| 10-24-2003, 09:30 PM | #1 |
I have started making cinematics now after my first map. IMO its going pretty well but im not going to post it until its finished. I have some questions about triggers here. 1. Sound? I have an event with map Map initialization and then action: Sound - Set music volume to 100.00% Sound - Play Sad Mystery However it does not work, it plays the music with the low cinematic volume and of the race that random chose, this brings me to my second question. 2. Race? How do i make a certain race start the map? I mean when i start my map it goes with random since i choose "Test Map" from worldedit and then i get any of the four "race themes" on toolbars, menus and sounds etc. How do I lock that theme to a certain race? Well, thats about it right now, i will post more questions as I encounter new problems. |
| 10-24-2003, 11:36 PM | #2 |
1. That's strange. It should work. Try changing the event to Time - Time Elapsed 0.10 seconds 2. Under the Senario Tab, Select player property's and change Player 1's race to whatever you want. :D |
| 10-25-2003, 12:00 AM | #3 |
nothine else to say really. all i can say about #1 is maybe your wav is just not as loud as the other sounds. maybe the wav itself needs to be better quality. #2 he said it all. |
| 10-25-2003, 12:24 AM | #4 |
1. I tried that and it worked, thanks :D 2. I have it set to night Elf but its still human theme, i have no idea why. |
| 10-25-2003, 04:12 AM | #5 |
check the box that says like race is not selectable by user. or set race. something like that. any way there is a box to the right side of when you select what race they are. just check it. |
| 10-25-2003, 08:18 AM | #6 |
Hmm, i dont understand which one you mean. In the Scenario-> Player Properties i have : Race: Night Elf - Controller: User - I dont have Fixed start location. What should i do here? |
| 10-25-2003, 08:22 AM | #7 |
Senario > Forces > Lock Player Settings |
| 10-25-2003, 09:14 AM | #8 |
Ok thanks. I have another question now. How do you play a sound? When i choose an action from Sound-> Play sound you cant choose any sound, it's just last created sound and you cant choose what you want. I want a felhound sound to play in a region but i can find no way to select it. |
| 10-25-2003, 10:13 AM | #9 |
Another Question: A unit starts a battle vs 4-5 spiders. I want an event that starts a trigger when all of the spiders are dead. How do make that happen, i couldn't find any good event that seemed to work this way. Another: Is there any way to destroy special effects other than : "destroy last created special effect" ? |
| 10-25-2003, 10:43 AM | #10 |
For the "Wait for all spiders killed" thing, create a region around the spiders, then: Code:
Event
Unit dies
Condition
Unit is of type Spider
Unit is in region (spiderregion)
Action
If
Condionts
Number of units (all units matching condions) (matching unit is of type spider) and (matching unit is in region SpiderRegion) = 0
Then Actions
****
Else Actions
Do NothingOf course that will only work if your spiders can't leave the region. For you "Special Effect" thing, your best bet is to put the effect into a variable when its created, then when you want the effect to stop, just call on the variable. |
| 10-25-2003, 10:54 AM | #11 |
I cant find those conditions. Can you tell me how i create it in non-text? I dont know what to choose when its text based. |
| 10-25-2003, 11:13 AM | #12 |
Code:
[color=lime]Event
Unit Dies [color=red]I am sure you know where this one is...[/color]
Condition
Unit(dieing unit) is of type Spider equal to true [color=red]Boolean comparison unit type[/color]
Unit(dieing unit) is in region SpiderRegion equal to True[color=red] Boolean comparison unit in region[/color]
Action
If [color=red]Choose the "multiple actions" one[/color]
Condtions
Number of units (all units matching condions) (matching unit is of type spider equal to true) and (matching unit is in region SpiderRegion equal to true) = 0[color=red] This is an integer comparison, counting all units matching conditions, in the first condition box choose AND, and in the 2 created conditions they are again Boolean Comparisons, one is Unit in region, the other is unit of type[/color]
Then Actions
***** [color=red]This is where you actions go that run when all spiders are dead.[/color]
Else Actions
Do Nothing[color=red] This is tell the trigger to do nothing if there is even 1 spider left alive in the region.[/color]
[/color]Generally to figure where something is, read the trigger backwards. If it says "Is True/False" at the end Its boolean is the first thing you choose If it says "Is equal to #" at the end its integer comparison is the first thing you choose Then for the next thing you would look at the subject of the condition/action, like what are you compairing? Grant it that is not ALWAYS true, but its a good place to start. |
| 10-25-2003, 11:30 AM | #13 |
That was nice of you to take the time to do that for him. I wisd people were that descriptive with me some times |
| 10-25-2003, 11:33 AM | #14 | |
Quote:
I always try to help, and if I try to help and the person I am trying to help doesn't understand my help, it only makes me try harder. :ggani: |
| 10-25-2003, 12:12 PM | #15 |
Thanks a lot AllPainful :D Now i got it :) |
