So does that mean that
CharacterTeleportPartyToTriggerMovieLoadState(TRIGGER_CYS_Start_P1,"MovieGameIntro_Finished","MovieGameIntro");
teleports only the characters that were in the Char Creation ?
It teleports all of them. Which is actually the preferred method because if you just use CharacterTeleportToTrigger it breaks some of the party follow behavior (until a reload). So you have to use Either CharacterTeleportParty or Party w/ Movie.
If one already knows how many pairs get added to creation in which order, it should be possible to teleport them to Cyseal 'silently', with CharacterTeleportToTriggerSomething() and do the Movie teleport for the final pair, would that work ?
That's how it is now in the mod, with 4 instead of 6. The characters get teleported to Cyseal but then immediately teleported back to Creation, they have to because they are assigned to players. There's a problem if you don't do this.
If you sent Player 1 and 2 to Cyseal, but then sent 3 and 4 to creation without sending all 4, you'd still be sitting there at Cyseal looking at 1 and 2. 3 and 4 would be at the creation level but you couldn't see them as you'd still be assigned as 1 & 2.
<SCRIPT>
for a 6 player mod, together with all kinds of other required adjustments (like the init in CYS_General.txt).
Pretty much, but there are a few extra things like each set of characters that get created, I throw in a database entry to note that. Then final CharacterCreationFinished statement uses CHARACTER_Null instead of a specific character.
So:
IF
CharacterCreationFinished(Character_Null)
AND
DB_PairComplete(1)
AND
DB_PairComplete(2)
THEN
CharacterTeleportPartyToTriggerMovieLoadState()
Other stuff here like adding gold/potions/etc
There might be a more elegant way to do it but once I found something that worked I just stopped. It was finicky as all hell to get the GUIs to pop up and have the right characters on screen.