY for reading!
I want to add a cutscene
int
to my .lua
that isn't present in vanilla SM64. After adding the cutscene, I want to start the cutscene from .lua
, I want player input to still work during the cutscene, I want the cutscene to remain focused on some Object
in the game world, and then I want the cutscene to end through .lua
. All of this is bare minimum to my goal, so is this all possible?Hey again, guys!
I see from my own investigation that the
lua_definitions
included with the Co-Op DX source have various methods exposed to interact with the cutscene state of the local player's camera. Nice and simple this time, just a few questions one after another:1. Is a cutscene being active in SM64 directly tied to disabling player input? If it is, then discard all my other questions, as I will need at least one player input to remain active during the cutscene I'd like to implement (though I will accept a workaround assuming it involves input from the client controller that circumvents
m.controller
).2. Can I define a new cutscene
int
that won't conflict with other mods? Sort of like how allocate_mario_action()
is used to associate a custom action that's a part of the .lua
with an int
for bitwise operations in Co-Op DX that won't already be used by another custom action or any vanilla actions, I want that exact concept but for cutscenes but personally I'm not finding it anywhere in the lua_definitions
.3. Once I "allocate" a cutscene for lack of a better term, I want the cutscene to just focus on an
Object
in the game world until I tell the cutscene to stop somewhere in my .lua
. If this were the Co-Op DX source, I'd begin such a cutscene with start_object_cutscene()
, but I'm not seeing an equivalent to this exposed through lua_definitions
despite several similar methods otherwise being exposed. What do I do about this? Is there a way around this even?4. Following on from question 3, I mention I want the cutscene to be stopped through
.lua
much as it was started through .lua
. I'm not finding a method exposed through lua_definitions
to stop cutscenes, so what's the method by which this is done?5. Just to be sure, I'd get the
Camera
to which I'd like the cutscene to apply through m.area.camera
, right?TY for reading!
Last edited: