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Arrow Change

07-01-2006, 04:05 AM#1
Cyber_Orc
Hey. I'm new here, but I have some work with cinematics. Anyway I have a Dark Ranger Firing an arrow at a running Death Knight. (It's a Sylvanas' Revenge against Arthas Cinematic). At the end Arthas is running away, but Sylvanas fires an arrow from a pretty far distance. Now this is where it gets complicated. After she shoots it I want it the arrow to be a unit so I can follow it in slow motion with the camera until it hits Arthas. How would I cancel a missile or make an arrow as a unit appear quickly so it looks normal? Also if it hits him, how could I make it dramatic..... maybe even stick in him?

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O ya... and I've heard a lot about IC, but can't find a good link anywhere. Can I get an unprotected version?
07-01-2006, 01:49 PM#2
Tim.
Read our Rules, don't double post. I have merged your posts.

To do that you'll want to play her attack animation and create a dummy at the same time, then move the dummy via triggers. Quite straightforward.

IC?
07-01-2006, 04:52 PM#3
Cyber_Orc
Sorry about the double post, but I heard IC was a video with a really famous DBZ fight. I found it though. Thanks for the arrow thing and it's turning out really nice, but I have another question. In Friendly Warlord's Unforgotten Grudge the Blademaster deflects the Blood Mage's attacks. That looked really cool and was wondering what the trigger was for that. I know the map is unprotected and I looked at it, but I couldn't seem to figure it out.
07-02-2006, 10:53 AM#4
Hemlock
Don't know how he did it preciously, but you can do it with if unit comes in range, order unit to region or position.
07-02-2006, 01:30 PM#5
King Klear
Quote:
Originally Posted by Cyber_Orc
Also if it hits him, how could I make it dramatic..... maybe even stick in him?

Use a special effect of blood attached to unit - a nice blood splash is always welcome =)

Arrow sticking out of him can be done the same way, you just need to try different body parts and different arrow models, to see which combination looks best.

Another thing, which could make it look better, is to play some different animation when Arthas gets hit (ie death animation) and then reseting the animation almost immediately. It works best with units with "stand - hit" animations
07-02-2006, 08:52 PM#6
Cyber_Orc
Okay thanks a lot. Now I've worked with fades a lot but for some reason I'm having another problem. I used the standard start off with black fade intialization trigger, but for some reason when I use the next trigger it changes immediately even when the trigger says fade in over a few seconds. Here are the triggers:

Trigger:
Collapse Events
Map initialization
Collapse Actions
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Disable user control for (All players)
Cinematic - Fade out over 0.00 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
Game - Set the time of day to 12.00
Sound - Stop music Immediately
Sound - Clear the music list
Sound - Stop music Immediately
Sound - Disable dawn and dusk sounds
Custom script: call StopSound(bj_nightAmbientSound, true, true)
Custom script: call StopSound(bj_dayAmbientSound, true, true)
Environment - Set sky to Dalaran Sky
Environment - Change water tinting color to (80.00%, 100.00%, 50.00%) with 0.00% transparency


Trigger:
Events
Time - Elapsed game time is 4.00 seconds
Camera - Apply Zoomed Camera <gen> for Player 1 (Red) over 10.00 seconds
Cinematic - Fade in over 6.00 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 100.00% transparency

The Fade says 6 seconds, but it happens immediately.
07-02-2006, 09:20 PM#7
Hemlock
Cinematic - Fade in over 6.00 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 100.00%

needs to be 0%
07-03-2006, 12:20 AM#8
Cyber_Orc
Thanks a lot guys. Now for the one that is really bugging me! I have a song playing in the background, but during the song I want a sound to play from offset and stop immediately and it wont do it. Heres the trigger:

Trigger:
Sound - Play tranmision <gen> at 100.00% volume, skipping the first 0.30 seconds
Wait 0.90 seconds
Sound - Stop tranmision <gen> Immediately

It's not attached to anyone because I tried that and it didn't work either.
07-03-2006, 01:17 AM#9
Hemlock
Should work unless
- Its an not imported sound and you did not yet remove the 3d sound mark.
07-03-2006, 05:03 PM#10
Cyber_Orc
Okay its fixed now. Thanks. Now this is more of a stylistic question. I'm trying to make a piece of land blow apart or get pretty damaged. Now I have two characters DBZ-inspired charging up. So far I have ripples coming from both of them and some charging special effects on both of them. Still it doesn't look convincing without deformed terrain since they're fighting on grass. Also I have an earthquake unit going through its birth animation slowly and rising to add to the effect, but it looks bad without dirt. I tried an instant change and it looks terrible. If nothing looks good I will go to my last resort which is having a white fade and having everything deform during the fade, but if I could avoid that it would look better.
07-03-2006, 08:04 PM#11
Hemlock
So what exactly is it you are trying to create?
07-03-2006, 08:11 PM#12
King Klear
@Warnicro
I believe he wants to know what other effects and such could/should he add to make the whole thing look better.

Too bad I can't think of anything right now, apart from very fast shaking of camera.
07-03-2006, 08:35 PM#13
Hemlock
Quick colored fade in and outs could help to create something, I propose.
07-04-2006, 04:49 PM#14
Tim.
On a side note, use [trigger] tags. I added them for you.
07-04-2006, 05:12 PM#15
Cyber_Orc
How do you make trigger tags?