# Set Cinematic Transition Style
Grammar — Set the transition style of cinematic mode to style
Flags —Action
Changes the behavior when transitioning to/from cinematic mode. When set to Story, transmissions will not be stopped automatically.
# Arguments
int
<preset::CinematicTransitionStyle> — Style
Returns — void
void libNtve_gf_SetCinematicTransitionStyle(int lp_style);
# Related
Category: Cinematics / Cinematic Mode
- Cinematic Mode —
void
— libNtve_gf_CinematicMode - Global Cinematic Setting —
void
— libNtve_gf_GlobalCinematicSetting - Global Cinematic Setting (Fixed Seed On/Off) —
void
— libNtve_gf_GlobalCinematicSettingFixedSeedOnOff - Set Cinematic Transition Style —
void
— libNtve_gf_SetCinematicTransitionStyle - Player In Cinematic Mode —
bool
— libNtve_gf_PlayerInCinematicMode
# Examples
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:258
lib281DEC45_gf_ZSS_CharacterDataUpdate();
lib281DEC45_gf_ZSS_UpdateStoryData();
libNtve_gf_SetCinematicTransitionStyle(libNtve_ge_CinematicTransitionStyle_Story);
SoundtrackDefault(PlayerGroupAll(), c_soundtrackCategoryMusic, null, c_soundtrackCueAny, c_soundtrackIndexAny);
SoundtrackPause(PlayerGroupAll(), c_soundtrackCategoryMusic, true, false);
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignStoryLib.galaxy:642
}
libNtve_gf_SetCinematicTransitionStyle(libNtve_ge_CinematicTransitionStyle_Story);
SoundtrackDefault(PlayerGroupAll(), c_soundtrackCategoryMusic, null, c_soundtrackCueAny, c_soundtrackIndexAny);
SoundtrackPause(PlayerGroupAll(), c_soundtrackCategoryMusic, true, false);
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCST.galaxy:564
libNovC_gf_NC_UpdateOptionalTechUnlocks();
libNCST_gf_NS_ClickableDataUpdate();
libNtve_gf_SetCinematicTransitionStyle(libNtve_ge_CinematicTransitionStyle_Story);
SoundtrackDefault(PlayerGroupAll(), c_soundtrackCategoryMusic, null, c_soundtrackCueAny, c_soundtrackIndexAny);
SoundtrackPause(PlayerGroupAll(), c_soundtrackCategoryMusic, true, false);