Re: Playing FMV (video file) at start/end of scenario
Posted: 12 Nov 2020, 01:25
Maybe that's what functions "PrintSubtitle()", "PrintFormattedSubtitle()" are for
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Aha! Yes might be worth experimenting with those - thanks for bringing them to light! It would make for an interesting exercise actually, since every "print" would have to be accompanied by a strict timing function (timing determined when editing actual video beforehand of course) before firing the next print or simply a "clear" function of some sort... hmm, will need to make tests with a dummy video for sure!Dr.MonaLisa wrote: ↑12 Nov 2020, 01:25 Maybe that's what functions "PrintSubtitle()", "PrintFormattedSubtitle()" are for
I think you should read the scripting document again. They provided an example on how to do it. All that is needed is "DoDelay()" after the .bik file starts playing. Shouldn't be that hard
You need to stop guessing and start reading:I actually found the dbtext_subtitles.utf8 in db[zip folder] -> db -> Text and that is likely where my subtitles would have to go if I go down this route.
So it can be any new .utf8 file, no need to edit existing ones.To add an entry to the text db, you need to download and use an editing program like BabelPad™ and make sure you save the file with the prefix "usertext" as in usertext_myscenario.utf8. Next, make a folder called "db" in your "EE2\Run" directory and drop the .utf8 file in a "Text" folder within the "db" folder. Next, start making up strings:
usertext_myscenario_beginning,"""In the beginning…"""
usertext_myscenario_cornchips,"""there were plenty of corn chips…"""
etc…
Make sure you end the file with a hard return, or else you'll likely get some kind of error.
Then, in your script, anytime you want to show some text, you call a the appropriate string:
In this case, you can use file: zips\dbtext_cheats.utf8 (EDITED IN: Unofficial Patch Files\EXEGeneratorData\TextsSource.txt ). Once you finish editing, then delete zips\dbtext_cheats.utf8 so it gets re-generated. There are free entries:FYI: after much internal deliberation, I started working on a single (history-based) scenario for EEII (not expansion) that a priori doesn't require lots of modding (certainly none that would affect things outside of my scenario) in the hopes that it could eventually be released officially on Normal patch 1.5 for a greater audience to enjoy. This scenario requires only IES scripts, two new BIK files for the movies folder, and the ability to add new territory names to dbtext_territory_names.utf8 (for example under // CUSTOM SCENARIO TERRITORY NAMES) and new city names for city centres pre-positioned on the map (I don't know where I can add new city centre names so that EEII recognises the line "tx_ms_cityname_YourCityName" as a valid label, but I'll open another topic for that). I will create a topic for this scenario when it is more advanced.
Which can be used by other scenarios which are included to UP1.5.tx_futuretext24,""""""
tx_futuretext25,""""""
tx_futuretext26,""""""
tx_futuretext27,""""""
tx_futuretext28,""""""
tx_futuretext29,""""""
tx_futuretext30,""""""
tx_futuretext31,""""""
tx_futuretext32,""""""
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INITIALIZATION
// Lots of other things...
//If you're all fancy, you can play a .bik movie at the beginning of your scenario.
// Just drop it in the "Movies" folder and then call it...
StartPlayingCinematic("kor_1_intro"); // find out how to reference a cinematic!!
// ResetFogOfWar(HUMAN_PLAYER); // only once you figure out how to properly ref a cinematic so that it plays
// StopAllScriptSounds(); // see above
// ClearSubtitle(); // see above
// ToggleStreamingMusic(false); // see above
// initial camera, after cinematic
SetCameraDistanceFraction(1, false);
SetCameraHeading(90, false);
SetCameraLookAtArea("areaCameraStart", false);
SetCameraLookAtArea("areaCameraStart", true);
END_INITIALIZATION
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PlayBink(kor_1_intro.bik);
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PlayBink(kor_1_intro);
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PlayBink("kor_1_intro.bik");
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PlayBink("your_movie.bik");
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PlayBink(kor_1_intro);
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string kor_1_intro = "kor_1_intro.bik";
PlayBink(kor_1_intro);
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PlayBink("kor_1_intro.bik");