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How to start a cutscene properly?


Lovono
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I know that to start a cutscene, we have to go through:

Check if not in mission, REQUEST_CUTSCENE, HAS_CUTSCENE_LOADED, START_CUTSCENE, HAS_CUTSCENE_FINISHED, STOP_CUTSCENE or STOP_CUTSCENE_IMMEDIATELY

But how to play a cutscene properly, I'm afraid that if we don't play cutscene properly, the game may crash or leave some bug after that.

Please help!

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Tarackgame

​This code is working for me.

 

CUTSCENE.REQUEST_CUTSCENE("LOW_FUN_INT",1)

​CUTSCENE.START_CUTSCENE​(1)

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  • 3 weeks later...
123iamking

I see that it's hard to find a cutscene source code - most of the cutscene mod is close source. So I gonna share how I do it here and hope you guy discuss if it work properly :)

unsigned char waitResq;void StartCutscene(char* cutsceneName){		if (CUTSCENE::IS_CUTSCENE_ACTIVE())		CUTSCENE::REMOVE_CUTSCENE();	if (CUTSCENE::HAS_CUTSCENE_LOADED() == 0)	{		CUTSCENE::REQUEST_CUTSCENE(cutsceneName, 8);		for (waitResq = 0; waitResq < 250; waitResq++)//In this case, I don't use while, I'll explain in the next for loop		{			if (CUTSCENE::HAS_CUTSCENE_LOADED())			{				waitResq = 255;				break;//If not break, it plus one more			}			DrawTextAtFrame("Loading... Please wait!", 10, 0.5f, 1);			WAIT(0);		}		if (waitResq != 255)		{			CUTSCENE::REMOVE_CUTSCENE();			DisplayMessage(0, "Can't start this cutscene");			return;		}			}			//Remember to save cloth & position here, cause in the cutscene, they gonna change.	invoke<Void>(0x186D5CB5E7B0FF7B, cutsceneName); //CUTSCENE::START_CUTSCENE((unsigned __int64)cutsceneName); , If I use int param, it would cause slow later, like memory leak or something, so I thing string param is right, no slow later	for (waitResq = 0; waitResq < 3; )//For some reason, while loop make it slower, like memory leak or something	{				if (CUTSCENE::IS_CUTSCENE_ACTIVE() == 0)		{			waitResq = 69;			break;		}					else		{						WAIT(0);		}				}	CUTSCENE::REMOVE_CUTSCENE();	//Load saved clothes and position}
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