Sequences
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Many of the events that happen inside map script files are triggered sequences. For example: A sound plays, then the player's FoV changes, then a light starts flashing, etc.
We control all of those through a set of wrappers we call Sequences, which hide a bunch of timers away and make things easier to read.
They are very useful when we need to handle a big amount of timers that should occur one after another - or in other words - a sequence.
For each sequence you need a map property to store the state - a cSequenceStatesData property e.g.
cSequenceStatesData mSequenceAlert;
Then you create a sequence function. This will be repeatedly called until the whole sequence is over. It looks something like this:
- shows sequence example*
As you can see, Sequence_DoStepAndPause()
in there actually pauses the whole sequence until some external event - in this case the callback from the voice playing code - calls SequenceStates_Resume()
and asks it to continue.
To start the sequence, you just call the sequence function once with an empty argument when you want it to trigger:
Sequence_Alert("");
No need to call it every frame or anything! Once started, timers will automatically make sure that the sequence steps get followed when they need to be.
See Also