# Create Cutscene
Grammar — Create cutscene inFilePath|Cutscene for players players|Player Group with autoplaying inAutoPlay
Flags —Native
|Action
Cutscenes are built using the Cutscene Editor and saved to .SC2Cutscene files. They can describe a complicated cinematic or a simple conversation. WARNING: The Sound action Play Sound Scene File also accepts .SC2Cutscene files, but old-style scene files are not compatible with this action.
# Arguments
string
<filepath> — File Pathplayergroup
— Playersbool
— AutoPlay
Returns — int
<preset::Cutscene>
native int CutsceneCreateNoPosition(
string inFilePath,
playergroup players,
bool inAutoPlay,
);
# Related
Category: Cutscene / Cutscenes
- Create Cutscene —
int
<preset::Cutscene> — CutsceneCreateNoPosition - Create Cutscene at Position —
int
<preset::Cutscene> — CutsceneCreateNew - Go To Next Cutscene Bookmark —
void
— CutsceneGoToNextBookmark - Cutscene EndScene Fired —
void
— TriggerAddEventCutsceneEndSceneFired - Create Cutscene —
int
<preset::Cutscene> — CutsceneCreate - Last Created Cutscene —
int
<preset::Cutscene> — CutsceneLastCreated - Play Cutscene —
void
— CutscenePlay - Pause Cutscene —
void
— CutscenePause - Stop Cutscene —
void
— CutsceneStop - Set Cutscene Time —
void
— CutsceneSetTime - Go To Cutscene Bookmark —
void
— CutsceneGoToBookmark - Show/Hide Cutscene —
void
— CutsceneShow - Play Cutscene Range Over Time —
void
— CutscenePlayCutsceneRangeOverTime - Cutscene Fade —
void
— CutsceneFade - Dialog Item Cutscene —
int
<preset::Cutscene> — CutsceneGetTriggerControl - Cutscene Bookmark Fired —
void
— TriggerAddEventCutsceneBookmarkFired - Triggering Cutscene —
int
<preset::Cutscene> — EventCutsceneId - Triggering Cutscene Bookmark —
string
— EventCutsceneBookmark - Wait For Cutscene To End —
void
— WaitForCutsceneToEnd
# Examples
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/sc2tutorial.sc2map/MapScript.galaxy:9568
FogSetEnabled(false);
CinematicFade(true, 0.0, c_fadeStyleNormal, ColorWithAlpha(0.00, 0.00, 0.00, 0.00), 0.0, false);
CutsceneCreateNoPosition("Cutscenes\\Cutscene_TutorialTerranIntro.SC2Cutscene", PlayerGroupAll(), true);
gv_terranCinematicCutscene = CutsceneLastCreated();
Wait(4.0, c_timeGame);
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/sc2tutorial.sc2map/MapScript.galaxy:15351
gv_cinematicCompleted3 = false;
CinematicFade(true, 0.0, c_fadeStyleNormal, ColorWithAlpha(0.00, 0.00, 0.00, 0.00), 0.0, false);
CutsceneCreateNoPosition("Cutscenes\\Cutscene_TutorialZergIntro.SC2Cutscene", PlayerGroupAll(), true);
gv_zergCinematicCutscene = CutsceneLastCreated();
Wait(10.5, c_timeGame);
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/sc2tutorial.sc2map/MapScript.galaxy:19216
SoundtrackPlay(PlayerGroupAll(), c_soundtrackCategoryMusic, "Music_ProtLow", c_soundtrackCueAny, c_soundtrackIndexAny, true);
CinematicFade(true, 0.0, c_fadeStyleNormal, ColorWithAlpha(0.00, 0.00, 0.00, 0.00), 0.0, false);
CutsceneCreateNoPosition("Cutscenes\\Cutscene_TutorialProtossIntro.SC2Cutscene", PlayerGroupAll(), true);
gv_protossCinematicCutscene = CutsceneLastCreated();
Wait(1.0, c_timeGame);
campaigns/void.sc2campaign — base.sc2maps/maps/campaign/sc2tutorial.sc2map/MapScript.galaxy:19434
CinematicFade(true, 0.0, c_fadeStyleNormal, ColorWithAlpha(0.00, 0.00, 0.00, 0.00), 0.0, true);
FogSetEnabled(false);
CutsceneCreateNoPosition("Cutscenes\\Cutscene_TutorialProtossOutro.SC2Cutscene", PlayerGroupAll(), true);
WaitForCutsceneToEnd(CutsceneLastCreated());
FogSetEnabled(true);
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/sc2tutorial.sc2map — MapScript.galaxy:9568
FogSetEnabled(false);
CinematicFade(true, 0.0, c_fadeStyleNormal, ColorWithAlpha(0.00, 0.00, 0.00, 0.00), 0.0, false);
CutsceneCreateNoPosition("Cutscenes\\Cutscene_TutorialTerranIntro.SC2Cutscene", PlayerGroupAll(), true);
gv_terranCinematicCutscene = CutsceneLastCreated();
Wait(4.0, c_timeGame);
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/sc2tutorial.sc2map — MapScript.galaxy:15351
gv_cinematicCompleted3 = false;
CinematicFade(true, 0.0, c_fadeStyleNormal, ColorWithAlpha(0.00, 0.00, 0.00, 0.00), 0.0, false);
CutsceneCreateNoPosition("Cutscenes\\Cutscene_TutorialZergIntro.SC2Cutscene", PlayerGroupAll(), true);
gv_zergCinematicCutscene = CutsceneLastCreated();
Wait(10.5, c_timeGame);
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/sc2tutorial.sc2map — MapScript.galaxy:19216
SoundtrackPlay(PlayerGroupAll(), c_soundtrackCategoryMusic, "Music_ProtLow", c_soundtrackCueAny, c_soundtrackIndexAny, true);
CinematicFade(true, 0.0, c_fadeStyleNormal, ColorWithAlpha(0.00, 0.00, 0.00, 0.00), 0.0, false);
CutsceneCreateNoPosition("Cutscenes\\Cutscene_TutorialProtossIntro.SC2Cutscene", PlayerGroupAll(), true);
gv_protossCinematicCutscene = CutsceneLastCreated();
Wait(1.0, c_timeGame);
campaigns/void.sc2campaign/base.sc2maps/maps/campaign/sc2tutorial.sc2map — MapScript.galaxy:19434
CinematicFade(true, 0.0, c_fadeStyleNormal, ColorWithAlpha(0.00, 0.00, 0.00, 0.00), 0.0, true);
FogSetEnabled(false);
CutsceneCreateNoPosition("Cutscenes\\Cutscene_TutorialProtossOutro.SC2Cutscene", PlayerGroupAll(), true);
WaitForCutsceneToEnd(CutsceneLastCreated());
FogSetEnabled(true);
mods/heroesdata.stormmod — base.stormdata/TriggerLibs/MapMechanicsLib.galaxy:2306
}
VisRevealerCreate(lp_player, RegionEntireMap());
CutsceneCreateNoPosition(lp_cutscene, libCore_gv_playerGroupFromPlayer[lp_player], false);
libMapM_gv_mMIntroCutscene[lp_player] = CutsceneLastCreated();
if ((StringLength(lp_filter) > 0)) {
mods/novastoryassets.sc2mod — base2.sc2maps/maps/campaign/nova/nova05.sc2map/MapScript.galaxy:7190
UnitSetPosition(gv_bonusObjective_Blightbringer, lv_finalPosition, false);
UnitSetFacing(gv_bonusObjective_Blightbringer, lv_finalFacing, 0.0);
CutsceneCreateNoPosition("Cutscenes\\MonsterBirth.SC2Cutscene", PlayerGroupAll(), true);
libNtve_gf_ShowHideUnit(gv_bonusObjective_Blightbringer, false);
Wait(1.0, c_timeGame);
mods/novastoryassets.sc2mod/base2.sc2maps/maps/campaign/nova/nova05.sc2map — MapScript.galaxy:7190
UnitSetPosition(gv_bonusObjective_Blightbringer, lv_finalPosition, false);
UnitSetFacing(gv_bonusObjective_Blightbringer, lv_finalFacing, 0.0);
CutsceneCreateNoPosition("Cutscenes\\MonsterBirth.SC2Cutscene", PlayerGroupAll(), true);
libNtve_gf_ShowHideUnit(gv_bonusObjective_Blightbringer, false);
Wait(1.0, c_timeGame);