You'd use
ClearAllActions()
StartCutSceneMode() // GUI disappears
StartCutScene("Name_of_cutscene_script")
For your cutscene script, you need one of these blocks per player/character
IF
True()
THEN RESPONSE #100
CutSceneID(Player1) // so player1 controls this block. Keep the major actions in Player1's block as player1 is always present
FadeToColor([20.0],0) // This makes the screen go black
Wait(2)
// action list
FadeFromColor([20.0],0) // The screen goes back to normal
EndCutSceneMode() // GUI reappears
END
But if you're moving players from one area to another, you can just use
StartCutSceneMode()
FadeToColor([20.0],0)
Wait(2)
ActionOverride(Player1,LeaveAreaLUA(S:Area*,S:Parchment*,P:Point*,I:Face*)) // Note that the Parchment value should just be left empty, ie leave it as ""
ActionOverride(Player2,LeaveAreaLUA(S:Area*,S:Parchment*,P:Point*,I:Face*))
ActionOverride(Player3,LeaveAreaLUA(S:Area*,S:Parchment*,P:Point*,I:Face*))
ActionOverride(Player4,LeaveAreaLUA(S:Area*,S:Parchment*,P:Point*,I:Face*))
ActionOverride(Player5,LeaveAreaLUA(S:Area*,S:Parchment*,P:Point*,I:Face*))
ActionOverride(Player6,LeaveAreaLUA(S:Area*,S:Parchment*,P:Point*,I:Face*))
MoveBetweenAreas(S:Area*,P:Location*,I:Face*) // this one's for Raelis or any non-party NPC
FadeFromColor([20.0],0)
EndCutSceneMode()
This way you don't need a separate cutscene script, but I'm not sure if this method is recommended.