Campaign Cutscenes
The campaign cutscene library provides an interface for the relatively easy creation and setup of scripted cutscenes in campaign. A cutscene object is first declared with campaign_cutscene:new, configured with the variety of configuration commands available, loaded with actions (things that happen within the cutscene) using repeated calls to campaign_cutscene:action, and finally started with campaign_cutscene:start to start the visual cutscene itself. Each campaign cutscene object represents an individual cutscene.
See also the Camera Movement functions on the campaign manager, which allow the camera to be scrolled within a cutscene without having to manually set up a campaign cutscene object.
| Loaded in Campaign |
|
-
campaign_cutscene:new(stringname, [durationnumber], [end callbackfunction], [send_metrics_databoolean]) -
Creates a cutscene object. A cutscene must be given a unique string name, a length in seconds and optionally an end callback.
Parameters:
1
stringUnique name for the cutscene.
2
optional, default value=nil
Cutscene duration in seconds. If nil or 0 is specified then the cutscene will be set to not end, and will only finish when skipped by the player or ended by an external process - see
campaign_cutscene:set_do_not_end.3
optional, default value=nil
End callback.
4
optional, default value=false
Send performance data to metrics.
Returns:
campaign_cutscenecutscene object
defined in ../working_data/script/_lib/lib_campaign_cutscene.lua, line 66
-
campaign_cutscene:new_from_cindyscene(name
string,end callback
[function],cindy scene
string,blend in
[number],blend out
[number]
) -
Creates a cutscene object that is bound to a cindyscene. When started, the scripted cutscene will automatically start the cindyscene, and will terminate when the cindyscene ends.
Parameters:
1
Unique name for the cutscene.
2
optional, default value=nil
End callback.
3
Cindy scene path.
4
optional, default value=0
Blend in time, in seconds.
5
optional, default value=10
Blend out time, in seconds.
Returns:
campaign_cutscenecutscene object
defined in ../working_data/script/_lib/lib_campaign_cutscene.lua, line 126
Once a cutscene object has been created with campaign_cutscene:new, functions on it may be called using the following form.
Example - Specification:
<cutscene_object>:<function_name>(<args>)
Example - Creation and Usage:
local cutscene_intro = campaign_cutscene:new(
"intro",
48,
function() intro_cutscene_has_ended() end
)
cutscene_intro:set_debug(true) -- calling a function on the object once created
-
campaign_cutscene:set_debug([booleanset debug]) -
Sets the cutscene into debug mode for more output.
Parameters:
1
booleanoptional, default value=true
set debug
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_cutscene.lua, line 201
-
campaign_cutscene:set_debug_all([booleanset debug]) -
Sets all campaign cutscenes into debug mode for more output.
Parameters:
1
booleanoptional, default value=true
set debug
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_cutscene.lua, line 213
-
campaign_cutscene:set_skippable([booleanset skippable], [functionskip callback]) -
Sets whether the cutscene should be skippable or not, and also allows the optional specification of a callback to be called if the cutscene is skipped. Note that if a skip callback and end callback are both set, both will be called (in that order).
Parameters:
1
booleanoptional, default value=true
set skippable
2
functionoptional, default value=nil
skip callback
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_cutscene.lua, line 234
-
campaign_cutscene:set_dismiss_advice_on_end([booleandismiss advice]) -
Sets whether the dismiss the advisor at the end of the cutscene. By default the advisor is skipped - use this function to disable this behaviour.
Parameters:
1
booleanoptional, default value=true
dismiss advice
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_cutscene.lua, line 251
-
campaign_cutscene:set_do_not_end([booleando not end]) -
Sets the cutscene to not terminate once its duration is reached. If this is enabled, the cutscene can only be ended by being skipped or by being terminated by external script.
Parameters:
1
booleanoptional, default value=true
do not end
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_cutscene.lua, line 263
-
campaign_cutscene:set_use_cinematic_borders([booleanshow borders]) -
Sets the cutscene to show cinematic borders whilst playing, or not. Cutscenes by default will show cinematic borders - use this function to disable this behaviour.
Parameters:
1
booleanoptional, default value=true
show borders
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_cutscene.lua, line 275
-
campaign_cutscene:set_restore_ui([booleanrestore ui]) -
Tells the cutscene whether to restore the ui when it ends, or not. Cutscenes by default will restore the ui - use this function to disable this behaviour. This is useful in highly specific circumstances.
Parameters:
1
booleanoptional, default value=true
restore ui
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_cutscene.lua, line 287
-
campaign_cutscene:set_disable_settlement_labels([booleandisable labels]) -
Tells the cutscene whether to show settlement labels while playing or not. Cutscenes by default will hide settlement labels - use this function to disable this behaviour.
Parameters:
1
booleanoptional, default value=true
disable labels
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_cutscene.lua, line 299
-
campaign_cutscene:set_neighbouring_regions_visible([booleandisable labels]) -
Tells the cutscene whether to make neighbouring regions visible or not. Cutscenes by default will not do this - use this function to enable this behaviour if required. The 'neighbouring' regions in this case are those regions adjacent to the regions currently unshrouded.
Setting this property to true also enables the shroud.Parameters:
1
booleanoptional, default value=true
disable labels
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_cutscene.lua, line 311
-
campaign_cutscene:set_disable_shroud([booleandisable shroud]) -
Tells the cutscene whether to show the shroud during playback, or not. By default the shroud is displayed - use this function to disable it if required.
Parameters:
1
booleanoptional, default value=true
disable shroud
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_cutscene.lua, line 325
-
campaign_cutscene:set_restore_shroud([booleanrestore shroud]) -
Tells the cutscene whether to restore the shroud after completion to the state it was in before the cutscene started, or not. By default the shroud is restored - use this function to disable this behaviour if required.
Parameters:
1
booleanoptional, default value=true
restore shroud
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_cutscene.lua, line 338
-
campaign_cutscene:set_end_callback(functionend callback) -
Sets the cutscene end callback. This replaces any end callback previously set (e.g. with
campaign_cutscene:new).Parameters:
1
functionend callback
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_cutscene.lua, line 350
-
campaign_cutscene:has_end_callback() -
Returns
trueif the cutscene has an end callback specified,falseotherwise.Returns:
booleanhas end callback
defined in ../working_data/script/_lib/lib_campaign_cutscene.lua, line 363
-
campaign_cutscene:set_call_end_callback_when_skipped([booleanshould call callback]) -
Sets whether the cutscene should call the end callback (supplied when the cutscene is created with
cutscene:new) when skipped. By default the cutscene does call this callback - supplyfalseas an argument to prevent it from doing so.Parameters:
1
booleanoptional, default value=true
should call callback
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_cutscene.lua, line 371
-
campaign_cutscene:set_skip_camera([numberx], [numbery], [numberd], [numberb], [numberh]) -
Sets a position at which the game camera is repositioned to if the cutscene is skipped. The reposition happens behind a fade to black so the player does not see it.
If no position is supplied, the cutscene system takes the current position of the game camera as the skip camera position.
Note that this reposition will not happen if the cutscene is not skipped.Parameters:
1
numberoptional, default value=nil
x co-ordinate. If no co-ordinates are set here the function takes the camera position at the moment the function is called.
2
numberoptional, default value=nil
y co-ordinate.
3
numberoptional, default value=nil
d co-ordinate.
4
numberoptional, default value=nil
b co-ordinate.
5
numberoptional, default value=nil
h co-ordinate.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_cutscene.lua, line 383
-
campaign_cutscene:set_restore_camera(numbertime, [numberx], [numbery], [numberd], [numberb], [numberh]) -
Sets co-ordinates to which the game camera is restored when the cutscene ends. If a restore camera position is specified, the camera is scrolled to that position at the end of the cutscene over the supplied time in seconds. This is useful when it's desired to return the camera to the position it started the cutscene at when the cutscene finishes, or to a different position.
If no co-ordinates are supplied, the cutscene system takes the current position of the game camera as the restore camera position.
Note that if a skip camera position is set withcampaign_cutscene:set_skip_camera, and the cutscene is skipped, the camera will be skipped and not restored. If the cutscene is skipped, has no skip camera position but has a restore camera position set, the camera will be immediately repositioned at the restore camera position while the screen is faded to black.Parameters:
1
numberTime in seconds over which to scroll the camera.
2
numberoptional, default value=nil
x co-ordinate. If no co-ordinates are set here the function takes the camera position at the moment the function is called.
3
numberoptional, default value=nil
y co-ordinate.
4
numberoptional, default value=nil
d co-ordinate.
5
numberoptional, default value=nil
b co-ordinate.
6
numberoptional, default value=nil
h co-ordinate.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_cutscene.lua, line 442
-
campaign_cutscene:is_active() -
Returns
trueif the cutscene is currently running,falseotherwise.Returns:
booleanis active
defined in ../working_data/script/_lib/lib_campaign_cutscene.lua, line 512
A cindy scene can be configured to send events to script, for which listeners may be established that call script functions. The function campaign_cutscene:add_cinematic_trigger_listener may be used to establish such a listener. This mechanism allows cinematic artists to more tightly control the timing of events in the cindy scene.
-
campaign_cutscene:add_cinematic_trigger_listener(idstring, functioncallback) -
Registers a new cinematic trigger listener. When the cindy scene triggers a script event with the supplied id in script, the supplied function is called.
Parameters:
1
Cinematic trigger id. This should match the an id of a cinematic event triggered from a cindy scene played during this cutscene.
2
functionCallback to call.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_cutscene.lua, line 534
Actions are the events that happen in a cutscene while the cutscene is running. Examples include camera movements and the playing of advice, subtitles, and potentially composite scenes. A cutscene must be loaded with actions before it is started.
-
campaign_cutscene:action(functioncallback, numberdelay) -
Registers a new action with the cutscene. The action is supplied a function callback, which is called at the appropriate time after the cutscene has been started (assuming the cutscene is not skipped beforehand).
Parameters:
1
functionAction callback to call.
2
numberDelay in seconds after the cutscene starts before calling this action callback.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_cutscene.lua, line 569
-
campaign_cutscene:start() -
Starts the cutscene.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_cutscene.lua, line 618
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campaign_cutscene:wait_for_advisor([numberdelay]) -
This function, when called, causes the cutscene to repeatedly stall while the advisor is still speaking and only allow the cutscene to progress once the advisor has finished. If the cutscene contains multiple lines of advice that are played one after the other, this function can be used to ensure that each item of advice only triggers once the previous item has finished playing, so they don't speak over the top of each other. This is useful when laying out multiple items of advice in a cutscene where the length of advice items cannot be known in different languages - a localised version of an advice item in German, for example, might be many seconds longer than the equivalent in English.
If a delay argument is passed in then the call to this function is enqueued as ancampaign_cutscene:actionwith that delay. Alternatively, it may be called with no delay within an action.Parameters:
1
numberoptional, default value=nil
Delay in seconds after the cutscene starts before invoking this function.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_cutscene.lua, line 806
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campaign_cutscene:cindy_playback(filepathstring, [blend in durationnumber], [blend out durationnumber]) -
Immediately starts playback of a cindy scene. This is intended to be called within an
campaign_cutscene:actioncallback. If a cindy scene is started this way, the cutscene will automatically terminate it if the cutscene is skipped.Parameters:
1
File path to cindy scene, from the working data folder.
2
optional, default value=nil
Time in seconds over which the camera will blend into the cindy scene when started.
3
optional, default value=nil
Time in seconds over which the camera will blend out of the cindy scene when it ends.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_cutscene.lua, line 827
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campaign_cutscene:dismiss_advice() -
Issues a call to dismiss the advice without triggering the end of the cutscene. Normally a cutscene skips when advice is dismissed - use this function during an
campaign_cutscene:actionto circumvent this behaviour.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_cutscene.lua, line 840
-
campaign_cutscene:skip() -
This function is called internally when the cutscene has been skipped by the player. Additionally, it may be called by external scripts to force the running cutscene to skip.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_cutscene.lua, line 876