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A Couple of Trigger Questions

08-19-2002, 05:49 PM#1
Guest
1st, once I have assigned Camera Snap to unit at 0,0 at default rotation (the one where the camera is locked onto the hero in an RPG) is it possible to disable this later? Right now my rpg has you the hero build a town using normal camera mode. But at a certain point in the game you leave your town behind and I lock the camera onto your hero. Is it possible to turn this off later in the game ? (if I want to that is)

2nd, I noticed on Kregg's (sp?) RPG that he assigned fog to only certain regions. After veiwing/experimenting/beating my head against my monitor I cannot figure out how to assign fog only to certain regions. Not a huge problem but I'd like to know the answer... if there is one.

3rd, When I use the fade option to camera to add dramatic effect I can fade in fine, but when I fade out sometimes It completely black masks the map When I return to normal game view.

4th, Cameras.... heres my problem. I set camera 1, I set camera 2 to the right of same target of camera 1 but at a 90 degree angle from camera 1, then I set camera 3 which is another degree on the same target. When I preview, camera 1 works, it pans to the right over X seconds but when I think it should pan to the right again to camera 3 it instead quickly pans to the left to get to camera 3. Which sometimes results in going through terrain/trees/creeps etc. Now this doesn't always happen but it seems to happen mostly when I use 4 camera's on the same target back to back. 1 to 2 works fine, 2 to 3 works fine, but 3 to 4 spins in the wrong direction. Should I use a differect camera trigger (currently all i'm using is Camera - Apply trigger) Or perhaps just less cameras when doing a panaramic.

5th, Headache problem... when I test all these triggers/quests/cinema's I have to go through the entire opening stuff. Its really annoying now that I have completed my opening get to the mid point of the RPG make a new trigger but when I test it I have to replay everything before that trigger to see if its working correctly. I know about disableing things to speed it up some. But one of my later game triggers has a condition about another question being compeleted. Basically I have ties all over the place. Isn't there a way to just test certain aspects ei. 1 trigger in the late game without having to go through all the prior stuff in the map?

I hope my questions are explained where you all can understand them.
08-19-2002, 08:55 PM#2
Guest
1st: Yes. Use the Camera - Reset Camera action.

2nd: Never did this myself, but I think you use the Set Fog action and simply pick the region where you want fog to appear.

3rd: Strange. I've used fade out, and I haven't had this problem. How exactly are you using fade? What you should do is use the Fade In action after using a Fade Out action. All this does is black out the game view (fade out), then reveal it again (fade in). It shouldn't effect your game visibility. Perhaps you have another action causing this, like a visibility modifyer...?

4th: I find that cameras will always take the shortest route. So, you have to make sure that there are fewer degrees in the rotation going in the direction you want it to go. Basically this means the angle of the direction you want the camera to turn must be less than 180 degrees. Said another way, the different between the rotation of the two cameras must be less than 180 degrees. This may require adding another camera to bridge the turn.

5th: I have had a similar problem, and I ended up creating a tester trigger that basically contained all of the important actions that are triggered earlier in the map. Then when I want to test, I just enable this trigger (with map initilization as the event) so everything would be ready.

AV
08-19-2002, 09:09 PM#3
Guest
Quote:
Originally posted by AurVandal
3rd: Strange. I've used fade out, and I haven't had this problem. How exactly are you using fade? What you should do is use the Fade In action after using a Fade Out action. All this does is black out the game view (fade out), then reveal it again (fade in). It shouldn't effect your game visibility. Perhaps you have another action causing this, like a visibility modifyer...?
My opening Cinema works fine with fade in and out. Later in the game I wanted to add another cinema with Fade in and Fade out. In worked fine but when I applied out and return to game view everything ingam,e was black masked out. I use the same triggers that I used for my working opening cinema. Its just kinda odd.

Quote:
Originally posted by AurVandal
4th: I find that cameras will always take the shortest route. So, you have to make sure that there are fewer degrees in the rotation going in the direction you want it to go. Basically this means the angle of the direction you want the camera to turn must be less than 180 degrees. Said another way, the different between the rotation of the two cameras must be less than 180 degrees. This may require adding another camera to bridge the turn.
I thought of that so I adjusted the amount of angle to less than a 10 percent change from side to side... up and down varried only slightly and it still went the long way around. I ended up deleting that camera and extending the other one farther around.

Quote:
Originally posted by AurVandal
5th: I have had a similar problem, and I ended up creating a tester trigger that basically contained all of the important actions that are triggered earlier in the map. Then when I want to test, I just enable this trigger (with map initilization as the event) so everything would be ready.

AV
Could you go into a bit of detail on how to create a tester trigger please. Thanks for your feedback! :D
08-20-2002, 01:15 AM#4
Guest
Quote:
Originally posted by Bloodyclaw

My opening Cinema works fine with fade in and out. Later in the game I wanted to add another cinema with Fade in and Fade out. In worked fine but when I applied out and return to game view everything ingam,e was black masked out. I use the same triggers that I used for my working opening cinema. Its just kinda odd.

Did you do the fade out first and then fade in second? You are saying "fade in and fade out" but really it should be fade out and then fade in. It sounds like you may be doing them in the wrong order.

Quote:

I thought of that so I adjusted the amount of angle to less than a 10 percent change from side to side... up and down varried only slightly and it still went the long way around. I ended up deleting that camera and extending the other one farther around.

Well, as long as you figured a way to fix it. That's strange that it went the long way around. It may have to do with going passed angle zero. For instance, the shortest route from angle 10 to angle 340 would be to go from 10 to 0, then 360 to 340 (because angle 0 and angle 360 are the same thing). It's a bit tricky.

Quote:

Could you go into a bit of detail on how to create a tester trigger please. Thanks for your feedback!

Well, it depends on what you need done for the parts you need to test. You say you have later game triggers with a condition about a previous quest being completed. So just make a trigger with the event set as Map Initialization and then create the quest and set it as completed in that trigger. Anything else the early triggers do, do it in this trigger. Then you can disable the early triggers and still properly test the later triggers.
08-20-2002, 02:56 AM#5
Guest
Quote:
Originally posted by AurVandal


Did you do the fade out first and then fade in second? You are saying "fade in and fade out" but really it should be fade out and then fade in. It sounds like you may be doing them in the wrong order.

I use Cinema Fade in over 5 secs. using texture black mask and color (0.00, 0.00, 0.00) with 0.0% transparency.

Then

Cinema Fade out over 5 secs. using texture black mask and color (0.00, 0.00, 0.00) with 0.0% transparency.

I use the same cinema fade for all my ins and outs.... like I said, its odd.

Quote:
Well, it depends on what you need done for the parts you need to test. You say you have later game triggers with a condition about a previous quest being completed. So just make a trigger with the event set as Map Initialization and then create the quest and set it as completed in that trigger. Anything else the early triggers do, do it in this trigger. Then you can disable the early triggers and still properly test the later triggers.

Its hard to discribe without showing you my current map and telling you this trigger I want to test without going through this entire string of crap. hehe Thanks for all your suggestions! :D
08-20-2002, 07:02 AM#6
Guest
Quote:
Originally posted by Bloodyclaw

I use Cinema Fade in over 5 secs. using texture black mask and color (0.00, 0.00, 0.00) with 0.0% transparency.

Then

Cinema Fade out over 5 secs. using texture black mask and color (0.00, 0.00, 0.00) with 0.0% transparency.

This is backwards. :)

Cinema Fade Out over 5 seconds means to gradually fade the game view to a black mask.

Cinema Fade In over 5 seconds means to gradually reveal the normal game view from a black mask.

Swap these actions and it will work. I don't know why it is working this way in your other scene. It should cause the same problem, though perhaps if you have a Reset Camera or other camera action, it is clearing the fade for you. Or maybe you used "Fade out and back in." Regardless, fade in should always come AFTER fade out.

AV
08-21-2002, 05:09 AM#7
Guest
That is bizarre. No i've never used the combo fade out/in trigger. To me it sounded backwards. I'll give it a try tonight on my opening cinematic to see what I come up with.

And since i'm on the topic of cameras... will increasing the length of time it take to get from one camera to the next smooth out the cinema? A few clips from some of my cinemas are choppy (it appears to skip frames). Is there a solution out there to clear it up?

Heres a new problem. I'm trying to enable the black mask over my map so nothing shows on the mini map which from what I understand is what its suppose to do. I still get just a darkened version like any normal melee map. Is there a specific trigger to enable it or is black mask just a darker version of fogs of war? I'm using Warchasers as a reference... I played the game once and even in game everything out of camera bounds/unexplored is gone... just a void. I want to accomplish that, but for the life of me its eluding me.

Thanks for all your help! :D
08-21-2002, 06:20 AM#8
Guest
I don't really know what you can do about choppy cinematics. If there is a lot of stuff in the camera view -- lots of units and doodads and things -- it will be choppier because of the strain on the hardware.

To black out the map (make it unexplored) use a visibility modifier. "Visibility - Create visibility modifier."

You can set it to black mask a region, or the entire map. You can also use it to reveal parts of the map if you ever need to.

AV
08-21-2002, 06:49 AM#9
Guest
ahhhhhh thats one thing I did not try. Thank ya kindly once again! :D I think that answers the majority of my questions. Now that i'm getting the hang of all the new gizmos with WE I like it alot better than the SCWE. I just wish they would come up with a fix/solution for a comp campaign script.

like SC

Run Zerg Campaign Script Easy/medium/hard/insane.

Thats straight and to the point, anything special you want them to do at the same time ya add a script.

Thanks again AV
08-22-2002, 04:15 AM#10
Guest
Quote:
Originally posted by AurVandal
I don't really know what you can do about choppy cinematics. If there is a lot of stuff in the camera view -- lots of units and doodads and things -- it will be choppier because of the strain on the hardware.
Hardware strain isn't an issue... i'm running duel p3 1 gigs. Guess its just something I'll have to play with more and more to find a solution

Quote:

To black out the map (make it unexplored) use a visibility modifier. "Visibility - Create visibility modifier."
Well I moved my Enable - black mask up on my list of initialization... I tried adding Enable - last created visibility modifier but I still can see the terrain on my minimap. Shaded yes but not blacked out. ahh well, i'm sure the answer will come to me once I have my 4th map made for this campaign. hehe
Thanks again for your help AV :D