Cutscene::requestCutsceneAsync
Client-Side Function
JavaScript Syntax
Summary
Requests a cutscene to be loaded asynchronously, resolving the promise when the cutscene is ready or rejecting on timeout.
Syntax
mp.game.cutscene.requestCutsceneAsync(name, flags, timeout = 5000);
Required Parameters
- name: string - The name of the cutscene to load.
- flags: number - Flags for cutscene behavior.
- timeout: number - Optional. Timeout in milliseconds (default: 5000).
Return Value
- 'Promise<bool>' - Resolves to `true` if the cutscene is loaded, or `false` if it times out.
Example
mp.game.cutscene.requestCutsceneAsync("cutscene_name", 0).then(success => {
if (success) {
mp.gui.chat.push("Cutscene loaded successfully!");
} else {
mp.gui.chat.push("Failed to load cutscene.");
}
});
See Also
- mp.game.cutscene.canSetEnterStateForRegisteredEntity
- mp.game.cutscene.canSetExitStateForCamera
- mp.game.cutscene.canSetExitStateForRegisteredEntity
- mp.game.cutscene.doesCutsceneEntityExist
- mp.game.cutscene.getEntityIndexOfCutsceneEntity
- mp.game.cutscene.getEntityIndexOfRegisteredEntity
- mp.game.cutscene.hasThisCutsceneLoaded
- mp.game.cutscene.registerEntityForCutscene
- mp.game.cutscene.requestCutscene
- mp.game.cutscene.requestCutscene2
- mp.game.cutscene.setCutsceneFadeValues
- mp.game.cutscene.setCutsceneOrigin
- mp.game.cutscene.setCutscenePedComponentVariation
- mp.game.cutscene.setCutscenePedPropVariation
- mp.game.cutscene.setCutsceneTriggerArea
- mp.game.cutscene.startCutscene
- mp.game.cutscene.startCutsceneAtCoords
- mp.game.cutscene.stopCutscene
- mp.game.cutscene.requestCutsceneAsync