Cutscenes funcion in zero-K mission editor

Cutscenes funcion in zero-K mission editor

Requests for features in the spring code.

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daryl
Posts: 200
Joined: 08 Oct 2006, 10:33

Cutscenes funcion in zero-K mission editor

Post by daryl »

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??
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KingRaptor
Zero-K Developer
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Joined: 14 Mar 2007, 03:44

Re: Cutscenes funcion in zero-K mission editor

Post by KingRaptor »

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:
  • 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.
For an example, load up this mission in the editor.

If you can't get it to work, post the exact issue (and check your infolog).
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daryl
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Joined: 08 Oct 2006, 10:33

Re: Cutscenes funcion in zero-K mission editor

Post by daryl »

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:
  • 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.
For an example, load up this mission in the editor.

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???
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KingRaptor
Zero-K Developer
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Re: Cutscenes funcion in zero-K mission editor

Post by KingRaptor »

They come with the mission editor.

Can you get a simple mission up and running at least?
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daryl
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Joined: 08 Oct 2006, 10:33

Re: Cutscenes funcion in zero-K mission editor

Post by daryl »

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.
set_camera_test.mission.xml
This is the mission for the camera and cutscenes test
(35.78 KiB) Downloaded 12 times
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KingRaptor
Zero-K Developer
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Re: Cutscenes funcion in zero-K mission editor

Post by KingRaptor »

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 :)
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daryl
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Joined: 08 Oct 2006, 10:33

Re: Cutscenes funcion in zero-K mission editor

Post by daryl »

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 :)
thanks to you for fast fixing :)

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 :)
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Forboding Angel
Evolution RTS Developer
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Re: Cutscenes funcion in zero-K mission editor

Post by Forboding Angel »

messagebox uses chili, so if you don't have chili installed, it will be bad news bears. Dunno if there is a workaround.
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KingRaptor
Zero-K Developer
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Re: Cutscenes funcion in zero-K mission editor

Post by KingRaptor »

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.
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daryl
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Re: Cutscenes funcion in zero-K mission editor

Post by daryl »

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.
ok!! now the convo messages function, work :) thx!!!
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 ??
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KingRaptor
Zero-K Developer
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Re: Cutscenes funcion in zero-K mission editor

Post by KingRaptor »

Chili only, sorry. Someone can do a non-Chili version if they feel like it, but it's not on my todo list.
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daryl
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Re: Cutscenes funcion in zero-K mission editor

Post by daryl »

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.
ok... :(

but thx for the help!!! :-)
gajop
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Re: Cutscenes funcion in zero-K mission editor

Post by gajop »

is there any reason you can't use chili?
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daryl
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Re: Cutscenes funcion in zero-K mission editor

Post by daryl »

gajop wrote:is there any reason you can't use chili?
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
:-)
gajop
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Re: Cutscenes funcion in zero-K mission editor

Post by gajop »

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
:-)
You should download chili and make it a part of your game.
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.
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daryl
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Joined: 08 Oct 2006, 10:33

Re: Cutscenes funcion in zero-K mission editor

Post by daryl »

gajop wrote:
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
:-)
You should download chili and make it a part of your game.
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.
ah...would be simple...
so this evening i will try to use it and after a will report you my work.
thx :)
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daryl
Posts: 200
Joined: 08 Oct 2006, 10:33

Re: Cutscenes funcion in zero-K mission editor

Post by daryl »

gajop wrote:
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
:-)
You should download chili and make it a part of your game.
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.
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?
gajop
Moderator
Posts: 3051
Joined: 05 Aug 2009, 20:42

Re: Cutscenes funcion in zero-K mission editor

Post by gajop »

daryl 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?
It's LuaUI/widgets. Is chili being loaded? You can see that in infolog.txt
User avatar
daryl
Posts: 200
Joined: 08 Oct 2006, 10:33

Re: Cutscenes funcion in zero-K mission editor

Post by daryl »

gajop wrote:
daryl 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?
It's LuaUI/widgets. Is chili being loaded? You can see that in infolog.txt
yes i'm sure...
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...
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daryl
Posts: 200
Joined: 08 Oct 2006, 10:33

Re: Cutscenes funcion in zero-K mission editor

Post by daryl »

gajop wrote:
daryl 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?
It's LuaUI/widgets. Is chili being loaded? You can see that in infolog.txt

i attach this image.
so i used spring 0.91 and BA 7.22
Image
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