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Can the cutscene be skipped?
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I tried ESC but it does not work. Is there a way to skip it?
They get really annoying when you can't beat a certain section (Mine was the part when the "friendly Rheinlanders" destroyed the Battleship and you had to fight all those HV's) and you have to watch the same preview over and over again. (I finally had to start that section over, ignore Juni, and get a better ship)
One Ring to Rule them all. . .
Okay, Okay, LotR isn't quite the same as Freelancer.
One Ring to Rule them all. . .
Okay, Okay, LotR isn't quite the same as Freelancer.
The missionn .ini's are reasonably easy to understand. It is possible to rip out the cutscenes. Its tedious tho cause you have to keep going back to the game and checking you have removed the right bits of script.
I have succesfully removed all the crap at the start (freeport 7 blowing, landing on manhatten, lonnigan etc) so you just pop onto manhatten and are told to meet juni in the equip room. It writes your log as normal tho so you can always check back. The ini's are quite non-linear with various different triggers. Here are a few useful ones :
Act_ActTrig = TRIGGER -- directly calls another trigger i.e. {Trigger} bit with 'TRIGGER' nickname
Act_AddRTC = missionsXX.ini -- calls external .ini usually containing placements of NPC's and cutscene footage
Act_StartDialog = DIALOGUESECTION -- calls {Dialogue} section with nickname 'DIALOGUESECTION'
Cnd_xxxxx = parameters -- all triggers have these conditional bits. After they are called they wait for the condition to be satisfied than proceed with the script e.g. Cnd_BaseEnter = BASENAME -- script will be continued after 'basename' is landed at Cnd_LocEnter = ROOM, BASENAME script will be continued after room 'ROOM' (bar, equip etc.) at base 'BASE' is entered
Cnd_RTCDone = missionsXX.ini -- waits till the external .ini has finished then contrinues
Cnd_CommComplete = DIALOGUE -- waits till dialogue (called by Line = DIALOGUE in {Dialogue} section) is finished
Cnd_True = no_params -- this just means no condition must be satisfied to continue
Cnd_Timer = X -- waits X seconds (or near enough to seconds) then continues
InitState = ACTIVE -- not sure about this. First i thought it meant that the {Trigger} didnt have to be called an was just activated by default. But all {Triggers} with these bits have conditional bits anyway and there are {Triggers} not called anywhere that work fine just on the basis of their Cnd_ bits.
Basically you want to pick the point you want to exit at - look for a trigger just after the last dialogue has finished - and patch in a call to that early on to skip the scenes. Your problem is finding all the vital bits in the stuff you have skipped and putting them in somewhere. Good luck.
I have succesfully removed all the crap at the start (freeport 7 blowing, landing on manhatten, lonnigan etc) so you just pop onto manhatten and are told to meet juni in the equip room. It writes your log as normal tho so you can always check back. The ini's are quite non-linear with various different triggers. Here are a few useful ones :
Act_ActTrig = TRIGGER -- directly calls another trigger i.e. {Trigger} bit with 'TRIGGER' nickname
Act_AddRTC = missionsXX.ini -- calls external .ini usually containing placements of NPC's and cutscene footage
Act_StartDialog = DIALOGUESECTION -- calls {Dialogue} section with nickname 'DIALOGUESECTION'
Cnd_xxxxx = parameters -- all triggers have these conditional bits. After they are called they wait for the condition to be satisfied than proceed with the script e.g. Cnd_BaseEnter = BASENAME -- script will be continued after 'basename' is landed at Cnd_LocEnter = ROOM, BASENAME script will be continued after room 'ROOM' (bar, equip etc.) at base 'BASE' is entered
Cnd_RTCDone = missionsXX.ini -- waits till the external .ini has finished then contrinues
Cnd_CommComplete = DIALOGUE -- waits till dialogue (called by Line = DIALOGUE in {Dialogue} section) is finished
Cnd_True = no_params -- this just means no condition must be satisfied to continue
Cnd_Timer = X -- waits X seconds (or near enough to seconds) then continues
InitState = ACTIVE -- not sure about this. First i thought it meant that the {Trigger} didnt have to be called an was just activated by default. But all {Triggers} with these bits have conditional bits anyway and there are {Triggers} not called anywhere that work fine just on the basis of their Cnd_ bits.
Basically you want to pick the point you want to exit at - look for a trigger just after the last dialogue has finished - and patch in a call to that early on to skip the scenes. Your problem is finding all the vital bits in the stuff you have skipped and putting them in somewhere. Good luck.
10 posts
• Page 1 of 1
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