# Show/Hide Cutscene
Grammar — inShow|Show/Hide Cutscene inCutscene.
Flags —Native
|Action
Shows or hides a cutscene. When hidden, the cutscene will continue to advance and fire events, but it will not be visible nor will it play any sounds.
# Arguments
int
[ preset::Cutscene ] — Cutscenebool
[ preset::ShowHideOption ] — Show/Hide
Returns — void
native void CutsceneShow(int inCutscene, bool inShow);
# Related
Category: Cutscene / Cutscenes
- [F] —
int
[ preset::Cutscene ] — Create Cutscene — ( CutsceneCreateNoPosition ) - [F] —
int
[ preset::Cutscene ] — Create Cutscene at Position — ( CutsceneCreateNew ) - [F] —
void
— Go To Next Cutscene Bookmark — ( CutsceneGoToNextBookmark ) - [F] —
void
— Cutscene EndScene Fired — ( TriggerAddEventCutsceneEndSceneFired ) - [F] —
int
[ preset::Cutscene ] — Create Cutscene — ( CutsceneCreate ) - [F] —
int
[ preset::Cutscene ] — Last Created Cutscene — ( CutsceneLastCreated ) - [F] —
void
— Play Cutscene — ( CutscenePlay ) - [F] —
void
— Pause Cutscene — ( CutscenePause ) - [F] —
void
— Stop Cutscene — ( CutsceneStop ) - [F] —
void
— Set Cutscene Time — ( CutsceneSetTime ) - [F] —
void
— Go To Cutscene Bookmark — ( CutsceneGoToBookmark ) - [F] —
void
— Show/Hide Cutscene — ( CutsceneShow ) - [F] —
void
— Play Cutscene Range Over Time — ( CutscenePlayCutsceneRangeOverTime ) - [F] —
void
— Cutscene Fade — ( CutsceneFade ) - [F] —
int
[ preset::Cutscene ] — Dialog Item Cutscene — ( CutsceneGetTriggerControl ) - [F] —
void
— Cutscene Bookmark Fired — ( TriggerAddEventCutsceneBookmarkFired ) - [F] —
int
[ preset::Cutscene ] — Triggering Cutscene — ( EventCutsceneId ) - [F] —
string
— Triggering Cutscene Bookmark — ( EventCutsceneBookmark ) - [F] —
void
— Wait For Cutscene To End — ( WaitForCutsceneToEnd )
# Examples
# campaigns/swarmstory.sc2campaign
// L8182
CutsceneShow(libSwaC_gv_zS_ArmyCustomEggLightScenes[lv_index], false)
// L8185
CutsceneShow(libSwaC_gv_zS_ArmyCustomEggLightScenes[lv_index], true)
// L8190
CutsceneShow(libSwaC_gv_zS_ArmyCustomEggLightScenes[lv_index], true)
// L8205
CutsceneShow(libSwaC_gv_zS_ArmyCustomEggRoomSetLightScene, true)
// L8208
CutsceneShow(libSwaC_gv_zS_ArmyCustomEggRoomSetLightScene, false)
// L8223
CutsceneShow(libSwaC_gv_zS_ArmyCustomEggRoomEvoLightScene, true)
// L8226
CutsceneShow(libSwaC_gv_zS_ArmyCustomEggRoomEvoLightScene, false)
# campaigns/swarmstoryutil.sc2mod
// L2859
CutsceneShow(lib281DEC45_gv_zSS_StorySetLightingCutscene, true)
// L2876
CutsceneShow(lib281DEC45_gv_zSS_StorySetLightingCutscene, false)
// L3509
CutsceneShow(lib281DEC45_gv_zSS_AmbientScenes[lv_indexScene][lv_indexCutscene], lp_showHide)
// L3541
CutsceneShow(lib281DEC45_gv_zSS_AmbientScenes[lv_indexScene][lv_indexCutscene], true)
// L3640
CutsceneShow(CutsceneLastCreated(), false)
// L4793
CutsceneShow(lib281DEC45_gv_zSS_Characters[lib281DEC45_gf_ZSS_CharacterIndex(lp_character)].lv_lightingCutscene, true)
// L4866
CutsceneShow(lib281DEC45_gv_zSS_Characters[lib281DEC45_gf_ZSS_CharacterIndex(lp_character)].lv_lightingCutscene, false)
# campaigns/voidstory.sc2campaign
// L1334
CutsceneShow(libVCST_gv_pS_StorySetLightingCutscene, true)
// L1350
CutsceneShow(libVCST_gv_pS_StorySetLightingCutscene, false)
// L2540
CutsceneShow(libVCST_gv_pS_Backgrounds[libVCST_gf_PS_ConvertRoomtoBackgroundRoomNumber(lp_room)], true)
// L2571
CutsceneShow(libVCST_gv_pS_Backgrounds[lv_roomNumber], false)
// L2674
CutsceneShow(libVCST_gv_pS_AmbientEvents[lv_indexRoom][lv_indexScene][lv_indexEvent], lp_showHide)
// L2708
CutsceneShow(libVCST_gv_pS_AmbientEvents[libVCST_gf_PS_AmbientGetRoomNumber(lp_room)][lv_indexScene][lv_indexEvent], lp_showHide)
// L2736
CutsceneShow(libVCST_gv_pS_AmbientEvents[libVCST_gf_PS_AmbientGetRoomNumber(libVCST_gv_pS_CurrentRoom)][lv_indexScene][lv_indexEvent], true)
// L2924
CutsceneShow(CutsceneLastCreated(), true)
// L2927
CutsceneShow(CutsceneLastCreated(), false)
// L4288
CutsceneShow(libVCST_gv_pS_Clickable[libVCST_gf_PS_ClickableIndex(lp_clickableInstance)].lv_lightingCutscene, false)
# campaigns/voidstory.sc2campaign
// L2878
CutsceneShow(libVCUI_gv_pU_StarmapCutscene, true)
# mods/heroesmapmods/battlegroundmapmods/battlefieldofeternity.stormmod
// L142
CutsceneShow(lv_currentCutscene, true)
// L148
CutsceneShow(lv_currentCutscene, true)
// L154
CutsceneShow(lv_currentCutscene, true)
// L160
CutsceneShow(lv_currentCutscene, true)
# mods/missionpacks/novacampaign.sc2mod
// L1220
CutsceneShow(libNCST_gv_nS_StorySetLightingCutscene, true)
// L1235
CutsceneShow(libNCST_gv_nS_StorySetLightingCutscene, false)
// L2183
CutsceneShow(libNCST_gv_NS_Backgrounds[libNCST_gf_NS_ConvertRoomtoBackgroundRoomNumber(lp_room)], true)
// L2212
CutsceneShow(libNCST_gv_NS_Backgrounds[lv_roomNumber], false)
// L2313
CutsceneShow(libNCST_gv_NS_AmbientEvents[lv_indexRoom][lv_indexScene][lv_indexEvent], lp_showHide)
// L2350
CutsceneShow(libNCST_gv_NS_AmbientEvents[libNCST_gf_NS_AmbientGetRoomNumber(lp_room)][lv_indexScene][lv_indexEvent], lp_showHide)
// L2381
CutsceneShow(libNCST_gv_NS_AmbientEvents[libNCST_gf_NS_AmbientGetRoomNumber(libNCST_gv_nS_CurrentRoom)][lv_indexScene][lv_indexEvent], true)
// L2572
CutsceneShow(CutsceneLastCreated(), true)
// L2575
CutsceneShow(CutsceneLastCreated(), false)
// L3642
CutsceneShow(libNCST_gv_nS_Clickable[libNCST_gf_NS_ClickableIndex(lp_clickableInstance)].lv_lightingCutscene, false)