I tried to change the game speed to normal thinking the game speed was warping the time... no effect
in case it didn't make sense, the test play was at normal, (but ignores variants) so i forced the trigger before running to force all humans to normal.
i will look at pan camera durations, but, the durations for most are 0. and between the first set and second set there is a long wait, the camera that the online test is on is one of the previous cameras, it doesn't even reach it it seems.
@ bashertag:
i have implemented hide game UI
Sound - Play Song for ( song is the asset/data name which is the same as the variable, sorry for the confusion
your right about the loop at the bottom i have broken it up. no effect on the messed up timers
@hobbiedude:
i tried creating a function and called it to each player separately removing the loops. Still doing the exact same thing. the wait times r correct to the beat
I tried to change the game speed to normal thinking the game speed was warping the time... no effect
i have intro cinematic that plays. the sound is preloaded and the camera are guided by sound wait commands. the issue is when i upload the map and test it on battle net the waits get all messed up badly they are out of sync and they cameras they pause on the wrong camera which i don't even get how that happens. i was thinking there might be a way to Peload the trigger
here is the code:
CinematicEventsGame-MapinitializationLocalVariablesSongLink=EditorDefaultSound<SoundLink>Song=NoSound<Sound>ConditionsActionsGame-PreloadSong.mp3ImmediatelyPlayerGroup-Pickeachplayerin(AllHumans)anddo(Actions)ActionsVisibility-Createavisibilityrevealerforplayer(Pickedplayer)within(Entiremap)Cinematics-TurncinematicmodeOnfor(AllHumans)overDefaultsecondsSound-MuteMusicchannelfor(AllHumans)Sound-UnmuteMoviechannelfor(AllHumans)Sound-PlaySongfor(AllHumans)(at100.0%volume,skipthefirst0.0seconds)Variable-SetSong=(Lastplayedsound)Sound-WaituntilSongplaybackis9.5secondsfromtheStartofthesoundPlayerGroup-Pickeachplayerin(AllHumans)anddo(Actions)ActionsCamera-ApplyCamera1forplayer(Pickedplayer)over0.0secondswithExistingVelocity%initialvelocity,0.0%deceleration,andIncludeTargetSound-WaituntilSongplaybackis10.6secondsfromtheStartofthesoundPlayerGroup-Pickeachplayerin(AllHumans)anddo(Actions)ActionsCamera-ApplyCamera2forplayer(Pickedplayer)over0.0secondswithExistingVelocity%initialvelocity,0.0%deceleration,andIncludeTargetSound-WaituntilSongplaybackis11.1secondsfromtheStartofthesoundPlayerGroup-Pickeachplayerin(AllHumans)anddo(Actions)ActionsCamera-ApplyCamera3forplayer(Pickedplayer)over0.0secondswithExistingVelocity%initialvelocity,0.0%deceleration,andIncludeTargetSound-WaituntilSongplaybackis11.5secondsfromtheStartofthesoundPlayerGroup-Pickeachplayerin(AllHumans)anddo(Actions)ActionsCamera-ApplyCamera4forplayer(Pickedplayer)over0.0secondswithExistingVelocity%initialvelocity,0.0%deceleration,andIncludeTargetSound-WaituntilSongplaybackis12.8secondsfromtheStartofthesoundPlayerGroup-Pickeachplayerin(AllHumans)anddo(Actions)ActionsCamera-ApplyCamera5forplayer(Pickedplayer)over0.0secondswithExistingVelocity%initialvelocity,0.0%deceleration,andIncludeTargetSound-WaituntilSongplaybackis13.2secondsfromtheStartofthesoundPlayerGroup-Pickeachplayerin(AllHumans)anddo(Actions)ActionsCamera-ApplyCamera6forplayer(Pickedplayer)over0.0secondswithExistingVelocity%initialvelocity,0.0%deceleration,andIncludeTargetSound-WaituntilSongplaybackis13.6secondsfromtheStartofthesoundPlayerGroup-Pickeachplayerin(AllHumans)anddo(Actions)ActionsCamera-ApplyCamera7forplayer(Pickedplayer)over0.0secondswithExistingVelocity%initialvelocity,0.0%deceleration,andIncludeTargetSound-WaituntilSongplaybackis15.0secondsfromtheStartofthesoundPlayerGroup-Pickeachplayerin(AllHumans)anddo(Actions)ActionsCamera-ApplyCamera8forplayer(Pickedplayer)over0.0secondswithExistingVelocity%initialvelocity,0.0%deceleration,andIncludeTargetSound-WaituntilSongplaybackis15.4secondsfromtheStartofthesoundPlayerGroup-Pickeachplayerin(AllHumans)anddo(Actions)ActionsCamera-ApplyCamera9forplayer(Pickedplayer)over0.0secondswithExistingVelocity%initialvelocity,0.0%deceleration,andIncludeTargetSound-WaituntilSongplaybackis15.8secondsfromtheStartofthesoundPlayerGroup-Pickeachplayerin(AllHumans)anddo(Actions)ActionsCamera-ApplyCameraPanStartforplayer(Pickedplayer)over0.0secondswithExistingVelocity%initialvelocity,0.0%deceleration,andIncludeTargetCamera-ApplyCameraPanEndforplayer(Pickedplayer)over2.0secondswithExistingVelocity%initialvelocity,5.0%deceleration,andIncludeTarget------- SECOND SETSound-WaituntilSongplaybackis18.3secondsfromtheStartofthesoundPlayerGroup-Pickeachplayerin(AllHumans)anddo(Actions)ActionsCamera-ApplySecond1forplayer(Pickedplayer)over0.0secondswithExistingVelocity%initialvelocity,0.0%deceleration,andIncludeTargetSound-WaituntilSongplaybackis19.5secondsfromtheStartofthesoundPlayerGroup-Pickeachplayerin(AllHumans)anddo(Actions)ActionsCamera-ApplySecond2forplayer(Pickedplayer)over0.0secondswithExistingVelocity%initialvelocity,0.0%deceleration,andIncludeTargetSound-WaituntilSongplaybackis19.9secondsfromtheStartofthesoundPlayerGroup-Pickeachplayerin(AllHumans)anddo(Actions)ActionsCamera-ApplySecond3forplayer(Pickedplayer)over0.0secondswithExistingVelocity%initialvelocity,0.0%deceleration,andIncludeTargetSound-WaituntilSongplaybackis20.3secondsfromtheStartofthesoundPlayerGroup-Pickeachplayerin(AllHumans)anddo(Actions)ActionsCamera-ApplySecond4forplayer(Pickedplayer)over0.0secondswithExistingVelocity%initialvelocity,0.0%deceleration,andIncludeTargetSound-WaituntilSongplaybackis21.9secondsfromtheStartofthesoundPlayerGroup-Pickeachplayerin(AllHumans)anddo(Actions)ActionsCamera-ApplySecond5forplayer(Pickedplayer)over0.0secondswithExistingVelocity%initialvelocity,0.0%deceleration,andIncludeTargetSound-WaituntilSongplaybackis22.3secondsfromtheStartofthesoundPlayerGroup-Pickeachplayerin(AllHumans)anddo(Actions)ActionsCamera-ApplySecond6forplayer(Pickedplayer)over0.0secondswithExistingVelocity%initialvelocity,0.0%deceleration,andIncludeTargetSound-WaituntilSongplaybackis22.7secondsfromtheStartofthesoundPlayerGroup-Pickeachplayerin(AllHumans)anddo(Actions)ActionsCamera-ApplySecond7forplayer(Pickedplayer)over0.0secondswithExistingVelocity%initialvelocity,0.0%deceleration,andIncludeTargetSound-WaituntilSongplaybackis23.8secondsfromtheStartofthesoundPlayerGroup-Pickeachplayerin(AllHumans)anddo(Actions)ActionsCamera-ApplySecond8forplayer(Pickedplayer)over0.0secondswithExistingVelocity%initialvelocity,0.0%deceleration,andIncludeTargetSound-WaituntilSongplaybackis24.2secondsfromtheStartofthesoundPlayerGroup-Pickeachplayerin(AllHumans)anddo(Actions)ActionsCamera-ApplySecond9forplayer(Pickedplayer)over0.0secondswithExistingVelocity%initialvelocity,0.0%deceleration,andIncludeTargetSound-WaituntilSongplaybackis24.7secondsfromtheStartofthesoundPlayerGroup-Pickeachplayerin(AllHumans)anddo(Actions)ActionsCamera-ApplyStartAforplayer(Pickedplayer)over0.0secondswithExistingVelocity%initialvelocity,0.0%deceleration,andIncludeTargetCamera-ApplyStartBforplayer(Pickedplayer)over2.0secondswithExistingVelocity%initialvelocity,0.0%deceleration,andIncludeTargetCamera-ApplyStartCforplayer(Pickedplayer)over2.0secondswithExistingVelocity%initialvelocity,0.0%deceleration,andIncludeTargetSound-WaituntilSongplaybackis27.0secondsfromtheStartofthesoundTrigger-RunCinematicEnd(CheckConditions,Don't Wait until it finishes)
I'M trying to currently do it with a guardian shield as an example but I'm not getting the results i want. i want to reduce damage taken by a unit to 1 whenever its attacked?
The code segments in questions are usually one-two shot only with 8-14 loop and a long if statement. i did manage to crash a trigger awhile back trying to bubble sort it, that code was much larger. but if theirs no documents there are no documents, for all i know the code just might be buggy, i wanted to ask.
I keep having to break my triggers in half to get them to work. It feels like i keep having to shrink them all smaller and then smaller as the code becomes larger, is there any documentation on this?
I'm stuck, and noobish with data. i made the apply behavior effect and ism using the existing power field behavior. i cant seem to figure it out the rest. i want an ability that when clicked makes the unit stop and apply the power field behavior, if the unit moves (and/or the ability is canceled), the effect is stopped.
ive been asking in irc but i figured its time to post this cause im sure it will come up again.
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I decided to do it in cut scene works better.
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Reducing pan camera time to zero does nothing
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in case it didn't make sense, the test play was at normal, (but ignores variants) so i forced the trigger before running to force all humans to normal.
i will look at pan camera durations, but, the durations for most are 0. and between the first set and second set there is a long wait, the camera that the online test is on is one of the previous cameras, it doesn't even reach it it seems.
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@ bashertag: i have implemented hide game UI Sound - Play Song for ( song is the asset/data name which is the same as the variable, sorry for the confusion your right about the loop at the bottom i have broken it up. no effect on the messed up timers
@hobbiedude: i tried creating a function and called it to each player separately removing the loops. Still doing the exact same thing. the wait times r correct to the beat
I tried to change the game speed to normal thinking the game speed was warping the time... no effect
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haha i was playing with it earlier but i was messing with all the variables. Thanks this worked perfectly.
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i have intro cinematic that plays. the sound is preloaded and the camera are guided by sound wait commands. the issue is when i upload the map and test it on battle net the waits get all messed up badly they are out of sync and they cameras they pause on the wrong camera which i don't even get how that happens. i was thinking there might be a way to Peload the trigger
here is the code:
0
I'M trying to currently do it with a guardian shield as an example but I'm not getting the results i want. i want to reduce damage taken by a unit to 1 whenever its attacked?
0
The code segments in questions are usually one-two shot only with 8-14 loop and a long if statement. i did manage to crash a trigger awhile back trying to bubble sort it, that code was much larger. but if theirs no documents there are no documents, for all i know the code just might be buggy, i wanted to ask.
0
I keep having to break my triggers in half to get them to work. It feels like i keep having to shrink them all smaller and then smaller as the code becomes larger, is there any documentation on this?
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Ok i get what u guys are talking about. a bit weird but distributed map help a lot. Fen1kz, i did add that persistence, works great.
@xxxDistrubedxxx:
How did you get the marine to show the power field? my mothership doesn't show it?
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@JacktheArcher: Go
it was
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@Fen1kz: Go Doesn't it need to be a power field behavior though?
@xxxDisturbedxxx: Go i did what you said but it doesn't remove?? here is the xml
<CEffectCreatePersistent id="PowerField"> <ValidatorArray value="NotMoving"/> <EditorCategories value=""/> <ExpireEffect value="ApplyPower2"/> <FinalEffect value="ApplyPower2"/> <PeriodCount value="300"/> <PeriodicValidator value="NotMoving"/> <PeriodicPeriodArray value="0.1"/> <InitialEffect value="ApplyPower"/> </CEffectCreatePersistent>
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@Disterbed: Power Field behaviors don't have validators, they do have requirements tho but there is no not moving there??
@Fen1kz: How do i make the behavior channeled?? u mean in effects or ability?
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I'm stuck, and noobish with data. i made the apply behavior effect and ism using the existing power field behavior. i cant seem to figure it out the rest. i want an ability that when clicked makes the unit stop and apply the power field behavior, if the unit moves (and/or the ability is canceled), the effect is stopped.
ive been asking in irc but i figured its time to post this cause im sure it will come up again.
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Necro what?