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- Changelog for Vanilla Cutscene Generator
- by The Redstone Scientist
- http://youtube.com/theredstonescientist
- ___________________________________________________
- Planned Features and Additions:
- • Support for multiple commands and better output UI
- • Make it so that “Total Time” mode doesn’t just evenly distribute but also allows any time on each path as long as it adds up to total.
- • Optimize replace functions
- • Make #BACK: Multi-Target save rotation
- • Repair function to force check for updates
- • Button to convert current coordinates to relative to each previous point (helps in converting existing path to relative mode)
- • Notify user of outrageous coordinates in case they made a mistake
- • Round totals to nearest .00001
- • Button to calculate an even speed between all path points
- • Detect when player and AEC score are different and isolate the target to prevent bugs. Show tellraw message.
- ___________________________________________________
- Known Bugs:
- 2.0, 2.2, 2.2.1, 2.2.2, 2.3: the 100. bug with a period after the total indicator.
- 2.0, 2.2, 2.2.1, 2.2.2, 2.3: Rotations won't function properly if you skip them in points
- ___________________________________________________
- Version Changelog:
- V2.3.1
- • Fixed bug that made MC1.10/MC1.9 not work in CutscenePRO
- V2.3
- • 1.12 Support Added for CutscenePRO.
- • This is the last update where the original cutscene generator will be the default view. Updates on the legacy version will officially stop in the next update.
- V2.2.2
- • Total Time mode should now work properly again.
- V2.2.1
- • Fixed bug that caused levitationFIX command in MAIN to spawn abnormally high.
- V2.2
- • Removed MCP Protection as it was causing a bug
- • Fixed a typo in the "READY" cell code that was causing it to check for the inverse background color
- V2.0
- UNLESS OTHERWISE SPECIFIED, ALL OF THE OLD FEATURES OF THE CUTSCENE GENERATOR ARE STILL AVAILABLE IN ADDITION TO THESE NEW FEATURES:
- • EXTREME OPTIMIZATION! The absolute minimal number of commands possible running per game tick. Intelligent design dynamically shuts on and off command blocks when needed.√
- • Idle command count per tick at only 2 to 3 commands compared to ALL generated commands in the old version.√
- • Supports up to 50k points. Allows for up to 100 DIFFERENT PATHS. So you can have multiple lines instead of just one continuous path. When one ends, the next begins.√
- • Time Control - Choose whether to set time (in seconds) for each path or automatically set them all equal to sum up to a "Total Time" for the cutscene.√
- • Added support for Gamemode 0 and 2 during cutscenes√
- • Ability to edit the selector (allows you to also move entities along a camera path. Enables you to do entity pathing.)√
- • If entity pathing, has the option to temporarily give the entity invulnerability (give it the tag for the cutscene and then remove it afterwards) or make it permanent (give it the tag for the cutscene and then leave it the same afterwards)√
- • 1.10 and 1.11+ Official Support√
- • Added a feature to the POST-Cutscene gamemode option to just stay in the same gamemode you were in during the cutscene.√
- • Adding a much simpler and resource efficient version of #BACK function for single player in addition to a vastly improved #BACK Multi-Target function√
- • Ability to add up to two custom commands that will automatically fire at the end of the cutscene.√
- • Custom Path Names and overall time control (allot a certain number of seconds for each path to use).√
- • Simple and easy movability and reorganization of paths.√
- • Each path has it's own spreadsheet which you can duplicate to make more (up to 100). The main controls are on a separate sheet called the Master Control-Panel.√
- • Buttons to automatically clear path names and order and a button to automatically clear individual time settings.√
- • Better error detection and handling. System will be much clearer about what the error is if there is one and is better at detecting them.√
- * Handy error code guide√
- • I am NOT getting rid of the old spreadsheet. The new version is an optional system that advanced mapmakers can reveal by pressing the "Show Advanced Version 2.0" button.√
- • Individual point time control (control time between points in any path either by percentages of total allotted path time or by seconds)√
- • Customizable Rounding Methods when dealing with decimals. (Options: Round Up, Round Down, Standard Rounding, SMART Rounding) SMART Rounding will automatically select the appropriate rounding method to get as close as possible to the target step count dictated by the allotted time for the path.√
- • Option to use the new Auto-Point Alignment system for each path. Auto-align will automatically add an exact teleport command to realign you perfectly with your specified point, this will add "X" number of commands to your structure (where X is the number of specified points). If you choose not to use it, default accuracy will allow for minutely small rounding errors. Default accuracy is the same method used in the original generator.√
- • VERY COOL AND USEFUL button to automatically auto-fill the remaining times/percentages on any given path. (In other words, if you specify that travel from Point 5 to Point 6 will be 12.34 seconds, and you want all the other points in the path to just be equal times, pressing this button will automatically fill in the times for all remaining points to bring you up to the exact allotted time for that path)√
- • Total indicators (Changes to percent or seconds total depending on option)√
- • Button to automatically reset all path point coordinates on a path.√
- • Button to automatically reset all point timings on a path.√
- • Button to automatically reset ALL point data (timings and coordinates) on a path.√
- • More efficient rotation handling√
- • Total indicator for number of points.√
- • Relative Mode to allow for non locational entity paths!√
- • Cleaner interface and easier use√
- •Saving on many characters by only needing custom selector in a few places.√
- •More efficient teleports. No longer doing 2 teleports on the player per tick.√
- •Forgives double spaces in coordinates and other minor typos and mistakes√
- •Team options allowing you to automatically hide name tags temporarily and/or disable entity collision temporarily for the cutscene√
- •Indicator showing what steps each point covers (this is useful externally for timing events to occur in the cutscene)√
- •Wait command. Instead of writing a point’s coordinates you can just write the word “wait” and the cutscene will pause for the specified period of time.√
- * Sign indicator for cutscene identification√
- * Comprehensive Manual√
- * Comprehensive Video Guide√
- * Emergency Stop Button√
- * Entity execute mode for emergency stop button to remotely trigger it.
- * Give your cutscene a name to display on the structure.√
- * Remove structure button√
- * Pre cutscene command √
- * ESPN√
- * repair menu√
- * Same tick activation√
- * Special menu to do reverse updates√
- V1.9.6
- Slightly condensed large walls of text. Still pretty bad :P Will be improved in V2.0.
- Added graphic telling user about the new V2.0.
- Specified MC1.10 Officially Supported in Spreadsheet Name.
- Preparation for advanced version 2.0.
- V1.9.5
- Temporary fix for the rotation bug. Basically I just got rid of the array formulas for rotations and manually expanded it to the 500th max point. Still needs work.
- V1.8.2
- Finally fixed the longstanding bug where the generator would take you the "long way" between two points of rotation if one was negative and the other positive. I changed the parsing of the numbers and the rotation values are now transposed separately from the XYZ coordinates
- V1.8.1
- Added a cell notifying people about a possible bug fix for an unpredictable and strange bug involving the player's step score not incrementing but the Area Effect Cloud's score incrementing. (Added in Cell A38)
- V1.8.0
- Added ERROR message to 1-Command Cell telling user that the spreadsheet rows exceed 500 points.
- Added New Row that only appears when #BACK is used. Asking Singleplayer or Multiplayer.
- Adjusted Alignment and Justification for User Input cells for more uniformity.
- Added Conditional formatting to darken/gray out options that don't apply. (Camera objective if No ID is used or =-1, and Single or Multiplayer option)
- V1.7.1
- Fixed Bug with "Teleport after" not always working. Made the corrector teleport command only go max step.
- V1.7.0
- Added Teleport option
- Support for Absolute and Relative PostCutsceneTeleport coordinates
- Getting ready to fully implement #BACK function
- V1.6
- Support for 15w41a and up
- Added an option to switch generator versions depending on which snapshot you are using (Added a note above the Points section informing user of this new option)
- Made the "update checker" incredibly obvious and added conditional formatting
- V1.5
- Added warning about using generator in 15w41a and up
- Made the "update checker" more prominently displayed
- V1.4
- Added Update-Tracker and changed Version identifier (makes it easier to update)
- Added Twitter Link
- Added Notice about Remembering to Update
- Added Changelog Link
- V1.3
- Official Release
- Fixed CameraID feature
- Added Creative Commons License
- V1.2
- Added Corrector Entity
- V1.1
- Pre-Release
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