# Set Cinematic Transition Style

Grammar — Set the transition style of cinematic mode to style
FlagsAction

Changes the behavior when transitioning to/from cinematic mode. When set to Story, transmissions will not be stopped automatically.

# Arguments

Returns — void

void libNtve_gf_SetCinematicTransitionStyle(int lp_style);

Category: Cinematics / Cinematic Mode

# Examples

campaigns/swarmstoryutil.sc2modbase.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.sc2campaignbase.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.sc2modbase.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);