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Introduction
The Gestalt Cutscene Scripting System is a package of custom functions for Neverwinter Nights that makes it easy to create your own in-game cinematic sequences, just like the ones in BioWare's expansion packs. Since its debut in December 2002, it has grown from a collection of basic camera control functions into a full suite of cutscene tools covering everything from character movement and animation to visual and sound effects.
By automating and simplifying many of the complex and tedious parts of cutscene scripting, the Gestalt Cutscene Scripting System makes creating a cutscene much easier than with the standard BioWare functions, as well as adding more advanced functionality such as improved camera controls which allow you to go beyond anything BioWare have created...
Over the next few pages we'll be taking a look at how to set up, control and abort a basic in-game cutscene using the Gestalt Cutscene Scripting System. To get started, all you need to do is import the source code into your module. Simply open your module in the toolset, select "Import" from the File menu and then select the file "in_g_cutscene.erf" in your erf folder. Just ignore any error messages you get about missing ncs files - these are only required for compiled scripts, not include files.
Done that? Then we're ready to begin...
Cutscene Scripting Tutorial
Cutscene Camera Functions
Thanks
Tenchi Masaki, for giving me the idea for the GestaltFixedCamera function
Bloodsong, for helping implement and test the new cutscene abort system in v1.2
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