I think that happens because there's some ingrained code which, when the cutscene finishes, teleports the player-controlled Snake to wherever the cutscene snake is so that the game seamlessly transitions back to gameplay. I'm not sure if its possible to change the actual cutscene animations, so another thing you can do is force the cutscene to skip. In the _sequence.lua file at line 3247 we have the function that (I think) triggers the rescue cutscene:
sequences.Seq_Demo_RescueMiller = {
OnEnter = function()
local func = function()
this.FuncBuddyDogWarp()
TppScriptBlock.LoadDemoBlock("Demo_ParasiteAppearance")
TppSequence.SetNextSequence("Seq_Game_Escape")
end
s10020_demo.RescueMiller(func)
end,
OnLeave = function()
TppMission.UpdateCheckPoint{
checkPoint = "CHK_PickedUp_miller",
ignoreAlert = true,
}
end,
}
Put a "--" to the left of the command "s10020_demo.RescueMiller(func)" to disable it and see if that stops the cutscene from playing. It might not transition to the escape sequence though.