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    posted a message on Cinematic timers

    I decided to do it in cut scene works better.

    Posted in: Triggers
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    posted a message on Cinematic timers

    Reducing pan camera time to zero does nothing

    Posted in: Triggers
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    posted a message on Cinematic timers
    Quote from SoulTaker916: Go

    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.

    Posted in: Triggers
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    posted a message on Cinematic timers

    @ 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

    Posted in: Triggers
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    posted a message on (Solved) Reduce Dammage Taken to 1

    haha i was playing with it earlier but i was messing with all the variables. Thanks this worked perfectly.

    Posted in: Data
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    posted a message on Cinematic timers

    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:

      Cinematic
        Events
            Game - Map initialization
        Local Variables
            Song Link = Editor Default Sound <Sound Link>
            Song = No Sound <Sound>
        Conditions
        Actions
            Game - Preload Song.mp3 Immediately
            Player Group - Pick each player in (All Humans) and do (Actions)
                Actions
                    Visibility - Create a visibility revealer for player (Picked player) within (Entire map)
    
            Cinematics - Turn cinematic mode On for (All Humans) over Default seconds
            Sound - Mute Music channel for (All Humans)
            Sound - Unmute Movie channel for (All Humans)
            Sound - Play Song for (All Humans) (at 100.0% volume, skip the first 0.0 seconds)
            Variable - Set Song = (Last played sound)
            Sound - Wait until Song playback is 9.5 seconds from the Start of the sound
            Player Group - Pick each player in (All Humans) and do (Actions)
                Actions
                    Camera - Apply Camera 1 for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity, 0.0% deceleration, and Include Target
            Sound - Wait until Song playback is 10.6 seconds from the Start of the sound
            Player Group - Pick each player in (All Humans) and do (Actions)
                Actions
                    Camera - Apply Camera 2 for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity, 0.0% deceleration, and Include Target
            Sound - Wait until Song playback is 11.1 seconds from the Start of the sound
            Player Group - Pick each player in (All Humans) and do (Actions)
                Actions
                    Camera - Apply Camera 3 for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity, 0.0% deceleration, and Include Target
            Sound - Wait until Song playback is 11.5 seconds from the Start of the sound
            Player Group - Pick each player in (All Humans) and do (Actions)
                Actions
                    Camera - Apply Camera 4 for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity, 0.0% deceleration, and Include Target
            Sound - Wait until Song playback is 12.8 seconds from the Start of the sound
            Player Group - Pick each player in (All Humans) and do (Actions)
                Actions
                    Camera - Apply Camera 5 for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity, 0.0% deceleration, and Include Target
            Sound - Wait until Song playback is 13.2 seconds from the Start of the sound
            Player Group - Pick each player in (All Humans) and do (Actions)
                Actions
                    Camera - Apply Camera 6 for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity, 0.0% deceleration, and Include Target
            Sound - Wait until Song playback is 13.6 seconds from the Start of the sound
            Player Group - Pick each player in (All Humans) and do (Actions)
                Actions
                    Camera - Apply Camera 7 for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity, 0.0% deceleration, and Include Target
            Sound - Wait until Song playback is 15.0 seconds from the Start of the sound
            Player Group - Pick each player in (All Humans) and do (Actions)
                Actions
                    Camera - Apply Camera 8 for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity, 0.0% deceleration, and Include Target
            Sound - Wait until Song playback is 15.4 seconds from the Start of the sound
            Player Group - Pick each player in (All Humans) and do (Actions)
                Actions
                    Camera - Apply Camera 9 for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity, 0.0% deceleration, and Include Target
            Sound - Wait until Song playback is 15.8 seconds from the Start of the sound
            Player Group - Pick each player in (All Humans) and do (Actions)
                Actions
                    Camera - Apply Camera Pan Start for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity, 0.0% deceleration, and Include Target
                    Camera - Apply Camera Pan End for player (Picked player) over 2.0 seconds with Existing Velocity% initial velocity, 5.0% deceleration, and Include Target
            ------- SECOND SET
            Sound - Wait until Song playback is 18.3 seconds from the Start of the sound
            Player Group - Pick each player in (All Humans) and do (Actions)
                Actions
                    Camera - Apply Second 1 for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity, 0.0% deceleration, and Include Target
            Sound - Wait until Song playback is 19.5 seconds from the Start of the sound
            Player Group - Pick each player in (All Humans) and do (Actions)
                Actions
                    Camera - Apply Second 2 for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity, 0.0% deceleration, and Include Target
            Sound - Wait until Song playback is 19.9 seconds from the Start of the sound
            Player Group - Pick each player in (All Humans) and do (Actions)
                Actions
                    Camera - Apply Second 3 for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity, 0.0% deceleration, and Include Target
            Sound - Wait until Song playback is 20.3 seconds from the Start of the sound
            Player Group - Pick each player in (All Humans) and do (Actions)
                Actions
                    Camera - Apply Second 4 for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity, 0.0% deceleration, and Include Target
            Sound - Wait until Song playback is 21.9 seconds from the Start of the sound
            Player Group - Pick each player in (All Humans) and do (Actions)
                Actions
                    Camera - Apply Second 5 for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity, 0.0% deceleration, and Include Target
            Sound - Wait until Song playback is 22.3 seconds from the Start of the sound
            Player Group - Pick each player in (All Humans) and do (Actions)
                Actions
                    Camera - Apply Second 6 for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity, 0.0% deceleration, and Include Target
            Sound - Wait until Song playback is 22.7 seconds from the Start of the sound
            Player Group - Pick each player in (All Humans) and do (Actions)
                Actions
                    Camera - Apply Second 7 for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity, 0.0% deceleration, and Include Target
            Sound - Wait until Song playback is 23.8 seconds from the Start of the sound
            Player Group - Pick each player in (All Humans) and do (Actions)
                Actions
                    Camera - Apply Second 8 for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity, 0.0% deceleration, and Include Target
            Sound - Wait until Song playback is 24.2 seconds from the Start of the sound
            Player Group - Pick each player in (All Humans) and do (Actions)
                Actions
                    Camera - Apply Second 9 for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity, 0.0% deceleration, and Include Target
            Sound - Wait until Song playback is 24.7 seconds from the Start of the sound
            Player Group - Pick each player in (All Humans) and do (Actions)
                Actions
                    Camera - Apply Start A for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity, 0.0% deceleration, and Include Target
                    Camera - Apply Start B for player (Picked player) over 2.0 seconds with Existing Velocity% initial velocity, 0.0% deceleration, and Include Target
                    Camera - Apply Start C for player (Picked player) over 2.0 seconds with Existing Velocity% initial velocity, 0.0% deceleration, and Include Target
            Sound - Wait until Song playback is 27.0 seconds from the Start of the sound
            Trigger - Run Cinematic End  (Check Conditions, Don't Wait until it finishes)
    
    Posted in: Triggers
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    posted a message on (Solved) Reduce Dammage Taken to 1

    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?

    Posted in: Data
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    posted a message on Trigger stopping midway?

    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.

    Posted in: Triggers
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    posted a message on Trigger stopping midway?

    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?

    Posted in: Triggers
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    posted a message on Units that behave like a warp prism(power field) without morphing

    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?

    Posted in: Data
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    posted a message on Units that behave like a warp prism(power field) without morphing

    @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>

    Posted in: Data
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    posted a message on Units that behave like a warp prism(power field) without morphing

    @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?

    Posted in: Data
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    posted a message on Units that behave like a warp prism(power field) without morphing

    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.

    Posted in: Data
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    posted a message on Request: Dark Archon unit/Twilight Archon

    Necro what?

    Posted in: Project Workplace
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