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cinematics skipping - stop hitting ESC!

09-15-2002, 09:32 AM#1
Hackman
I've been working on my map for a while, and the cinematics work perfectly. Except... when anyone out of the possible 12 players presses ESC during the opening cinematics (which, btw, is only 50 seconds...i hate impatient people), it blanks out the cinematic text until the next trigger fires. It's really annoying me, because these cinematics show how to play the map, and people ask me how to play the map even though it's obvious if you watch the cinematics, etc etc.

Is there any way to disable this text blanking for ALL players when esc is pressed, or is there any way to get the text to reappear?

(the cinematics are triggered by a series of game time elapsed triggers, one approx. every 8 seconds. initially cinemtic mode is turned on, and user control turned off. every trigger involves a camera pan and a cinematic text message. the last trigger enables control and ends cinematic mode)
09-15-2002, 11:32 AM#2
Guest
test what happens if you display a certain cinemetic text each time someone presses ESC

if it works, then u can just do that..

put the strings into an array

each new cinimetic call can change the index value, then each time someone presses ESC u can cinemetic text string[index]
?
09-15-2002, 08:23 PM#3
Hackman
Cool idea. Thanks.
09-15-2002, 08:34 PM#4
dataangel
Yeah, I had the same problem, until you said that I didn't realize what it was though :)

I'd just have it clear text messages and print message/do transmission again if they press esc. BTW, make sure your wait action is _outside_ the transmission. Don't use the "and do wait" or "and don't wait" options -- otherwise it'll add a larger wait everytime a player press ESC :P
09-15-2002, 09:23 PM#5
Hackman
Well, what's happening is definitely interesting...

I converted all the triggers that display transmissions to display from an indexed string array, so that works fine. I also added a trigger event for Player - Cinematic Skipped [the esc key function], to clear text messages, display a chat message to the player who pressed esc (saying not to press esc. =P), and transmit the transmission again. Now, I don't have to worry about the transmission adding wait time, the wait time is handled by the game timer. But what I find strange is that the new transmission never appears. It shows the "Pressing Escape won't help." message, but the transmission is still cleared. It looks like the game clears transmissions AFTER the escape key event trigger finishes... any ideas?
09-16-2002, 05:18 AM#6
Guest
this is gettin complicated..

u could use a timer (set on 1-2 secs) so that it calls an event 1-2 secs after the press ESC event finishes...
hehehe

i wonder if you can just use the wait command

when you do a run some othet trigger action
does it wait for the new trigger to finish before continuing on this triggers actions? or does it run the new trigger, then continue on this one straight away?
09-16-2002, 05:53 AM#7
Hackman
The way I understand it is that unless there's a wait command, an entire trigger will finish before another trigger is run. I mean, if it didn't, there's room for tons of timing errors...

But the "wait for 2 secs" works for leaderboards, they crash or simply not appear if I put the leaderboard creation into map initizialization without a wait.

I'll try that wait delay... perhaps as small as 1/4 sec or something.
09-18-2002, 06:57 AM#8
Hackman
Just confirmed it. If you put a very short wait command in a Player - Cinematic Skipped event, the game will erase transmission text before it continues the trigger, therefore you can redisplay the transmission. Thanks for helping me with this, you guys, it really helped.
09-18-2002, 10:45 AM#9
Guest
If you have a lot of time, perhaps try this

Have a different cinematic trigger for EACH player, meaning (I think) they can't interrupt your cinematic. If they hit ESC, due to the fact they are running of their own trigger, only they will lose text. Furthermore, they could skip the cinematic, and if all players skip the cinematic individually, go immediately to the game.

Just an idea
09-18-2002, 03:57 PM#10
h0pesfall
yes hack man there are alot of things like this... for example, you have to put a short wait (0.01 seconds works) between a Order unit to Stop action and a Pause Unit action, or a Stop action and a Play Animation action etc....