Auto-translated
To create cutscenes, you need to switch to the advanced editor (in the profile folder in the root of the game, in the editor_a2.cfg file, change map_editor_mode to 0). Then, launch the editor, open your map in it using File-Open, then go to Resource-Select Tables and check the box next to DialogScene. Next, go to View-GameDatabase-GameDatabaseWindow0. After this, a window labeled DialogScene should appear on the left. Right-click on it and select New Object. Enter a name and choose an arena for the cutscene (you can also do this on your own map, but it's a bit more difficult). Check the box next to Export object after creation and proceed.
Now, about the cutscenes themselves. First, press 7 on the numeric keypad to disable the grid. Then, you need to place the actors who will participate in the cutscene. Simply place the creatures as usual. If your cutscene only involves heroes, it's best to place a monster somewhere off to the side (it won't participate anywhere, but it will be useful). I'll say this right away: if you place a creature, you won't be able to even rotate it yet, so first, just place everyone you need.
Now, go to Object-EditSelection and agree to everything. The editor will reload, and you will be able to interact with everyone you placed. Once you've placed everyone, the work with the cameras begins.
A cutscene consists of sentences (pressing the spacebar brings up a window with their list); each sentence is a line of dialogue and some camera movement. So, aim at the desired angle (just with the mouse, as in normal map editing), press E, and create a new camera (in English). If you want the camera to move during the dialogue, go to the second angle and create another camera.
Press T and create a camset (simply specify the starting and ending cameras and a name; the cameras can be the same). There is a difficulty here in getting the editor to rotate the camera correctly. If it does this poorly, recreate the necessary camset (simply create a new one with the same name) and experiment with the parameters at the bottom of the window. You will see all of this later.
Next, press the spacebar, ADD, and specify everything needed there. In the hero field, specify your monster (because only then can you set a custom name, i.e., your own name), the text of the dialogue (you can leave it blank), the camset, and pause after actor's replica (experiment; usually around 5). Click OK, close all windows, and... press P. Watch your dialogue. If you don't like the camera movement, do as I said above.
All other dialogues are created in the same way.
Now, about animation. To add animation, click on the desired actor, press NumPad 9. Press Insert and set the animation: the dialogue number, duration, and the animation itself. That's it. If you want the character to move, you need to add the move animation. Then, click once on your dialogue scene in the DialogScene window on the left (this is necessary so that the property tree displays the dialogue properties). In the tree, find the desired dialogue in the Sentences section, then CustomAnimations, find the desired animation, right-click on the Move Points item, and Add. Enter the final coordinates for movement. If there are several move points, the character will reach them in order.
Finally, to play the cutscene, you need to write a script:
StartDialogScene ("path/DialogScene.xdb#xpointer(/DialogScene)")