# Create Cutscene

Grammar — Create cutscene inFilePath|Cutscene for players players|Player Group with autoplaying inAutoPlay
FlagsNative | 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 Path
  • playergroup — Players
  • bool — AutoPlay

Returns — int<preset::Cutscene>

native int CutsceneCreateNoPosition(
	string inFilePath,
	playergroup players,
	bool inAutoPlay,
);

Category: Cutscene / Cutscenes

# Examples

campaigns/void.sc2campaignbase.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.sc2campaignbase.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.sc2campaignbase.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.sc2campaignbase.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.sc2mapMapScript.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.sc2mapMapScript.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.sc2mapMapScript.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.sc2mapMapScript.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.stormmodbase.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.sc2modbase2.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.sc2mapMapScript.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);