Why is it so hard to get a cutscene to work?!?!

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glaber

Emblem Radar Ready
Back in 1.09.4 All I'd have to do is just type in what i wanted for the cutscene in either XWE or SRB2 Doom Builder. But now, just getting one to work is a hassle. I copy what needed from the previous cutscene make the necessary changes, hit the test button and BOOM! SRB2 Black Screen of Death. I should consider my self lucky I got 9 of them working, but now I'm getting sick of having to wrestle SRB2 to get it to display cut scenes properly and have it stop doing what happens in the video linked in my signature (on an unreleated note).

How do I get my cut scenes to display regularly?

Current problem bits
Code:
Level 9
Levelname = Green Flower
Subtitle = Demos 2 & 3
InterPic = INTERSCR
Act = 2
MusicSlot = 2
NextLevel = 10
TypeOfLevel = 4097
SkyNum = 1
TimeAttack = 0
LevelSelect = 0
PreCutsceneNum = 10

Code:
CUTSCENE 10
NUMSCENES 1
Scene 1
NumberOfPics = 1
Pic1Name = ARCH
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 48
MusicSlot = 1049
SceneText = Green Flower Zone: Demo 2 & 3

Green Folwer act 2 introduced several
things to SRB2, such as moving FOF's,
a large level, invunerabalty, Speed 
shoes, and water currents.
This early version also had minor 
texture problems and the slope near 
the end did not exist yet.
      #

Every thing checks out right? Then why am I getting this?
srb20034.png


Here's the file in its current state: http://www.mediafire.com/?mwrzwkzylyy

Gnote 144
 
Last edited:
Here's the whole thing:
Code:
Maincfg Category
IntroToPlay = 1
Gamedata = SRB2History.dat
NumEmblems = 6
SPSTAGE_END = 3

UNLOCKABLE 1
Name = Debut Castle Eggman
Objective = Collect all 7 emeralds
NeededGrade = 2
NeededEmblems = 1
Type = 1
Var = 4


UNLOCKABLE 2
Name = Early Green Flower
Objective = 1 emblem
NeededGrade = 1
Type = 1
var = 7

UNLOCKABLE 3
Name = Early Techno Hill
Objective = Not avaible in this version
NeededGrade = 8
Type = 1
var = 7

UNLOCKABLE 4
Name = Halloween Teck demo
Objective = Not avaible in this version
NeededGrade = 8
Type = 1
var = 1

UNLOCKABLE 5
Name = Srb2 Christmas
Objective = Not avaible in this version
NeededGrade = 8
Type = 1
var = 1

UNLOCKABLE 6
Name = SRB2 TGF
Objective = Not avaible in this version
NeededGrade = 8
Type = 1
var = 1

UNLOCKABLE 7
Name = Old Multiplayer maps
Objective = Not avaible in this version
NeededGrade = 8
Type = 1
var = 1

EMBLEM 1
X = 2848
Y = -4096
Z = 3800
PLAYERNUM = 0
MAPNUM = 1

EMBLEM 2
X = -5920
Y = 320
Z = 2896
PLAYERNUM = 1
MAPNUM = 1

EMBLEM 3
X = 2176
Y = -2464
Z = 156
PLAYERNUM = 2
MAPNUM = 2

EMBLEM 4
X = 0
Y = 1184
Z = 912
PLAYERNUM = 2
MAPNUM = 1

EMBLEM 5
X = -3264
Y = -544
Z = 1080
PLAYERNUM = 0
MAPNUM = 2

EMBLEM 6
X = 4736
Y = 4736
Z = 472 
PLAYERNUM = 1
MAPNUM = 2

Level 1
Levelname = CASTLE EGGMAN
Subtitle = Version 1.09.4
InterPic = INTERSCR
Act = 1
MusicSlot = 10
NextLevel = 2
TypeOfLevel = 4099
Weather = 1
SkyNum = 11
TimeAttack = 1
LevelSelect = 1
PreCutsceneNum = 2

Level 2
Levelname = CASTLE EGGMAN
Subtitle = Version 1.09.4
Act = 2
MusicSlot = 11
NextLevel = 3
TypeOfLevel = 4099
Weather = 1
SkyNum = 11
TimeAttack = 1
LevelSelect = 1
PreCutsceneNum = 3

Level 3
Levelname = CASTLE EGGMAN
Subtitle = Version 1.09.4
Act = 3
MusicSlot = 33
NextLevel = 1102
TypeOfLevel = 4099
SkyNum = 11
TimeAttack = 1
LevelSelect = 1
PreCutsceneNum = 4

Level 4
Levelname = CASTLE EGGMAN
Subtitle = Demo 4
Act = 1
MusicSlot = 10
NextLevel = 5
TypeOfLevel = 4099
Weather = 1
SkyNum = 8
TimeAttack = 0
LevelSelect = 0
PreCutsceneNum = 5

Level 5
Levelname = CASTLE EGGMAN
Subtitle = Demo 4
Act = 2
InterPic = INTERSCR
MusicSlot = 11
NextLevel = 6
TypeOfLevel = 4099
Weather = 1
SkyNum = 8
TimeAttack = 0
LevelSelect = 0
PreCutsceneNum = 6

Level 6
Levelname = CASTLE EGGMAN
Subtitle = Demo 4
Act = 3
MusicSlot = 33
NextLevel = 1101
TypeOfLevel = 4099
SkyNum = 11
TimeAttack = 0
LevelSelect = 0
PreCutsceneNum = 7

Level 7
Levelname = Debut Green Flower
Subtitle = Demo 1
Act = 0
MusicSlot = 72
NextLevel = 8
TypeOfLevel = 4099
SkyNum = 1
TimeAttack = 0
LevelSelect = 0
NoSSMusic = 1
PreCutsceneNum = 8
Weather = 0

Level 8
Levelname = Green Flower
Subtitle = Demos 2 & 3
Act = 1
MusicSlot = 1
NextLevel = 9
TypeOfLevel = 4099
SkyNum = 1
TimeAttack = 0
LevelSelect = 0
NoSSMusic = 1
PreCutsceneNum = 9
Weather = 0

Level 9
Levelname = Green Flower
Subtitle = Demos 2 & 3
InterPic = INTERSCR
Act = 2
MusicSlot = 2
NextLevel = 10
TypeOfLevel = 4097
SkyNum = 1
TimeAttack = 0
LevelSelect = 0
PreCutsceneNum = 10

Level 10
Levelname = GREEN Flower
Act = 3
Subtitle = Demo 2 & 3
MusicSlot = 3
NextLevel = 11
TypeOfLevel = 4099
Weather = 0
SkyNum = 1
TimeAttack = 0
LevelSelect = 0

Level 11
Levelname = CASTLE EGGMAN
Act = 2
MusicSlot = 11
NextLevel = 13
TypeOfLevel = 4099
Weather = 1
SkyNum = 11
TimeAttack = 0
LevelSelect = 0

Level 13
Levelname = ARID CANYON
Act = 1
MusicSlot = 13
NextLevel = 16
TypeOfLevel = 4099
Weather = 0
SkyNum = 13
TimeAttack = 0
LevelSelect = 0

Level 16
Levelname = RED VOLCANO
Act = 1
MusicSlot = 16
NextLevel = 22
TypeOfLevel = 4099
Weather = 0
SkyNum = 1
TimeAttack = 0
LevelSelect = 0

Level 17
Levelname = BLUE MOUNTAIN
Act = 2
MusicSlot = 140
NextLevel = 22
TypeOfLevel = 4099
Weather = 2
SkyNum = 17
NoPerfectBonus = 1
TimeAttack = 0
Hidden = 1
LevelSelect = 0

Level 22
Levelname = ROBOTNIROCK
Act = 1
MusicSlot = 22
NextLevel = 23
TypeOfLevel = 4099
Weather = 0
SkyNum = 22
TimeAttack = 0
LevelSelect = 0

Level 23
Levelname = ROBOTNIROCK
Act = 2
MusicSlot = 23
NextLevel = 24
TypeOfLevel = 4099
Weather = 0
SkyNum = 22
TimeAttack = 0
LevelSelect = 0

Level 24
Levelname = ROBOTNIROCK
Act = 3
MusicSlot = 26
NextLevel = 1102
TypeOfLevel = 6145
Weather = 0
SkyNum = 22
NoPerfectBonus = 1
TimeAttack = 0
LevelSelect = 0

Level 50
MusicSlot = 51
TypeOfLevel = 4099

Level 53
MusicSlot = 56
TypeOfLevel = 4099

Level 55
MusicSlot = 55
TypeOfLevel = 4099

Level 56
MusicSlot = 57
TypeOfLevel = 4099


CUTSCENE 1
NUMSCENES 21
SCENE 1
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT35
PIC1XCOORD = 0
PIC1YCOORD = 0
PIC1DURATION = 140
SCENETEXT =               
                     #
SCENE 2
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
MUSICSLOT = 1035
PIC1NAME = OLDCUT01
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 35
SCENETEXT =               
                     #
SCENE 3
NUMBEROFPICS = 1
TEXTXPOS = 84
TEXTYPOS = 144
PIC1NAME = OLDCUT02
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 70
SCENETEXT = The planet Mobius...
#
SCENE 4
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT03
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 1
SCENETEXT =         
                     #
SCENE 5
NUMBEROFPICS = 1
TEXTXPOS = 96
TEXTYPOS = 144
PIC1NAME = OLDCUT04
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 126
SCENETEXT = Over the past two
 months has been
       peaceful.#
SCENE 6
NUMBEROFPICS = 8
TEXTXPOS = 92
TEXTYPOS = 136
PIC1NAME = OLDCUT05
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 14
PIC2NAME = OLDCUT06
PIC2XCOORD = 96
PIC2YCOORD = 0
PIC2DURATION = 5
PIC3NAME = OLDCUT07
PIC3XCOORD = 96
PIC3YCOORD = 0
PIC3DURATION = 5
PIC4NAME = OLDCUT08
PIC4XCOORD = 96
PIC4YCOORD = 0
PIC4DURATION = 5
PIC5NAME = OLDCUT09
PIC5XCOORD = 96
PIC5YCOORD = 0
PIC5DURATION = 5
PIC6NAME = OLDCUT10
PIC6XCOORD = 96
PIC6YCOORD = 0
PIC6DURATION = 5
PIC7NAME = OLDCUT11
PIC7XCOORD = 96
PIC7YCOORD = 0
PIC7DURATION = 5
PIC8NAME = OLDCUT12
PIC8XCOORD = 96
PIC8YCOORD = 0
PIC8DURATION = 105
SCENETEXT =    Until the Black
     Asteroid was
heading for Mobius...#
SCENE 7
NUMBEROFPICS = 1
TEXTXPOS = 92
TEXTYPOS = 136
PIC1NAME = OLDCUT13
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 105
SCENETEXT =    ..but why is it
heading for Mobius?#
SCENE 8
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 136
PIC1NAME = OLDCUT14
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 1
SCENETEXT =                
                     #
SCENE 9
NUMBEROFPICS = 1
TEXTXPOS = 80
TEXTYPOS = 136
PIC1NAME = OLDCUT15
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 84
SCENETEXT = The answer is inside...
#
SCENE 10
NUMBEROFPICS = 1
TEXTXPOS = 112
TEXTYPOS = 136
PIC1NAME = OLDCUT16
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 210
SCENETEXT = The answer is
Dr. Robotnik!#
SCENE 11
NUMBEROFPICS = 1
TEXTXPOS = 94
TEXTYPOS = 136
PIC1NAME = OLDCUT17
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 175
SCENETEXT =    Only one person
on Mobius can save
    the world from
 being destroyed.#
SCENE 12
NUMBEROFPICS = 1
TEXTXPOS = 112
TEXTYPOS = 136
PIC1NAME = OLDCUT18
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 280
SCENETEXT = One hedgehog,
   namely...               
                     #
SCENE 13
NUMBEROFPICS = 1
TEXTXPOS = 112
TEXTYPOS = 136
PIC1NAME = OLDCUT36
PIC1XCOORD = 0
PIC1YCOORD = 0
PIC1DURATION = 210
SCENETEXT =                
                     #
SCENE 14
NUMBEROFPICS = 8
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT19
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 35
PIC2NAME = OLDCUT20
PIC2XCOORD = 96
PIC2YCOORD = 0
PIC2DURATION = 5
PIC3NAME = OLDCUT21
PIC3XCOORD = 96
PIC3YCOORD = 0
PIC3DURATION = 5
PIC4NAME = OLDCUT22
PIC4XCOORD = 96
PIC4YCOORD = 0
PIC4DURATION = 5
PIC5NAME = OLDCUT23
PIC5XCOORD = 96
PIC5YCOORD = 0
PIC5DURATION = 5
PIC6NAME = OLDCUT24
PIC6XCOORD = 96
PIC6YCOORD = 0
PIC6DURATION = 5
PIC7NAME = OLDCUT25
PIC7XCOORD = 96
PIC7YCOORD = 0
PIC7DURATION = 5
PIC8NAME = OLDCUT26
PIC8XCOORD = 96
PIC8YCOORD = 0
PIC8DURATION = 5
SCENETEXT =                
                     #
SCENE 15
NUMBEROFPICS = 6
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT27
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 70
PIC2NAME = OLDCUT28
PIC2XCOORD = 96
PIC2YCOORD = 0
PIC2DURATION = 7
PIC3NAME = OLDCUT27
PIC3XCOORD = 96
PIC3YCOORD = 0
PIC3DURATION = 7
PIC4NAME = OLDCUT28
PIC4XCOORD = 96
PIC4YCOORD = 0
PIC4DURATION = 7
PIC5NAME = OLDCUT27
PIC5XCOORD = 96
PIC5YCOORD = 0
PIC5DURATION = 7
PIC6NAME = OLDCUT29
PIC6XCOORD = 96
PIC6YCOORD = 0
PIC6DURATION = 35
SCENETEXT =                
                     #
SCENE 16
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT30
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 1
SCENETEXT =                
                     #
SCENE 17
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT31
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 70
SCENETEXT =                
                     #
SCENE 18
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT32
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 35
SCENETEXT =                
                     #
SCENE 19
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT33
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 14
SCENETEXT =                
                     #
SCENE 20
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT34
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 210
SCENETEXT =                
                     #
SCENE 21
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT33
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 70
SCENETEXT =                
                     #

CUTSCENE 2
NUMSCENES 2
Scene 1
NumberOfPics = 1
Pic1Name = ARCH
Pic1XCoord = 0
Pic1YCoord = 0
PIC1DURATION = 700
TextXPos = 8
TextYPos = 48
MusicSlot = 1049
SceneText = SRB2 Opening: SRB2 TGF/April Fools

The opening you just saw originates from
The earliest version of SRB2 now called
SRB2TGF. TGF stands for The Games Factory
This opening is now usually seen on April
Fools Day, (April 1st).
      #
Scene 2
NumberOfPics = 1
Pic1Name = ARCH
Pic1XCoord = 0
Pic1YCoord = 0
PIC1DURATION = 700
TextXPos = 8
TextYPos = 48
MusicSlot = 1049
SceneText = Castle Eggman act 1: 1.09.4

This is Castle Eggman act 1 as it was
seen in the previous version of SRB2.
In it you had to hunt down the button
that open the door. The level orignaly
had 2 emerald tokens, 2 extra were
added to allow the collection of all
Emerlads.
      #


CUTSCENE 3
NUMSCENES 1
Scene 1
NumberOfPics = 1
Pic1Name = ARCH
Pic1XCoord = 0
Pic1YCoord = 0
PIC1DURATION = 800
TextXPos = 8
TextYPos = 48
MusicSlot = 1049
SceneText = Castle Eggman act 2: 1.09.4

This is Castle Eggman act 2 as it was
seen in the previous version of SRB2.
In it you had to hunt down 7 buttons
to open the door. This level is what
people consider a "Button Hunt". This
type of level is very disliked in the
SRB2 community.The level orignaly had
1 emerald token, 2 extra were added 
to allow the collection of all Emerlads.

      #

CUTSCENE 4
NUMSCENES 1
Scene 1
NumberOfPics = 1
Pic1Name = ARCH
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 48
MusicSlot = 1049
SceneText = Castle Eggman act 3: 1.09.4

This is Castle Eggman act 3 as it was
seen in the previous version of SRB2.
This version of the level had spike
balls flying around Eggman

      #

CUTSCENE 5
NUMSCENES 1
Scene 1
NumberOfPics = 1
Pic1Name = ARCH
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 48
MusicSlot = 1049
SceneText = Premiere Castle Eggman act 1: Demo 4.0

Castle Eggman first appeared in SRB2 Demo
4.0. It's mostly the same as 1.09.4's 
version except almost all textures are
from Green Flower Zone and all flying
badniks are missing. Back then Castle
Eggman was unlocked the same way you 
just unlocked it. By collecting all 7
Emeralds.

      #

CUTSCENE 6
NUMSCENES 1
Scene 1
NumberOfPics = 1
Pic1Name = ARCH
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 48
MusicSlot = 1049
SceneText = Premiere Castle Eggman act 2: Demo 4.0

This level is almost EXactly alike the
1.09.4 version. Only differances are
missing torches, the currents need 
work, and the missing fire shield.

      #

CUTSCENE 7
NUMSCENES 1
Scene 1
NumberOfPics = 1
Pic1Name = ARCH
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 48
MusicSlot = 1049
SceneText = Premiere Castle Eggman act 3: Demo 4.0

Not much differnet from the 1.09.4
version. The rings don't float
though and Eggman is missing his 
spike balls.

      #

CUTSCENE 8
NUMSCENES 1
Scene 1
NumberOfPics = 1
Pic1Name = ARCH
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 48
MusicSlot = 1049
SceneText = Debut Green Flower act 1: Demo 1.0

This is the second earliest version
of Green Flowerzone. This version
has no music what so ever and it 
ended short.

      #
      

CUTSCENE 9
NUMSCENES 1
Scene 1
NumberOfPics = 1
Pic1Name = ARCH
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 48
MusicSlot = 1049
SceneText = Green Flower Zone act 2: Demo 2 & 3

Now things start tighting up as Green 
Flower Zone is slightly extended. A 
second act is also added on.
      #
      
CUTSCENE 10
NUMSCENES 1
Scene 1
NumberOfPics = 1
Pic1Name = ARCH
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 48
MusicSlot = 1049
SceneText = Green Flower Zone: Demo 2 & 3

Green Folwer act 2 introduced several
things to SRB2, such as moving FOF's,
a large level, invunerabalty, Speed 
shoes, and water currents.
This early version also had minor 
texture problems and the slope near 
the end did not exist yet.
      #


#Badniks


Thing 317
MAPTHINGNUM = 4016
SPAWNSTATE = 1791
SPAWNHEALTH = 1
SEESTATE = 1793
SEESOUND = 0
REACTIONTIME = 32
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 200
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 1641
DEATHSOUND = 119
XDEATHSTATE = 0
SPEED = 3
RADIUS = 1572864
HEIGHT = 2097152
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = 16777221


FRAME 1791
SPRITENUMBER = 243
SPRITESUBNUMBER = 0
DURATION = 5
NEXT = 1792
ACTION A_Look
VAR1 = 0
VAR2 = 0

FRAME 1792
SPRITENUMBER = 243
SPRITESUBNUMBER = 0
DURATION = 5
NEXT = 1791
ACTION A_Look
VAR1 = 0
VAR2 = 0

FRAME 1793
SPRITENUMBER = 243
SPRITESUBNUMBER = 0
DURATION = 3
NEXT = 1794
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1794
SPRITENUMBER = 243
SPRITESUBNUMBER = 1
DURATION = 3
NEXT = 1795
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1795
SPRITENUMBER = 243
SPRITESUBNUMBER = 2
DURATION = 3
NEXT = 1796
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1796
SPRITENUMBER = 243
SPRITESUBNUMBER = 3
DURATION = 3
NEXT = 1797
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1797
SPRITENUMBER = 243
SPRITESUBNUMBER = 4
DURATION = 3
NEXT = 1798
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1798
SPRITENUMBER = 243
SPRITESUBNUMBER = 5
DURATION = 3
NEXT = 1799
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1799
SPRITENUMBER = 243
SPRITESUBNUMBER = 6
DURATION = 3
NEXT = 1800
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1800
SPRITENUMBER = 243
SPRITESUBNUMBER = 7
DURATION = 3
NEXT = 1801
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1801
SPRITENUMBER = 243
SPRITESUBNUMBER = 8
DURATION = 3
NEXT = 1802
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1802
SPRITENUMBER = 243
SPRITESUBNUMBER = 9
DURATION = 3
NEXT = 1803
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1803
SPRITENUMBER = 243
SPRITESUBNUMBER = 10
DURATION = 3
NEXT = 1804
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1804
SPRITENUMBER = 243
SPRITESUBNUMBER = 11
DURATION = 3
NEXT = 1805
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1805
SPRITENUMBER = 243
SPRITESUBNUMBER = 12
DURATION = 3
NEXT = 1806
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1806
SPRITENUMBER = 243
SPRITESUBNUMBER = 13
DURATION = 3
NEXT = 1807
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1807
SPRITENUMBER = 243
SPRITESUBNUMBER = 14
DURATION = 3
NEXT = 1808
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1808
SPRITENUMBER = 243
SPRITESUBNUMBER = 15
DURATION = 3
NEXT = 1809
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1809
SPRITENUMBER = 243
SPRITESUBNUMBER = 16
DURATION = 3
NEXT = 1793
ACTION A_Chase
VAR1 = 0
VAR2 = 0


Thing 319
MAPTHINGNUM = 4017
SPAWNSTATE = 1810
SPAWNHEALTH = 1
SEESTATE = 1812
SEESOUND = 0
REACTIONTIME = 32
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 170
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 1641
DEATHSOUND = 119
XDEATHSTATE = 0
SPEED = 3
RADIUS = 1572864
HEIGHT = 2097152
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = 16777221


FRAME 1810
SPRITENUMBER = 244
SPRITESUBNUMBER = 0
DURATION = 5
NEXT = 1811
ACTION A_Look
VAR1 = 0
VAR2 = 0

FRAME 1811
SPRITENUMBER = 244
SPRITESUBNUMBER = 0
DURATION = 5
NEXT = 1810
ACTION A_Look
VAR1 = 0
VAR2 = 0

FRAME 1812
SPRITENUMBER = 244
SPRITESUBNUMBER = 0
DURATION = 1
NEXT = 1813
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1813
SPRITENUMBER = 244
SPRITESUBNUMBER = 1
DURATION = 1
NEXT = 1814
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1814
SPRITENUMBER = 244
SPRITESUBNUMBER = 2
DURATION = 1
NEXT = 1815
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1815
SPRITENUMBER = 244
SPRITESUBNUMBER = 3
DURATION = 1
NEXT = 1816
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1816
SPRITENUMBER = 244
SPRITESUBNUMBER = 4
DURATION = 1
NEXT = 1817
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1817
SPRITENUMBER = 244
SPRITESUBNUMBER = 5
DURATION = 1
NEXT = 1818
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1818
SPRITENUMBER = 244
SPRITESUBNUMBER = 6
DURATION = 1
NEXT = 1819
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1819
SPRITENUMBER = 244
SPRITESUBNUMBER = 7
DURATION = 1
NEXT = 1820
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1820
SPRITENUMBER = 244
SPRITESUBNUMBER = 8
DURATION = 1
NEXT = 1821
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1821
SPRITENUMBER = 244
SPRITESUBNUMBER = 9
DURATION = 1
NEXT = 1822
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1822
SPRITENUMBER = 244
SPRITESUBNUMBER = 10
DURATION = 1
NEXT = 1823
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1823
SPRITENUMBER = 244
SPRITESUBNUMBER = 11
DURATION = 1
NEXT = 1824
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1824
SPRITENUMBER = 244
SPRITESUBNUMBER = 12
DURATION = 1
NEXT = 1825
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1825
SPRITENUMBER = 244
SPRITESUBNUMBER = 13
DURATION = 1
NEXT = 1826
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1826
SPRITENUMBER = 244
SPRITESUBNUMBER = 14
DURATION = 1
NEXT = 1827
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1827
SPRITENUMBER = 244
SPRITESUBNUMBER = 15
DURATION = 1
NEXT = 1828
ACTION A_Chase
VAR1 = 0
VAR2 = 0

FRAME 1828
SPRITENUMBER = 244
SPRITESUBNUMBER = 16
DURATION = 1
NEXT = 1812
ACTION A_Chase
VAR1 = 0
VAR2 = 0

Thing 318
MAPTHINGNUM = 4018
SPAWNSTATE = 1829
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 0
RADIUS = 524288
HEIGHT = 2097152
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = 33558544

FRAME 1829
SPRITENUMBER = 245
SPRITESUBNUMBER = 0
DURATION = -1
NEXT = 0
ACTION None
VAR1 = 0
VAR2 = 0
 
Cutscene 10 was done in SRB2 Doom Builder. if that helps.

EDIT: Is there some sort of compatibailty problem with double digit cutscenes? I just tested the single digit scenes and they still work.
 
Last edited:
Try switching the numbers of the cutscenes around. If cutscene 10 works once it switches numbers with cutscene 9, you know it’s a double-digit problem.
 
That is the problem. I did that already and I already have cutscene slots 1-9 filled.

EDIT: For some reason map 8 is using cutscene 10 instead of cutscene 9. But looking at the Main config Map 8 is suppose to have cutscene 9.

Edit Again: I somehow got cutscene 10 working.
 
Last edited:
Uh why does it say Robtnik Rock and I don't know what to do try making it cutscene 0

also I know double and triple digits work
 
Late. I already got this problem solved.

And it Says RobotniRock because until I replace the level I'm using the beta name. I'm also trying to help get us back inthe mindset of calling Eggman Robotnik again.
 
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