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Topic: Scene Scripts: client side NPCs, animations, cut scenes, ... (Read 5404 times)
schlumpf
Administrator
Creator of Worlds
Posts: 2967
Scene Scripts: client side NPCs, animations, cut scenes, ...
«
on:
March 01, 2013, 09:54:01 am »
They are MoP only.
I'm currently unable to initiate them myself; the server tells the client to play a scene.
The server spawns a CGSceneObject. The scene can only play while that object exists.
Scene scripts are in lua, can't interface with the UI though and have a special API, allowing to modify the world in different ways.
Modifying the Varian Gets Punched scene:
Instead of camera movement, spawn a field of
:
Instead of
, use a specific model:
Instead of just spawning a model, clone the player, phase out the actual player, then randomly run around.
[youtube:28k4mg7v]http://www.youtube.com/watch?v=a-UbMUQ83BU[/youtube:28k4mg7v]
An excerpt of functions (without arguments) and variables available in the API:
some early beta:
http://pastie.org/private/m9u8qgeettitp2i2akfg
5.2:
http://pastie.org/private/1db30iahtfsec9cs3hb7bq
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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stoneharry
Contributors
Creator of Worlds
Posts: 617
Re: Scene Scripts: client side NPCs, animations, cut scenes,
«
Reply #1 on:
March 01, 2013, 11:45:46 am »
Very nice, thanks for documenting.
Why is it only MoP? I thought scene scripts were implemented in Cataclysm. Most of Uldum is based around them.
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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schlumpf
Administrator
Creator of Worlds
Posts: 2967
Re: Scene Scripts: client side NPCs, animations, cut scenes,
«
Reply #2 on:
March 01, 2013, 11:59:16 am »
That's not SceneScripts, but server side scripts, IIRC. At least, there is nothing with Uldum showing up in the database. Remind me to put up a list of all scripts up later.
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stoneharry
Contributors
Creator of Worlds
Posts: 617
Re: Scene Scripts: client side NPCs, animations, cut scenes,
«
Reply #3 on:
March 06, 2013, 11:45:32 pm »
Any more progress on this?
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schlumpf
Administrator
Creator of Worlds
Posts: 2967
Re: Scene Scripts: client side NPCs, animations, cut scenes,
«
Reply #4 on:
March 07, 2013, 11:32:17 am »
Nope. The next steps are intense in reverse engineering:
Instead of reading from the DBC directly, the client caches the script data in a dynamically allocated array. That could be good for runtime-insertion, requires reverse engineering the whole container code though.
There is still no way to trigger a scene script easily. I either need to create a CGSceneObject in memory myself and get it into knowledge of the client, despawn it when the script is done, or find a way to play a scene script without having such an object (should not be possible, as the position of that object are used inside scripts)
Start script without inserting into container?
How to bridge between interface LUA and scripts?
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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chaze117
Registred Member
BLP Convertor
Posts: 8
Re: Scene Scripts: client side NPCs, animations, cut scenes,
«
Reply #5 on:
March 13, 2015, 11:05:44 am »
Hi, can you make some tutorial for using this?
And this works only in MOP or works in Cata as well?
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Rangorn
Contributors
Model Change Addict
Posts: 291
Re: Scene Scripts: client side NPCs, animations, cut scenes,
«
Reply #6 on:
March 13, 2015, 12:33:25 pm »
Quote from: "schlumpf"
They are MoP only.
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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schlumpf
Administrator
Creator of Worlds
Posts: 2967
Re: Scene Scripts: client side NPCs, animations, cut scenes,
«
Reply #7 on:
March 13, 2015, 03:25:33 pm »
And above.
There are no proper tools and everything, so tutorials would require a shitload of work.
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chaze117
Registred Member
BLP Convertor
Posts: 8
Re: Scene Scripts: client side NPCs, animations, cut scenes,
«
Reply #8 on:
March 13, 2015, 04:13:40 pm »
Okay, then I need to figure out by myself.
One more question where I can find this .luas ?
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schlumpf
Administrator
Creator of Worlds
Posts: 2967
Re: Scene Scripts: client side NPCs, animations, cut scenes,
«
Reply #9 on:
March 13, 2015, 05:02:04 pm »
DBFilesClient/SceneScript*.db2
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chaze117
Registred Member
BLP Convertor
Posts: 8
Re: Scene Scripts: client side NPCs, animations, cut scenes,
«
Reply #10 on:
March 13, 2015, 07:11:34 pm »
I can't find them
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schlumpf
Administrator
Creator of Worlds
Posts: 2967
Re: Scene Scripts: client side NPCs, animations, cut scenes,
«
Reply #11 on:
March 14, 2015, 12:53:59 am »
They are inside the databases. There are no separate lua files.
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chaze117
Registred Member
BLP Convertor
Posts: 8
Re: Scene Scripts: client side NPCs, animations, cut scenes,
«
Reply #12 on:
March 14, 2015, 09:19:21 am »
Finally I found it
One more thing, I can convert it to SQL but can't convert back because DB2Edit 1.4 don't work for me.
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schlumpf
Administrator
Creator of Worlds
Posts: 2967
Re: Scene Scripts: client side NPCs, animations, cut scenes,
«
Reply #13 on:
March 14, 2015, 10:58:08 am »
I don't even know that application, so I can't help you.
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chaze117
Registred Member
BLP Convertor
Posts: 8
Re: Scene Scripts: client side NPCs, animations, cut scenes,
«
Reply #14 on:
March 14, 2015, 11:11:15 am »
What do you use?
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Scene Scripts: client side NPCs, animations, cut scenes, ...