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Cinematics


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I think that there are some unexplored ways of modding LRR. I have not seen someone use the tutorial map for sounds other than Chief's voice nor have I seen someone try to use a monster class for an animation.

The first is self explanatory and I have seen attempts at using other Chief files.

The other is a little more difficult to grasp. The idea is to use the moving, scooping, carrying, and breaking boulder entries to reference a series of cinematic animations. The sleeping, waking, and emerging slots are either blank or used to set up the animation, while the falling apart animation can be used to close it. Add sound as needed and you have an in game cinematic animation, or if the HUD can be gotten rid of, a cheap way of making a starting or ending cutscene.

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Oh for cripes sake...they haven't been done because nobody feels the need to use these. We could do them easily if we wanted, but we simply don't have a use.

Besides, I already theorised the monster animation thing a LONG time ago, was planning on using it but eventually gave it up because I figured out some flaws in it, specifically triggers, replaying the animation if the thing doesn't kill itself and some other stuff.

Nice try, but nay.

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I'm not sure what use in-game cinematics would have. Foliage that moves a little bit? Maybe you enter a new cavern, the camera flies over to something, and you watch some stuff happen? It's more trouble than it's worth because you have to use both NERPS and animations for that example. Monster-based scenery is easy, and Lair already put an example up for download. Make sure nothing can target it and only give it a stand activity. Bam, scenery. It's still killable unless you give it a positive HealthDecay value or just define its health in an OL file.

For tutorial sounds, what else would we use them for except for voices? Music? No biscuit. It works but if you pause the game in any way the music stops and doesn't restart until it would have finished if it weren't stopped.

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