dim3 Forum

Full Version: Intro movie and story page help
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2
Hi,

I'm trying to set up Dim so that when you start the engine it plays a short intro movie file before going to the main menu screen but so far I've been unsuccessful.
I'm pretty sure I've got to use the 'startMovie(name,eventId);' command but have no idea where to put it or if it's even the right thing to use.
Any help would be greatly appreciated!?

Also, I'm trying to bring up a story page at the beginning of the level after the loading screen. I've got the .png files that I want to use set up in their own folder in the story folder but I have no idea as what code to use and where to put it. Again, any help would be great thanks!!
#1: I have no idea how to do that for the Engine, might not be supported yet.

#2: it's EASY for the levels, just open up the Map that you want to have the story page used for, and go to Map>>Media. Here you will have several options to choose, including story pages and movies and other things. Also sound. Just select Story, and then the name of your file.
Got the story pages working fine, that was so simple! Can't believe how much I was over-complicating things...
Thanks a lot for that, much appreciated
Glad to be of help. Smile It used to be that we had to script that stuff in, but Brian made it automatic, so it's a lot easier. We still have to script it in for objects that you activate that start story pages or movies or whatnot, but it's pretty easy.
Damn! I've been needing that intro movie feature my self. Hope Brian will add something.
I have an idea that I will use for my games. Do you know Resident Evil? Before the movie starts there is a still image with a warnig for the contents of the game. Why don't you make the main menu like that with a "OK" button that takes you to the first movie (the intro movie) and then make an artificial menu with the in-game point-and-click-system used to push buttons or pull levers and stuff? that is my idea anyway :P
@Yurlyn I've tried that before (although my "Main Menu" level was just an empty level with a chooser). Everything works as expected except that there is no way to quit the game -- iface.interaction.quit() doesn't actually quit; it just sends you back to the main menu. So if you don't have a quit button on the built-in menu, you are stuck in the game.

If we had a iface.interaction.reallyquit() function, you could actually pull that off.
I think it should be called iface.interaction.exit(); or something. Not "reallyquit". :P
How about if you would show the menu like RE with an "ok" button that takes you in the game and when you want to quit you script that the "OK" button is offscreen and that the whole screen is a button that quits the game. That would take a button that reacts on RollOver though.
Or you might make the menu a debugger with settings just like what some games have when you start it up while holding a certain button, mostly shift.
But doesen't Dim3 have something like a panic-because-my-teacher/employer-is-coming-button? a panic key for short :p maybe you could script a graphical button with the same script (test anyone?).
The built-in panic key is cmd-q, but it doesn't go through the scripts.

AFAIK you have to edit the source code to get instant-quit from the scripts. If you change loop.c and replace interface_quit=TRUE with game_loop_quit=TRUE then you can use iface.interaction.quit() to quit the game. *see update below*

Otherwise, the best you can do is to either have CONTINUE and QUIT buttons on the built-in main menu, or to have your fake menu display a text like "Press cmd-Q to quit".

[Update: You also have to add an "extern bool game_loop_quit;" declaration to the top of loop.c to get it to compile.]
Pages: 1 2
Reference URL's