mrimer wrote:
But, even during cut scenes, the player can speed up cut scenes by pressing Space, and also cut speech short, so even during cut scenes, this type of script interface would not be reliably deterministic.
Here is what I am trying to say: if, during cutscene, the speech lasts for 60 turns, "
Wait for speech end"
gets replaced by "
Wait 60"
. This command is just an alias for Wait X turns, where X is calculated by engine, not Wait for event. Now, if the speech is skipped, cutscene will not break, because exactly the same amount of turns passes, because of this replacement. I'll use my previous example:
Cutscene 50
Speech Mud Coordinator, 1000: "Why is there tar on this level anyway?"
Wait for speech end
Move to (5,5)
Cutscene 0
End
Speech lasts 20 turns under these conditions. That's why the engine, when saving the script, should replace it with
Cutscene 50
Speech Mud Coordinator, 1000: "Why is there tar on this level anyway?"
Wait 20
Move to (5,5)
Cutscene 0
End
And nothing breaks the script above. There.
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