| 10-21-2002, 03:47 AM | #1 |
Guest | Im having difficulty with 3 things: 1. When my map starts, I want it to start on my first camera, because there is a cinimatic in the begining. It used to work so that everyone is on the first camera, now adays everything starts in the center of the playable map area. What do I do to change it back? 2. All my cinimatics are balanced when I make them in the editor, but when I play with more then just myself, they are screwed up and go too fast. What do I need to do to correct this? 3. All my weather effects used to work, but for some reason or another they have all decided to turn off, making my map lack detail. What steps do I have to take to make them work again? emote_sweat Please help me (a newb) out, for I am very confused and need assistance. |
| 10-21-2002, 05:32 AM | #2 |
Guest | 1. Use the Apply Camera trigger, unless another trigger conflicts, it should start. Also check your event part of the trigger. 2. Sending a transmition from a character seems to throw the timing around sometimes, you might check that. 3. Check out this http://wc3campaigns.com/forums/showt...&threadid=5046 BTW- Use the search to find related things on this forum. You can practically wade through the amount of times these questions have been asked. |
| 10-21-2002, 05:47 AM | #3 |
Guest | Well, for the first problem, I would have to see what triggers you are using in order to find out what is wrong.. but here's my best guess: Make sure you have the "apply camera object (timed)" action set for all players. Also, dont run it at map initialization, do it in a separate trigger that will execute at, say 3 seconds elapsed or something. Dont know for sure, but running it at init could throw it off. As for the cinematics going too fast.. you are experiencing the infamous bugged multiplayer wait. There are a few ways around this.. ill detail two of them. The basic idea behind all of them, is that wait commands are often ignored in multiplayer, unless you have multiple waits in a row equal to the number of players. So 1 wait is fine for 1 player.. but you need more for extras. so.. Create a trigger that: Every 15 seconds (or so) and map initialization set (some integer value, call it playersingame or something) = 0 pick all players in player group[all players] and do [if picked player slot status equal to is playing then set playersingame = playersingame +1 then, in your cinematics, replace your plain wait commands with the following: for each integer a from 1 to playersingame do wait (your specific wait time here) This will, in effect do a wait of the value you specify as many times as there are players, allowing the cinematic to (hopefully) run at normal speed. The other option is (and I have only minimally tested this, but it worked for me), Take your wait action, (say its wait 2.00) and put the following after each of them: for each integer a from 1 to 10 do wait 0.01. The wait bug seems to be held off by this too.. but like I said, this worked for me (on my 2 player LAN, and in theory should work with up to 11 players) but I dont know for sure how well it'll work. Sorry for the long (and possibly confusing) section, but give one of those a shot, either should work. As for the weather effects.. make sure that they are still set properly in the editor, if they are preplaced, or if they are trigger created ingame, you have run environment - enable / disable weather effect on one you just created to activate it, they start off disabled if you create them with a trigger. |
| 10-22-2002, 05:01 AM | #4 |
also for weather effects to work u need to have your graphics quality on high other wise the program kills it to save memory |
