Cutscenes funcion in zero-K mission editor
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Cutscenes funcion in zero-K mission editor
Hola all!
so i'm creating a mission with the zero K mission editor. But i'm using other game (not Zero-K).
So i Need to use Cutscene function but i can't.
i tried to copy widget:
mission_objectives.lua
mission_messagebox.lua
from zero-K to my game but it doesn't work...
anyone can help me?
what i need to do??
so i'm creating a mission with the zero K mission editor. But i'm using other game (not Zero-K).
So i Need to use Cutscene function but i can't.
i tried to copy widget:
mission_objectives.lua
mission_messagebox.lua
from zero-K to my game but it doesn't work...
anyone can help me?
what i need to do??
- KingRaptor
- Zero-K Developer
- Posts: 838
- Joined: 14 Mar 2007, 03:44
Re: Cutscenes funcion in zero-K mission editor
You don't need Objectives, and you only need Messagebox for dialogue (refered to as "convo messages" in the code).
Use the following actions in a trigger:
If you can't get it to work, post the exact issue (and check your infolog).
Use the following actions in a trigger:
- Enter/Leave Cutscene: Triggers letterboxing + hiding of GUI elements
- Set Camera Position Direction: Control the camera.
- Save/Restore Camera State: Use to restore the user's camera after the cutscene is over (they generally don't appreciate being left in free camera mode).
- Show Convo Message: Standard RTS talking heads. Usable outside of cutscenes as well. You can queue up a bunch of them at once, and they'll play in sequence. Requires mission_messagebox.lua.
If you can't get it to work, post the exact issue (and check your infolog).
Re: Cutscenes funcion in zero-K mission editor
KingRaptor wrote:You don't need Objectives, and you only need Messagebox for dialogue (refered to as "convo messages" in the code).
Use the following actions in a trigger:For an example, load up this mission in the editor.
- Enter/Leave Cutscene: Triggers letterboxing + hiding of GUI elements
- Set Camera Position Direction: Control the camera.
- Save/Restore Camera State: Use to restore the user's camera after the cutscene is over (they generally don't appreciate being left in free camera mode).
- Show Convo Message: Standard RTS talking heads. Usable outside of cutscenes as well. You can queue up a bunch of them at once, and they'll play in sequence. Requires mission_messagebox.lua.
If you can't get it to work, post the exact issue (and check your infolog).
sorry king..i can't download these files...how can I do???
- KingRaptor
- Zero-K Developer
- Posts: 838
- Joined: 14 Mar 2007, 03:44
Re: Cutscenes funcion in zero-K mission editor
They come with the mission editor.
Can you get a simple mission up and running at least?
Can you get a simple mission up and running at least?
Re: Cutscenes funcion in zero-K mission editor
KingRaptor wrote:They come with the mission editor.
Can you get a simple mission up and running at least?
hi king,
sorry for my late but i needed time to realize this mission_TEST
i understood that i don't need script to run cutscenes and map position: "They come with the mission editor".
I used BA 7.72 and the Desert Delta siege map to realize this test.
I see that map position work correctly, but don't turn off GUI and user controls, to do this i need the cutscenes functions.
i use this "cutscenes" functions but in mission don't work.
what i wrong??
I attached the xml of the mission test.
- KingRaptor
- Zero-K Developer
- Posts: 838
- Joined: 14 Mar 2007, 03:44
Re: Cutscenes funcion in zero-K mission editor
Okay, I figured out the problem. One of the widgets that Cutscenes was depending on had a higher layer that Cutscenes, so when the cutscenes widget did its dependency check in Initialize(), it couldn't find it and shut down automatically. (ZK didn't show this issue due to its custom widgethandler).
I've fixed it in Mission Editor 2.2.5.1 (your copy should update automatically), thanks for reporting :)
I've fixed it in Mission Editor 2.2.5.1 (your copy should update automatically), thanks for reporting :)
Re: Cutscenes funcion in zero-K mission editor
thanks to you for fast fixing :)KingRaptor wrote:Okay, I figured out the problem. One of the widgets that Cutscenes was depending on had a higher layer that Cutscenes, so when the cutscenes widget did its dependency check in Initialize(), it couldn't find it and shut down automatically. (ZK didn't show this issue due to its custom widgethandler).
I've fixed it in Mission Editor 2.2.5.1 (your copy should update automatically), thanks for reporting :)
I have two questions:
1) the convo message action require "mission_messagebox.lua" and i copied this file in the BA game.
so i see that the convo message work correctly. but if i use GUI MESSAGE this error appear: [f=0000000] Error: LuaUI::RunCallIn: error = 2, MissionEvent, [string "LuaUI/Widgets/mission_messagebox.lua"]:61: attempt to index upvalue 'Chili' (a nil value)
my mistake?
2) what I need to use object action ??
thx :)
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Cutscenes funcion in zero-K mission editor
messagebox uses chili, so if you don't have chili installed, it will be bad news bears. Dunno if there is a workaround.
- KingRaptor
- Zero-K Developer
- Posts: 838
- Joined: 14 Mar 2007, 03:44
Re: Cutscenes funcion in zero-K mission editor
http://code.google.com/p/zero-k/source/ ... agebox.lua
Comment out or remove WG.ShowMessageBox (lines 47-103). Without the WG function, the mission will fall back on the non-Chili version included with the editor.
I'll see if I can't find the time to do a proper fix eventually.
Comment out or remove WG.ShowMessageBox (lines 47-103). Without the WG function, the mission will fall back on the non-Chili version included with the editor.
I'll see if I can't find the time to do a proper fix eventually.
Re: Cutscenes funcion in zero-K mission editor
ok!! now the convo messages function, work :) thx!!!KingRaptor wrote:http://code.google.com/p/zero-k/source/ ... agebox.lua
Comment out or remove WG.ShowMessageBox (lines 47-103). Without the WG function, the mission will fall back on the non-Chili version included with the editor.
I'll see if I can't find the time to do a proper fix eventually.
you mean remove lines from 47 to 103 right??
so and for the "mission_objectives.lua" there is a similar solution or i need chili ??
- KingRaptor
- Zero-K Developer
- Posts: 838
- Joined: 14 Mar 2007, 03:44
Re: Cutscenes funcion in zero-K mission editor
Chili only, sorry. Someone can do a non-Chili version if they feel like it, but it's not on my todo list.
Re: Cutscenes funcion in zero-K mission editor
ok...KingRaptor wrote:Chili only, sorry. Someone can do a non-Chili version if they feel like it, but it's not on my todo list.

but thx for the help!!!

Re: Cutscenes funcion in zero-K mission editor
is there any reason you can't use chili?
Re: Cutscenes funcion in zero-K mission editor
I tried it but doesn't work... i don't know what files I need to use chili :)gajop wrote:is there any reason you can't use chili?
if you can help me, I am grateful

Re: Cutscenes funcion in zero-K mission editor
You should download chili and make it a part of your game.daryl wrote: I tried it but doesn't work... i don't know what files I need to use chili :)
if you can help me, I am grateful
One way to do that is to use the official (dev) branch, located here. You can grab it by using git (recommended) or by downloading it as a zip.
Once you've done that you should place the api_chili.lua and the "chili" folder (both are inside the chiliui you just downloaded) in your game's LuaUI/widgets folder.
Your project should also include a "Gamedata" folder and an empty lockluaui.txt file in it.
Re: Cutscenes funcion in zero-K mission editor
ah...would be simple...gajop wrote:You should download chili and make it a part of your game.daryl wrote: I tried it but doesn't work... i don't know what files I need to use chili :)
if you can help me, I am grateful
One way to do that is to use the official (dev) branch, located here. You can grab it by using git (recommended) or by downloading it as a zip.
Once you've done that you should place the api_chili.lua and the "chili" folder (both are inside the chiliui you just downloaded) in your game's LuaUI/widgets folder.
Your project should also include a "Gamedata" folder and an empty lockluaui.txt file in it.
so this evening i will try to use it and after a will report you my work.
thx :)
Re: Cutscenes funcion in zero-K mission editor
hi gajop.gajop wrote:You should download chili and make it a part of your game.daryl wrote: I tried it but doesn't work... i don't know what files I need to use chili :)
if you can help me, I am grateful
One way to do that is to use the official (dev) branch, located here. You can grab it by using git (recommended) or by downloading it as a zip.
Once you've done that you should place the api_chili.lua and the "chili" folder (both are inside the chiliui you just downloaded) in your game's LuaUI/widgets folder.
Your project should also include a "Gamedata" folder and an empty lockluaui.txt file in it.
i do as you described, but i obtain nothing:
so i removed ICE UI or REDUI , i copied Chili folder and api_chili.lua in luaUI/widged folder.
i created an empy "lockluaui.txt" file inside the "gamedata" folder.
when i launch the game i see standard spring gui and when i try to press F11 to see all the widgets doesn't work (make screenshots).
where i wrong?
Re: Cutscenes funcion in zero-K mission editor
It's LuaUI/widgets. Is chili being loaded? You can see that in infolog.txtdaryl wrote: hi gajop.
i do as you described, but i obtain nothing:
so i removed ICE UI or REDUI , i copied Chili folder and api_chili.lua in luaUI/widged folder.
i created an empy "lockluaui.txt" file inside the "gamedata" folder.
when i launch the game i see standard spring gui and when i try to press F11 to see all the widgets doesn't work (make screenshots).
where i wrong?
Re: Cutscenes funcion in zero-K mission editor
yes i'm sure...gajop wrote:It's LuaUI/widgets. Is chili being loaded? You can see that in infolog.txtdaryl wrote: hi gajop.
i do as you described, but i obtain nothing:
so i removed ICE UI or REDUI , i copied Chili folder and api_chili.lua in luaUI/widged folder.
i created an empy "lockluaui.txt" file inside the "gamedata" folder.
when i launch the game i see standard spring gui and when i try to press F11 to see all the widgets doesn't work (make screenshots).
where i wrong?
i used BA 7.22, i removed all of RED ui and copied chili files.
so in infolog there is this row:
[f=0000000] Loading widget from mod: Chili Framework <api_chili.lua> ...
i don't see error...
Re: Cutscenes funcion in zero-K mission editor
gajop wrote:It's LuaUI/widgets. Is chili being loaded? You can see that in infolog.txtdaryl wrote: hi gajop.
i do as you described, but i obtain nothing:
so i removed ICE UI or REDUI , i copied Chili folder and api_chili.lua in luaUI/widged folder.
i created an empy "lockluaui.txt" file inside the "gamedata" folder.
when i launch the game i see standard spring gui and when i try to press F11 to see all the widgets doesn't work (make screenshots).
where i wrong?
i attach this image.
so i used spring 0.91 and BA 7.22
