Create a file "intro.lua" (for intro) or "[anyname].lua" (for outro) in mod_assets/cinematics folder.
Then, use the following "showImage" calls to display whichever image you want to show:
INTRO images:
Code: Select all
showImage("assets/textures/cinematic/intro/page01.tga") -- distant view, airship arriving to top of mountain
showImage("assets/textures/cinematic/intro/page02.tga") -- guards and prisoners departing the airship
showImage("assets/textures/cinematic/intro/page03.tga") -- prisoners standing around the pit
showImage("assets/textures/cinematic/intro/page04.tga") -- prisoners being cast into the pitCode: Select all
showImage("assets/textures/cinematic/outro/page01.tga") -- heroes standing in dungeon, ceiling collapsing
showImage("assets/textures/cinematic/outro/page02.tga") -- outside view, huge thunderstorm
showImage("assets/textures/cinematic/outro/page03.tga") -- destroyed PRISONER
showImage("assets/textures/cinematic/outro/page04.tga") -- outside view, mountain in vortex of magic lightnings
showImage("assets/textures/cinematic/outro/page05.tga") -- heroes running into the light (exit)
showImage("assets/textures/cinematic/outro/page06.tga") -- outside view, beam of light (mountain exploding)
showImage("assets/textures/cinematic/outro/page07.tga") -- crater left after the destruction of the mountain
Code: Select all
showImage("assets/textures/cinematic/outro/page01.tga")
fadeIn(1) -- 1 = time in seconds how long it should take for the image to fade.
-- Now the image is fully displayed, so if you want to show text over it, paste the TEXT code here.
sleep(1) -- alternatively, if there is no text to display, you would use sleep(x) (x = seconds) to let the image be shown a while
fadeOut(1) -- 1 = time in seconds how long it should take for the image to fade.
For intro, the file intro.lua gets included automatically (however you can only see it in the game proper, not in the editor).
For outro, you have to use completeGame([path-to-script-file]) in a script entity to launch it.
