-
Notifications
You must be signed in to change notification settings - Fork 97
Add support for activating cutscenes via interact to EventTrigger
#1042
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Add support for activating cutscenes via interact to EventTrigger
#1042
Conversation
…activated on interact via a `TalkComponent`
…ng when a given flag is set
|
I mean... on one hand, why not patch the but on the other hand, yeah, the |
|
I feel patching |
…ing triggering a cutscene multiple times per room load
|
I noticed |
|
If we have any kind of "only once" option, we should definitely have one that's only once per session (so it remembers the interaction if you leave and reenter the room). At a glance, I don't think this option does that? See the "onlyOnce" vs "oncePerSession" flags in LuaCutscenes |
|
Superseded by #1051. |
This PR adds a
useInteractoption toEventTriggerto allow activating the cutscene via an interact prompt, rather than via entering the trigger. To complement this, it also adds adeleteFlagoption to allow preventing the trigger from loading via a flag. The reasoning behind this is that while doing the "don't load if this flag is set" logic in the cutscene works for activation via entering the trigger, for activation via interact, the interact prompt would still be visible even though the cutscene would not play.Requires map editor support for 2 new attributes on
eventTrigger:useInteractanddeleteFlag.