| 12-26-2002, 08:45 AM | #1 |
Guest | i'm having a lot of trouble trying to implement all players into one trigger. at first it was selecting units... how to have one trigger take care of all players for selecting units. I figured that out but now I'm having trouble with implementing all players to see out the same camera etc etc... i couldn't find any good tutuorials so if someone could point a finger that'd be nice. just to reiterate i'm trying trouble implementing "all player" triggers. |
| 12-26-2002, 11:07 AM | #2 |
i don't understand what you mean... |
| 12-27-2002, 02:17 AM | #3 |
Guest | I'm talking about any trigger involving "all players." For example. I want "all players" to see out of one camera in one trigger. I see a lot of triggers that might accomplish this but they're not working for me and only gives me errors or non working results. Hope that clarifies. Thanks. |
| 12-27-2002, 02:38 AM | #4 |
You could make a ''Player Group" 'variable'. Add all players to that; then when asking what player to view the camera etc., just select that variable. Does that help.......? |
| 12-27-2002, 03:38 AM | #5 |
You could just make the action for each player. It really isnt TOO tedious. Just make a copy of the one for player one, paste however many more you need and edit the players in it. It really isn't a big deal if you have a couple extra actions. |
| 12-27-2002, 04:18 AM | #6 |
Guest | draco, i've tried that... but I've tried using something like "Pan Camera for <player> to <area> over <seconds>. The only variable it'll take is a single player variable not player groups. and I can't add multiple players to a single player variable and a single player array won't work either because it's still adressing one player. dinadan, you don't find hundreds and hundreds of triggers tedious? not only that every trigger has like 5-10 different parts... this player, that area, this regoin, that unit... there's a ton of stuff and I'd like to make it as simple as possible. I'm making a rpg kind of map and it has a lot of cinematics and the camera movements alone take up a ton of triggers... not even the amount of actions the players have to do. I thought with SO many triggers WE would have been specific and precise and better yet easy but I thought wrong. =) |
| 12-27-2002, 10:50 AM | #7 |
Try to use local player when a single player is required. |
| 12-28-2002, 09:11 AM | #8 |
Guest | I don't see Local Player anywhere. Could you explain that a little more please thanks. |
| 12-28-2002, 11:55 AM | #9 |
Player Group - Pick every player in (All players) and do action. Where action is your camera movement, units spawning, mana draning, porn viewing etc. |
| 12-28-2002, 12:39 PM | #10 |
I am not sure if local player is only available in custom text because I only use custom text. To try it you can make your trigger using Player(1) and then convert it to custom text and replace all Player(1) references with GetLocalPlayer() . But it should not be used with creating units and similar stuff. |
| 12-28-2002, 08:49 PM | #11 | |
Guest | Quote:
I'm already doing that. But it's a ton of extra trigger clicking plus I can't preview my camera movement without switching back and forth between warcraft and loading the map everytime. |
| 12-28-2002, 08:50 PM | #12 | |
Guest | Quote:
I'll try that but it seems iffy. Could it cause problems... |
| 12-28-2002, 08:52 PM | #13 |
Guest | I wonder why they just don't have Apply <camera> for all players over <seconds>. |
| 12-29-2002, 12:21 AM | #14 |
Cause Blizzard was lazy. Oh, and local player is only for custom text, which would confuse most ppl. |
