| 07-08-2004, 04:51 AM | #1 |
How do you puase all the units in the whole map and then have the cinematics go on while the others units not involved in the cinematics are still puased. An example is like those mini games in Skibby's Castle Defense, a famous custom td. |
| 07-08-2004, 07:47 AM | #2 |
Maybe if you explained a bit more... "how do u pause all units in the map, and then let those not involved in cinematic be paused"... make ur decision lol, shud all untis be paused or not?! Kinda hard to help when i cant even understand what you want, sorry i dont play "skibis CD" that much. |
| 07-08-2004, 08:09 AM | #3 |
I think he just means pause all units except those involved in the cinematic, in which case you just pause all units then immediately unpause the ones involved in the cinematic. After the cinematic's over, unpause all units. |
| 07-08-2004, 08:11 AM | #4 |
guessed i explained it wrong but what ev said was what i was aiming for i'll try that |
| 07-09-2004, 10:21 AM | #5 |
Yea what he said Pause all units then Unpause the ones involved as the next action. Then play the cinimatic. |
| 07-09-2004, 03:33 PM | #6 | |
Quote:
There are 2 ways to do this that I know: You can pause units you want in the game or you can completely animations of units. I prefer stopping there animations as it can having a "Cool matrix" kinda feeling if you do it right :D Only problem with pausing the animation is that the unit is not "really paused". Take for an example, if you tell a unit to halt its animation to 0%, the unit will stop moving. But say, if an enemy comes into the unit's sight, the unit will charge and attack the enemy unit. One way of stopping this is, have it to where if an enemy unit comes into sight, change him into a friendly player while still retaining its color. For "pausing a unit", I'm not sure what the effects are. I haven't really experimented enough with that action. |
