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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:

  1. teleports the actor using xr_effects.teleport_actor(point, look);
  2. starts the configured postprocess when it is not nil;
  3. disables game UI;
  4. optionally starts a brighten effector for outdoor night scenes;
  5. 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_effector is parsed as a comma-separated list.
  • pp_effector = nil becomes the nil postprocess constant and is skipped.
  • The manager stores the active cutscene object and state in cutscene config while running.