I'm trying to find a way to get rid of the cutscenebars while doing internal stuff.
So far I've only managed to get 1 line of internal script to execute *before* the cutscenebars, but not managed to get rid of them. Progress! I hope...
EDIT: Managed to get rid of cutscenebars and force 1 line of script to appear. As a bonus, I didn't have to force stop the script by loadscript(stop) (How did that happen?)
Script: test
A)Say
alarmon
Will trigger the alarm. No terminal sound. No cutscenebars. No dialog rubbish after the script. Let's see if I can get this to work with more than 1 line...
EDIT2: Any value will do, not just -1. Still don't know if you can expand on it though.
EDIT3: Putting this *anywhere* in a script containing simplified scripting without say/reply scripts will make the internal script go first. Always. Even if you placed it last. Also, inserting ANY kind of "normal" say/reply commands after the above will make the internal script ignored completly. If you put it before, the internal script will still go first, but cutscenebars will also appear as normal (but also work normally in general, i.e. turning off as expected when the script is done etc)
EDIT4: You can work-around only being able to use 1 internal script this way by utilizing external scripts and call them with iftrinkets(0,script). However, this will make you limited to 1 internal script line per script. So if you want to do something with 20 lines... well, you get the idea. Still, short segments of internal code in an otherwise big script that doesn't want cutscenebars can benefit from it. And cutscenebars is a *good* thing in dialogs and generally in bigger scripts.
This works in both 2.0 and 2.1 It's basically a new way to trick the parser -- if the "traditional" method would be fixed, even though I can't see it be done, this will still work and vice versa. At least that's what I think. This can be used in custom levels to experiment with new ideas -- internal entities come to mind.