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Even more problems...

10-20-2003, 08:30 PM#1
Trickster
Man. Third time asking help today. :hm:

1. I'm making a map, and It starts with a cutscene. (like every campaingmap should start ) The map contains my hero and troops, one enemy, and a rescuable base. Now the idea is, that the hero (whose name is Kain btw.) comes to the base in the cutscene, and AFTER that the base should hail to my authority. The problem is, that the base converts DURING the cutscene. How can this be fixed?

2. I wanted to play a specific theme in the cutscene, so i made an action: "Play Music Theme", play SadMystery, but the blasted machine only plays random music. Then I added "Clear music list" and tried if that would have worked. Of course it didn't. How can I make it play the music I want?
10-20-2003, 08:59 PM#2
Shark
try something like this....make a region around the base and make a trigger named Change Base that will change ownership of the base u need
in the cut-scene trigger, add Run Trigger <ignore conditions> Change Base. Set the base to be neutral passive, not rescuable !

the Change base trig should look like this :
event:
condition:
action: pick all units in region <base> and change ownership to <player> ..... i dunno if buildings count as units cuz i never made any maps with rescuable bases, but if that don't work try change ownership of <select building> to <player> changing color

hope it helps....

about the music, , if the cutscene is played in the "Base" region we mentioned earlier, edit region's properties, add the music to its environment sound (make sure the sound is imported - go tu sound editor and find what u need them switch it to the left side of the screed (i think it's called import) ), and use the play sound - sound, when the cut-scene ends, use stop sounds and reset music....

try it this way....
10-20-2003, 10:29 PM#3
SpectreReturns
Buildings only dont count as units in Boolean comparisons.
10-20-2003, 10:55 PM#4
ULTIMA_WEAPON_
You could make a trigger that when the cutscene is over, u could add a trigger that says.. ACTION: Trigger- Turn (Rescuable Base) on

Then you could make a trigger that says

EVENT: Map Intilization (or watever)

CONDITIONS: N/A

ACTIONS: Unit- Make (Base 0001) Rescuable

But before you make that, ull have to make a trigger that makes the trigger turn off before the game starts. Hope that helps!:D
10-27-2003, 03:21 PM#5
Trickster
*been delayed by school and Hostile Waters*

Ahh... The convert trigger ain't working. I tried the change colour option, but it just did what it promised. Changed colour, not owner. I've decided that the trigger should make them rescuable (simply because it looks better), but the problem is, that i can't seem to find the actions which work. When i think i've figured it out, i can't find the right action, or it can't be used that way. It's making me mad as 70 devils. :bangH: So little help here?
10-27-2003, 04:16 PM#6
Killaeric
for your sound question this is what i do and it works


event-cinematic starts or something
condition- N/A
Action- Sound-clear music list
Action- Wait- wait 0.01 s
Action- SOund- set sound to music, starting with a random song (somehting like that)
Actin- sound- play sadmystery
at the end do
Action-sound- stop sadmysety after fading



make sure that in the sound editor the song is used as sound not music and it works for me
10-27-2003, 04:37 PM#7
Trickster
Got the sound working 5 days ago. Should've mentioned it tho. The thing that isn't working now is the change owner thingy...
10-27-2003, 04:38 PM#8
Supra God CrK
ok here is the answers you seek.

#1) make a trigger named convert base and don't do anything yet. now go to the end of your trigger for the cenima and find where it ends the cenimatic at. add a action at the very end that says run convert base(ignoring conditions). it's under the trigger category. now go back to your trigger called convert base and make it look like this

event-
--none
condition-
--none
action-
--this is where you pick all the buildings and set them into a unit group. go to the category unit group and add all buildings you want to the unit group named buildings saved.
--pick all units in buildings saved and do change owner to player 1 red

that will do it. oh and i forgot to mention that you should make those buildings not rescuable and just set them to neutral passive.


edit: you had to wait till i was done typing to post that you already got the music working huh? thanx for letting me write all this for nothing. gr ;)
#2)go to your sound editor and double click on your imported song that you are using. make sure 3d sound is not checked. not make a trigger like this.

event-
--map intialization
condition-
--none
action-
--clear song list(or whatever it's called)
--play sound (name of your song variable)

that would do it. maybe there is a better way to make the music tho because i'm not sure if that is right. but #1 is right