This action starts a cutscene; a cinematic sequence that removes the GUI and player control. The cutscene parameter is the script name to run. The second variant can enable condition checking (trigger evaluation, off by default) when the second parameter is set to TRUE.
The example script is from cutscene BDCUT17B.bcs and shows how they can be reused. With StartCutSceneEx("BDCUT17B",TRUE) it executes
only one script block depending on the specified conditions. With StartCutSceneEx("BDCUT17B",FALSE) it will execute both blocks
regardless of condition.
IF
GlobalLT("bd_cut17b_cycle","bd1000",10)
!NearLocation(Player1,4535,550,30)
THEN
RESPONSE #100
CutSceneId("bdcutid")
IncrementGlobal("bd_cut17b_cycle","bd1000",1)
Wait(1)
StartCutSceneEx("bdcut17b",TRUE)
END
IF
OR(2)
GlobalGT("bd_cut17b_cycle","bd1000",9)
NearLocation(Player1,4535,550,30)
THEN
RESPONSE #100
CutSceneId("bdcutid")
SmallWait(10)
SetCutSceneBreakable(FALSE)
SetGlobal("BD_CUTSCENE_BREAKABLE","GLOBAL",0)
SetAreaScript("",OVERRIDE)
SmallWait(5)
SetGlobalTimer("bd_mdd016b_timer","bd1000",TWO_ROUNDS)
ActionOverride("bdcaelar",StartDialogNoSet(Player1))
END
BG2 barrel re-exports.
Generated by ts-update. Do not edit manually.
Uses named re-exports (not export *) so esbuild can statically resolve each binding without falling back to runtime __reExport helpers for externalized .d.ts modules.