Difference between revisions of "Cutscenes.tbl"

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*Sets the cutscene to never be available in the cutscene room, even if it is viewed during the campaign.
 
*Sets the cutscene to never be available in the cutscene room, even if it is viewed during the campaign.
 
**Syntax: '''Boolean'''}}
 
**Syntax: '''Boolean'''}}
 +
 +
===$Custom data:===
 +
{{Table232|
 +
Defines a set of custom data that for this cutscene, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.
 +
Check the scripting documentation of Cutscenes to find the CustomData Lua Table.
 +
====+Val:====
 +
 +
Specifies a custom data value and its name, in the format
 +
 +
+Val: Name Value
 +
 +
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script.
 +
====$end_custom_data====
 +
 +
Mandatory entry to indicate that the Custom Data list has ended. }}
  
  

Latest revision as of 16:26, 19 February 2023

Revision information.....

FSO Revision: 425a6e67d5
Note: Please update the version when the page is updated. If your edit had nothing to do with new code entries then please do not edit the version


List of Tables and related code files
* Notes Modular Tables
** Notes tables which only use modular tables
Ai.tbl* /ai/aicode.cpp
Ai_profiles.tbl* /ai/ai_profiles.cpp
Animation.tbl** /model/modelanimation.cpp
Armor.tbl* /ship/ship.cpp
Asteroid.tbl* /asteroid/asteroid.cpp
Autopilot.tbl* /autopilot/autopilot.cpp
Cheats.tbl* /cheats_table/cheats_table.cpp
Colors.tbl* /globalincs/alphacolors.cpp
Curves.tbl* /math/curves.cpp
Controlconfigdefaults.tbl /controlconfig/controlsconfigcommon.cpp
Credits.tbl* /menuui/credits.cpp
Cutscenes.tbl* /cutscene/cutscenes.cpp
Decals.tbl** /decals/decals.cpp
Fireball.tbl* /fireball/fireballs.cpp
Fonts.tbl* /graphics/font.cpp
Game_settings.tbl* /mod_table/mod_table.cpp
Glowpoints.tbl* /model/modelread.cpp
Help.tbl* /gamehelp/contexthelp.cpp
Hud_gauges.tbl* /hud/hudparse.cpp
Icons.tbl* /mission/missionbriefcommon.cpp
Iff_defs.tbl* /iff_defs/iff_defs.cpp
Keywords.tbl* Not In Codebase
Lighting_Profiles.tbl* /lighting/lighting_profiles.cpp
Lightning.tbl* /nebula/neblightning.cpp
Mainhall.tbl* /menuui/mainhallmenu.cpp
Medals.tbl* /stats/medals.cpp
Messages.tbl* /mission/missionmessage.cpp
Mflash.tbl* /weapon/muzzleflash.cpp
Music.tbl* /gamesnd/eventmusic.cpp
Nebula.tbl* /nebula/neb.cpp
Objecttypes.tbl* /ship/ship.cpp
Options.tbl* Not In Codebase
Particle effects(-part.tbm)** /particle/effects...
Post_processing.tbl /graphics/gropenglpostprocessing.cpp
Rank.tbl* /stats/scoring.cpp
Scpui.tbl* Not In Codebase
Scripting.tbl* /parse/scripting.cpp
Ships.tbl* /ship/ship.cpp
Sexps.tbl** /parse/sexp/sexp_lookup.cpp
Sounds.tbl* /gamesnd/gamesnd.cpp
Species_defs.tbl* /species_defs/species_defs.cpp
Species.tbl* /menuui/techmenu.cpp
Ssm.tbl* /hud/hudartillery.cpp
Stars.tbl* /starfield/starfield.cpp
Strings.tbl* /localization/localize.cpp
Tips.tbl* /menuui/playermenu.cpp
Traitor.tbl* /stats/scoring.cpp
Tstrings.tbl* /localization/localize.cpp
Virtual_pofs.tbl* /model/modelreplace.cpp
Weapon_expl.tbl* /weapon/weapons.cpp
Weapons.tbl* /weapon/weapons.cpp

The cutscenes.tbl is a file for defining the actual video clips (.mve or their .ogg (recommended) equivalents) and their descriptions displeyed in the cutscenes section of the tech room.

This table is one of the Modular Tables and can be extended with xxx-csn.tbm

Format

  • Table consists of several entries used to define the cutscene videos displayed in the tech room.


$Filename:

  • Used to define the actual name of the video shown in the particular slot.
    • Syntax: String.ogg or String.mve, filename.extension
    • Example: intro.mve


+nocreate

FS2 Open, 23.0:
  • Allows editing of the cutscene entry without creating a new entry


$Name:

  • Defines the name of the cutscene
    • Syntax: String, name
FS2 Open, 23.0:
  • This field is now optional, defaults to $Filename


$Description:

  • Used to define the description of the particular table entry
  • Value is used for defining the translations via the tstrings.tbl
  • Is always followed immediately with $end_multi_text
    • Syntax: XSTR("String", Integer), descriptive text, integer refers to translations
    • Example: XSTR("Admiral Petrarch addresses the crew of the Aquitaine, relating news of the GTVA's success.", 2611)
FS2 Open, 23.0:
  • This field is now optional


$cd:

  • Defines the disk from which the cutscene could be found
    • Syntax: Integer
FS2 Open, 3.7.2:
  • This field is now optional


$Always Viewable:

FS2 Open, 3.7.4:
  • Sets the cutscene to always be available in the cutscene room without needing to be viewed during the campaign.
    • Syntax: Boolean


$Never Viewable:

FS2 Open, 19.0:
  • Sets the cutscene to never be available in the cutscene room, even if it is viewed during the campaign.
    • Syntax: Boolean

$Custom data:

FS2 Open, 23.2:

Defines a set of custom data that for this cutscene, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end. Check the scripting documentation of Cutscenes to find the CustomData Lua Table.

+Val:

Specifies a custom data value and its name, in the format

+Val: Name Value

These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script.

$end_custom_data

Mandatory entry to indicate that the Custom Data list has ended.


Sample and usage of cutscenes in campaigns

  • Here are instructions how to configure the mission to make the pre-rendered cutscene play at the correct point in the campaign.
  • Full retail table:
; Cutscene.tbl 
; Will contain data for :
; 1.) cutscene names
; 2.) cutscene descriptions
; 3.) cutscene location on CD
;
; Do not change the ordering of the sections in this table. Also do not add items to the list

#Cutscenes

;;
;; INTRO
;;
$Filename: intro.mve
$Name: Introduction
$Description:
XSTR(
"Thirty-two years have passed since the Great War, and a new generation has come of age.", 2603)
$end_multi_text
$cd: 2

;;
;; COLOSSUS
;;
$Filename: Colossus.mve
$Name: GTVA Colossus
$Description:
XSTR(
"Introducing the GTVA Colossus, the largest space-faring warship ever constructed.", 2604)
$end_multi_text
$cd: 2

;;
;; MONOLOGUE 1
;;
$Filename: mono1.mve
$Name: Bosch Monologue 1
$Description:
XSTR(
"Admiral Bosch, the NTF Supreme Commander, reflects upon the legacy of the Ancients.", 2605)
$end_multi_text
$cd: 2

;;
;; MONOLOGUE 2
;;
$Filename: mono2.mve
$Name: Bosch Monologue 2
$Description:
XSTR(
"Following NTF defeats in Epsilon Pegasi and Sirius, Bosch reconsiders his strategy.", 2606)
$end_multi_text
$cd: 3

;;
;; MONOLOGUE 3
;;
$Filename: mono3.mve
$Name: Bosch Monologue 3
$Description:
XSTR(
"Lost in the nebula beyond the Knossos portal, Bosch questions the wisdom of his actions.", 2607)
$end_multi_text
$cd: 3

;;
;; MONOLOGUE 4
;;
$Filename: mono4.mve
$Name: Bosch Monologue 4
$Description:
XSTR(
"His crusade vindicated, Bosch prepares for his second rendezvous with the Shivans.", 2608)
$end_multi_text
$cd: 3

;;
;; BASTION
;;
$Filename: bastion.mve
$Name: Bastion dies
$Description:
XSTR(
"Packed with meson warheads, the GTD Bastion self-destructs and seals off the Epsilon Pegasi jump node.", 2609)
$end_multi_text
$cd: 3

;;
;; END GAME
;;
$Filename: endpart1.mve
$Name: End Game
$Description:
XSTR(
"Generating a powerful subspace disturbance, the Shivan juggernauts trigger a supernova.", 2610)
$end_multi_text
$cd: 3

;;
;; END GAME A
;;
$Filename: endprt2a.mve
$Name: End Game Part 2A
$Description:
XSTR(
"Admiral Petrarch addresses the crew of the Aquitaine, relating news of the GTVA's success.", 2611)
$end_multi_text
$cd: 3

;;
;; END GAME B
;;
$Filename: endprt2b.mve
$Name: End Game Part 2B
$Description:
XSTR(
"Admiral Petrarch addresses the 70th Blue Lions, relating news of Alpha 1's demise.", 2612)
$end_multi_text
$cd: 3

#End