The Idea is to move to the map, and get rid of draconis.
IF
TRIGGER()
THEN
RESPONSE #100
StartCutSceneMode()
ClearAllActions()
FadeToColor([20.0],5)
ActionOverride(Player1,LeaveAreaLUA("AR6000","",[2000.2000],E))
ActionOverride(Player2,LeaveAreaLUA("AR6000","",[2000.2000],E))
ActionOverride(Player3,LeaveAreaLUA("AR6000","",[2000.2000],E))
ActionOverride(Player4,LeaveAreaLUA("AR6000","",[2000.2000],E))
ActionOverride(Player5,LeaveAreaLUA("AR6000","",[2000.2000],E))
ActionOverride(Player6,LeaveAreaLUA("AR6000","",[2000.2000],E))
ActionOverride(Player6,LeaveAreaLUA("AR6000","",[2000.2000],E))
FadeFromColor([20.0],5)
ActionOverride("BAZDRA01",DestroySelf())
Deactivate("BAZDRA01")
EndCutSceneMode()
END
It doesn't seem to work, unless there's another trigger activated afterwords that isn't in the cut scene script.
i'm still new to this so any help would be appreciated.
IF
TRIGGER()
THEN
RESPONSE #100
StartCutSceneMode()
ClearAllActions()
FadeToColor([20.0],5)
ActionOverride(Player1,LeaveAreaLUA("AR6000","",[2000.2000],E))
ActionOverride(Player2,LeaveAreaLUA("AR6000","",[2000.2000],E))
ActionOverride(Player3,LeaveAreaLUA("AR6000","",[2000.2000],E))
ActionOverride(Player4,LeaveAreaLUA("AR6000","",[2000.2000],E))
ActionOverride(Player5,LeaveAreaLUA("AR6000","",[2000.2000],E))
ActionOverride(Player6,LeaveAreaLUA("AR6000","",[2000.2000],E))
ActionOverride(Player6,LeaveAreaLUA("AR6000","",[2000.2000],E))
FadeFromColor([20.0],5)
ActionOverride("BAZDRA01",DestroySelf())
Deactivate("BAZDRA01")
EndCutSceneMode()
END
It doesn't seem to work, unless there's another trigger activated afterwords that isn't in the cut scene script.
i'm still new to this so any help would be appreciated.








