sr_cutscene
sr_cutscene teleports the actor to a point/look pair, disables game UI, and plays one or more camera effectors. Use it
for scripted first-person scenes and controlled transitions where player input should be temporarily blocked.
Parameters
point
Type: string. Required. Default: none.
Patrol path used by the teleport effect as actor position.
look
Type: string. Required. Default: none.
Patrol path used by the teleport effect as actor look target.
global_cameffect
Type: boolean. Optional. Default: false.
Marks generated camera effects as global.
pp_effector
Type: string. Optional. Default: nil.
Postprocess effector name without .ppe. The parser appends .ppe.
cam_effector
Type: comma-separated strings. Required. Default: none.
Camera effectors or named effector sets played in order.
fov
Type: number. Optional. Default: null.
Field of view stored in the scheme state.
enable_ui_on_end
Type: boolean. Optional. Default: true.
Re-enables game UI/input at the end when possible.
outdoor
Type: boolean. Optional. Default: false.
Adds a brighten complex effector for outdoor night cutscenes.
The section also supports common switch fields.
Runtime behavior
On activation, the manager:
- teleports the actor using
xr_effects.teleport_actor(point, look); - starts the configured postprocess when it is not
nil; - disables game UI;
- optionally starts a brighten effector for outdoor night scenes;
- starts the first configured camera effector or effector set.
Camera progression uses scheme signals. When cam_effector_stop is present, the current motion stops and the manager
advances. After the final motion, the manager sets cameff_end.
Example
[logic]
active = sr_cutscene@intro
[sr_cutscene@intro]
point = intro_actor_point
look = intro_actor_look
cam_effector = intro_camera_1, intro_camera_2
pp_effector = fade_in
enable_ui_on_end = true
on_signal = cameff_end | sr_idle@done
Notes
cam_effectoris parsed as a comma-separated list.pp_effector = nilbecomes the nil postprocess constant and is skipped.- The manager stores the active cutscene object and state in cutscene config while running.