The end of my map has the player flying upwards with the jetpack to a simple End of Level effector I coded. When the players reaches that effector the map ends and the custom cutscene starts to play along with it's audio track. But since the player most likely still has the "up" key pressed when the cutscene starts, eduke detects a key pressed and will bypass the cutscene and go straight to the stats screen. I'm guessing its hardcoded and original behavior and won't be changed. Anybody have a solution to offer? I posted here instead of con help in hopes that maybe a compromise could be added to eduke which would delay by a couple of seconds detecting a key is pressed to bypass the cutscene. That way the player will see that a new one is playing and let go of the pressed key.
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custom cutscene issue
#1 Posted 04 August 2017 - 03:51 PM
#2 Posted 04 August 2017 - 10:19 PM
It should be extremely simple for us to "clear" input before a cutscene starts so that you have to release the key and then press it again for it to skip it.
#5 Posted 06 August 2017 - 06:24 AM
10-4 good buddy
No. It still skipped thru with the key pressed in.
I'll be happy to keep testing. But if you still have the project loaded from the svn, do an update. Among other things, I have the map start right at the end. Pick up the jetpack and fly up the thing in front of you. That way you don't have to wait for my testing and feedback.
No. It still skipped thru with the key pressed in.
I'll be happy to keep testing. But if you still have the project loaded from the svn, do an update. Among other things, I have the map start right at the end. Pick up the jetpack and fly up the thing in front of you. That way you don't have to wait for my testing and feedback.
This post has been edited by Mark.: 06 August 2017 - 06:37 AM
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