why not make a new room with same background and give it the differences it needs...
The only downside is a bigger gamesize but a lot more understandable code
The only downside is a bigger gamesize but a lot more understandable code

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StartCutscene(eSkipESCOnly);
player.SetWalkSpeed(25, 6);
cEgo.Walk(170, 110, eBlock, eWalkableAreas);
player.SetWalkSpeed(5, 5);
Wait(200);
oSunshine.Transparency=75;
Wait(35);
oSunshine.Graphic=10;
oSunshine.Transparency=50;
Wait(35);
oSunshine.Graphic=12;
oSunshine.Transparency=25;
Wait(35);
oSunshine.Graphic=13;
oSunshine.Transparency=0;
//PlayMusic(2);
Wait(10);
oSunshine.SetView(3);
oSunshine.Animate(1, 4, eRepeat, eNoBlock);
oCloud.SetView(3);
oCloud.Animate(2, 0, eRepeat, eNoBlock);
Wait(80);
oWolke1.SetView(3); /
oWolke1.Animate(9, 1, eRepeat, eNoBlock);
Wait(40);
PlaySound(6);//Sound motor -----------------
Wait(260);
oPlane.Move( 20, 120, 2, eNoBlock, eAnywhere);
Wait(100);
oWolke2.SetView(3);
oWolke2.Animate(10, 1, eRepeat, eNoBlock);
Wait(60);
StopMusic();
// GESPRÃ,,CH
cCaptain.Say("Good morning James.");
cCaptain.Say("I hope you had a good night.");
cEgo.Say("Morning Captain.");
cEgo.Say("Oh!");
cEgo.Say("What a night!");
...more talking
oHud.Visible=true;
oHud.Transparency=hudfade;
while(hudfade>-1)
{
oHud.Transparency=hudfade;
hudfade-=7;
Wait(1);
}
oHud.SetView(3);
oHud.Animate(17, 4, eOnce, eBlock);
cCaptain.Say("This is the island.");
...even more talking
oHud.Animate(18, 4, eOnce, eBlock);
cCaptain.Say("It is completely hollow.");
...some more talking
oHud.Animate(19, 4, eOnce, eBlock);
...and more talking lines
cEgo.Say("...");
hudfade=0;
while(hudfade<101)
{
oHud.Transparency=hudfade;
hudfade+=10;
Wait(1);
}
...more talkie
oPlane.Animate(11, 3, eOnce , eBlock);
oPlane.Animate(12, 3, eRepeat, eNoBlock);
oArnie.Visible=true;
oArnie.Animate(14, 3, eOnce, eNoBlock);
...and some more talking
oJump.Visible=true;
oArnie.Visible=false;
oJump.Animate(15, 3, eOnce, eNoBlock);
oPlane.Animate(13, 3, eOnce , eBlock);
oPlane.Animate(8, 3, eRepeat, eNoBlock);
oPlane.Move( 320, 120, 2, eNoBlock, eAnywhere);
Wait(60);
moved=true;
EndCutscene();
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