Starting the cutscene should be triggered by your collision. Rob Farley's suggestion is pretty good. When you collide, just look for the entity you collided with. When it matches what you want, then do your Function or Subroutine to accomplish the cut scene.
If you have a hundred trees and want the cutscene to trigger when you collide with ANY of them, then maybe use a Type and the For...Each loop.
Try this:
When you set up your objects in your game, create a new instance of the type:
Then, when you put in a tree, do something like:
When collision occurs (as per Rob Farley), do a For..Each loop:
If you have a hundred trees and want the cutscene to trigger when you collide with ANY of them, then maybe use a Type and the For...Each loop.
Try this:
const wall=1, tree=2, house=3 ;etc Type entity ;a type to tell us what entity category we're looking at Field entity Field kind ;wall, tree, door, fountian, etc End Type
When you set up your objects in your game, create a new instance of the type:
myentity.entity=new entity
Then, when you put in a tree, do something like:
myentity\kind = tree ;using previously defined constant
When collision occurs (as per Rob Farley), do a For..Each loop:
For myentity.entity = Each entity If myentity\entity=pickedentity ;if list entity is same as picked/collided entity If e\kind = tree;if entity type is a tree f EndIf Next