ID:1849965
 
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Problem description:Basically what it said. Can i record something and than make everyone who goes through a specific point see the video. Is this even possible?

You'd have to use a browser control for this, there is no support in BYOND directly for videos.

It's also quite possible to pass from JS back to the game when the video finishes as well so that it knows to continue after, since issues such as buffering, the player pausing the video (if you have it as an option), or other factors such as lag don't stop you from switching it off prematurely.

If it's a cutscene it maybe best though to see if you can't implement the cutscene as a part of the game itself though.

Such as if it shows NPC's walking around and talking to the player, implement it to the game and just use the current audio features for any voicing that may be for the NPC and any background music that happens during the cutscene/movie.
In response to Superbike32
yea but than id need to instance it out for each player right? no easy way around that. Well i already kinda got some code in my game to deal with that.
You'd need to use a browser control, and if you want to use the new HTML5 video tag you'll want to use the meta tag (and doctype) needed to make IE use its most recent version.

In the webclient this is much easier, but be aware that with HTML5 video, you need the video format to be one the player's browser can support.
In response to DanteVFenris
You could do instancing, but image() is meant for these situations where one player can see something & not another.

It would depend on your specific situation how you'd code it, but the basics are as follows.

*Anything that moves needs a new /obj made for it per user and the image set to null. The image of the object will be shown using the image() proc.

Anything like other users that are in view that shouldn't be visible during cutscenes you should be using image() on them and the "override" var so that their original image doesn't show up and you can make them invis, but only on the players screen which is in the cutscene.

If that player shouldn't be visible to others while in a cut-scene but should see himself, you need to set his icon to null, and show using image() the icon for the player as well.

***I know it sounds like a lot of work but most games don't have a lot of cut-scenes, but I also know for sure it'll use up a lot less bandwidth than a full-length video file which must show everything to the user.
Technically speaking you could also do the majority of the cutscene as png files. You could use stuff like flick(), animate(), or a proc in general and so on to switch images as needed. Layering and using client.screen would probably make it easy to hide other players and such. This would work in most cases, but might not in some where you need things like a lot of interaction.

This could also be combod with the image() proc of course, but the downside to this approach is it could take a lot of pngs and you have to construct them all which would be time consuming if you don't use image() for things like mobs when they move.
If you're going the webclient/browser way use something like fancybox and the YouTube media plugin.
thank you guys for all the suggetions, i think ill go with the image route. As i am using in game sprites for the cutscene. So i think using images functionings would be the best way